remconius
Deity
One of the key concepts of civ III was Rapig Early Expansion.
REX reasoning
The idea being that you need citizens to work tiles and earn resources. So the more citizens the more production and gold to go around. And as one city can grow one citizen every X turns, 10 cities grow 10 citizens every X turns. And thus more cities is more power in the long run.
REX limited by maintenance
The above reasoning will still be true for civ IV but is being countered with maintenance costs. So as you expand your growth rate and production capabilities will grow but maintenance costs cause your finances to go negative leaving you less and less money for culture and science. This means you cant REX infinitely and there is a balance to the expansion rate.
How to still REX?
More cities will still be more powerful, because
resources = power
and
citizens = resources
and
more cities = more citizen growth
So the question is how can you still expand fast without turning your finances into a mess? It depends on how maintenance costs are implemented.
Simple concept
If it's a simple concept of each city costs more than the previous one, you'd have to create a financial basis to pay for the cities away from the capital.
Complex concept
Knowing Civ, the concept could be slightly more complex. You might have a base number of cities with the lowest amount of maintenance costs (like the good old Ring-city placement theories) and above that there would be a step change in costs exponentially increasing maintenance. There will probably be factors to offset or increase the number of low maintenance cities. This could be based on the number of citizens you have, the type of government, Forbidden palace, certain technologies, health level, culture level, happiness etc.
In order to get more cities the focus of expansion will be in ways to offset or counter the increased maintenance costs.
Civ IV paradigm
One thing that could be the case is that you have the choice for few cities with lots of cash, high culture and high science. Or lots of cities with almost no culture, science and cash but high production and growth. And then there is the balanced appoach...
REX reasoning
The idea being that you need citizens to work tiles and earn resources. So the more citizens the more production and gold to go around. And as one city can grow one citizen every X turns, 10 cities grow 10 citizens every X turns. And thus more cities is more power in the long run.
REX limited by maintenance
The above reasoning will still be true for civ IV but is being countered with maintenance costs. So as you expand your growth rate and production capabilities will grow but maintenance costs cause your finances to go negative leaving you less and less money for culture and science. This means you cant REX infinitely and there is a balance to the expansion rate.
How to still REX?
More cities will still be more powerful, because
resources = power
and
citizens = resources
and
more cities = more citizen growth
So the question is how can you still expand fast without turning your finances into a mess? It depends on how maintenance costs are implemented.
Simple concept
If it's a simple concept of each city costs more than the previous one, you'd have to create a financial basis to pay for the cities away from the capital.
Complex concept
Knowing Civ, the concept could be slightly more complex. You might have a base number of cities with the lowest amount of maintenance costs (like the good old Ring-city placement theories) and above that there would be a step change in costs exponentially increasing maintenance. There will probably be factors to offset or increase the number of low maintenance cities. This could be based on the number of citizens you have, the type of government, Forbidden palace, certain technologies, health level, culture level, happiness etc.
In order to get more cities the focus of expansion will be in ways to offset or counter the increased maintenance costs.
Civ IV paradigm
One thing that could be the case is that you have the choice for few cities with lots of cash, high culture and high science. Or lots of cities with almost no culture, science and cash but high production and growth. And then there is the balanced appoach...