Nice episode. A couple of points
I know I should have put the axes on, as an analyst in real life its a bit poor of me, apologies.
The chop is both worse and better than explained.
The 50% or 100% cards have some use early but not as much as you think.
100% boats ton a coas... not many cities there and do you really want to build the boat for a few turns just to get the overflow... Its really mainly useful to overflow one galley into another to get 2 galleys very fast. It does help Harald with his extra 50% and he does need all that help to be a fair civ.
100% walls or 150% monarchy... you cannot build too many walls in a city so its limited value per city and you have to go off course in the culture tree to get this which can be a pain if your culture in not soaring high (which to be honest is a lot of the time if you are not a restarter)
The 50% settler card is one good overflow card though and that's really how you get those cities out early
Mid-late game there really is no overflow cards that help bar the 50% builder card but it is a strong one as you want more builders and it snowballs.
, but it comes lateish in a science victory game
The late game chop is just ridiculous if you have pushed science or culture. You want Eiffel? just settle a city on tundra with a few trees and 1-2 builders
All in all if you play a chop game you realize that synchronizing overflow charges with districts is not often sensible. but utilizing what you can does help. Worse than that though, building mines and lumber mills is often just not worth it, especially as it increases the price of future builders. The production from a lumber mill may be worth it if you do not need to chop the mill for another 40 turns but the immediate chop from the mill is often what you want in a city to get the campus to uni level. Getting 200+ science by around T100 is ridiculously strong. If you read through the GOTM at the fastest science players they build 1 lumber mill for the eureka or if they build more they certainly are chopped by the end of the game and a T150 science finish often does not provide enough time for things to be of value.
When you can build your spaceport 4 turns before you win a science victory and just chop everything in it does seem a bit crazy.
I am a mechanics person so while I do not necessarily agree with every design in the game I will use what is there to understand the flow better. You gotta use it to be able to comment on it.
While the chop is great for fast science victories as the best example it does work in other games. Chopping in those temples, museums or musketmen just speeds up a long boring game.
If they make the longer game more fun they may want to reduce the strength of district placement/chop value together as these two are designed to work together and use the same formula.
Think about it... late game chops are too strong and late game districts are too expensive... change the common formula!
I do play long immersion games without either chop or district placement also but to be honest they are becoming the minority because this whole area is complex and more entertaining than pressing next.... I mean chopping in the district on turn 60 for 2 chops or waiting until turn 85 for one chop is a good question in interplays with so many other factors like number of envoys of that type.