In my test game I was making over 300K gold per turn but what reset my total gold was when its value went somewhere over ten million. I only had three cities, but all were 70 plus pop at the end in the early 2000's. The increased maintenance I suggested starting in modern is to make sure that even very large cities won't be cash cows if they build all available buildings. I literally couldn't spend my gold fast enough. I was only playing one AI so I got most wonders, but since most financial wonders help trade routes, and I only had 3 total cities, this didn't affect gold too much. More maintenance late game plus a higher buy cost for good late buildings and units should let even the richest civs go broke quick if they want to.
Increasing maintenance to mop up extra gold is certainly doable. I don't want to push it to the point where you can only afford X buildings because it would ruin the AI. I will use some of the other methods I mentioned to limit the buildings.
In particular, buildings that produce gold, increase production, and add defenses should have increased buy costs. These are the buildings I find myself buying again and again, and I kind of liked the glitch you had a while back when the market was extremely expensive. It was a little unrealistic, but it prevented the player from easily buying all the financial buildings early game, and I wouldn't mind seeing the first or last building in every chain way overboard on buy cost, because then you can't afford to put every building in a brand new city, you have to pick a focus.
I can increase costs, but first I think I will see about lowering the overall gold gained. I am hoping that the stability issues with large gold numbers don't require me to go back to the base 1 yield system. Might be required to keep the industrial/economic growth throughout the ages.
It might be possible to do what you are suggesting in #13 as new policy pages. In place of the two religious buttons you have 'workers policies' and 'economic policies'. Workers policies have hours(4 mutually exclusive policies=4mep), breaks, workers compensation, etc., while economic has food subsidies(4mep), minimum wages(4mep), and the like.
I thought about that, but it wouldn't be a very good option, as you would have to choose between a new policy and a "slider setting". A slider needs flexibility that can't be had with the rest of the policies.
I really like the idea of #3, and I think that only the 3 stronger national versions should require the resource inside the city radius, and the "capital" version be made a 'can only build 1' type national wonder(as the end of a chain it need only require something simple like a market), so there will be wars fought over cities nearby aluminum, iron, and coal, as well as the oil wars that seem to be the only thing the ai goes after late game. This will make it extremely valuable to have a lot of a particular strategic resource, as mills in all of your cities could alter the balance of power.
Well it might not be called a "Capital" for the 4th building, but I do like the idea. In CtP you had trade "monopoly" when you had a city that was fed the maximum amount of 1 resource. These cities were economic heavyweights. You could have several of them in an empire if you owned enough land. So perhaps the national wonder "Capital" would come once you had 1-3 of the 4th level buildings.
And a quick fix if anyone wants to use it before the next release
Great, thanks.

When I get back I will consolidate all the new updates and get a quick patch out before beginning work on the tech tree.
great mod, thank you for making the game playable (apart from the stability problems mentioned before) really looking forward to v10 and then religion
I've played through 3 games on your mod. The problems are mostly economic, everyone makes too much money, the AIs just hoard it because they dont know what to do with it but buy tiles meaning even a great cultural city wont expand its borders.
Thanks.
The cities expand out to 9 hexes away, but you can only buy 3 hexes out, so those cities should still be able to expand. But yeah, the economy is under construction.
If someone implements this in a decent way, I wouldn't mind integrating it, but it isn't on my to do list.
Something Ive been messing around to find CTD's is Speedfan to measure my heat in my Laptop. Playing Civ 5 and getting to around 1400's my heat suddenly goes from a warm 52C to over 60...sometimes hitting 64C. Whats interesting is when im playing WoW, DC ONline, even other games, my heat never goes above 55C or so...but for some reason Civ drives it up...quite a bit. I do use a fan and like I have said, only Civ5 is driving it up above 60C. Could this be causing an issue with people causing the CTD's? I know I have more CTD's the longer I play, so im wondering if a heat issue could be causing some of the problems.
How long does it take the AI to complete it's turn for you?
I wonder if you let it sit on your turn for awhile, and then hit end turn, if there is any movement in the temperature.
And D, on the whole uniform terrain thing, will there be an option to change the terrain at a later point by use of workers? I personally find the idea of large singular teritories great for early-mid/late game, but when we get to post modern eras, it would be great to dictate what types of terrain we want to be working on.
Ah yeah, Terraforming was big in CtP and is something I definitely want to see more of. Hopefully with the added ability to make canals and whatnot.
On a similar note, on a previous update way back when, you had mentioned that you had added more rivers to the game. Which file changes this value. And similarly, is there a way to only make desert tiles spawn next to rivers, so that all deserts are flood plains? I don't play with tundra, snow, or desert, but I would like to see the benefits of flood plains without having useless deserts.
I think it was globaldefines.
To do much more than that you would have to make some heavy modifications to the starting plots file if not create a whole new mapscript. From what I have seen, map scripting seems to be some complicated stuff.
Love all the new planned content, but I am hoping you will make "Stacking" optional in the setup screen. One of the things I like about CIV 5 is the "stackless" strategies one can undertake.
I do however like the idea of combining (stacking) units to form a singular more powerful unit, kinda like adding "templates" to a character in RPG games.
Maybe in earlier eras, adding a Great General to a unit making it stronger along with with the leadership bonuses added in.
In later eras adding 2 combat units together thereby creating a shortlived genetic/cyborg assimilation used for stormtrooper assault troops
Just an idea...
MXX
Since the stacking system would have to be created from scratch, a checkbox should be pretty simple comparitively I think.
You should give the stacks of 10 a try though, it really has the best of both worlds.
Nah I run XP. This year does look like an awesome year for PC games though. This is a pretty nice rundown of 2011 in gaming.
Nice link.

Action RPG's are taking the crown this year.
Cool mod. I was playing v9 for first time but after turn 59 i had run out of tech i think last i research was habour and when open up tech tree and click one o f the 5 options they are just blank except for in the corner were it just avaible or not
Probably a conflict with other CtP versions, or perhaps other mods that are running.