Not really. If there already are Cottages around, you won't be building them will you?
Explain, please.
If there already are

-resources around, whether they are Gold, Dyes or Towns, you don't need to build Cottages.
If I have a commerce-specialized city, I want as much commerce as I can get there (with hammers and food as necessary to support the maximum commerce generation).
Sure. I was arguing that the scaling they do doesn't have a vital effect on the game. Replace them with a flat-rate improvement that has the same average yield and you won't notice a difference on the empire level.
Of course it will be noticeable. Late game commerce will be much less.
My point was that if Cottages scale the

available over time, then any strategy that doesn't scale

will either be over or underpowered.
What's your basis for that conclusion?
You're exactly wrong anyway: Currently, cottages
do scale over time. The mere fact of an income being scaled over time should be balanced against the required expenditure over time. And, the required expenditure over time
does scale, and we have not discussed changing that fact. Thus, they match.
If we change cottages to
not scale, then they will not match against the expenditure which scales. So, the non-scaled cottages will either be overpowered early game (because we change them to a flat rate which is higher than the current level early game), or underpowered late game (because we change them to a flat rate which is lower than the current level late game).
Only because Aristocracy and SE are later than Cottages. By the time you make the transition you already have several Cottage-economy towns and there is no need to change them.
Even if they were available early game, it would still be good strategy to do it, so your argument doesn't hold.
That seems like the exact order I gave.
- Harvest resource, obviously.
- Build farm. When you can grow, it is required.
- Build mine. If you need the production.
- Build cottage. No other pressing issues.
Cottages are the default improvement built when nothing in particular is good.
The difference is that you define all food as good. But, food is not always good. The best player wouldn't want city growth to outpace happy/health. Once the city is at max size, food is worthless. Same with hammers. While it's one thing to say we can always use more hammers, a city specialized to produce commerce wants to maximize those commerce multipliers and hammers are a necessary evil to be minimized.
Bottom line, food is a means to an end. The end is to have the city generate research/gold.
City specialization means some cities are desired to maximize commerce output. So, only enough food to enable citizens to work commerce tiles or run commerce specialists would be warranted. And, only enough hammers to generate any desired buildings would be warranted.
Your list would maximize both food and hammers when my list minimizes them.
I think your proposed changes suit your game style. But there are plenty of other players the game caters to, each with their own game style. Would you spite all of them to suit yourself?
I do some specialization, but don't have the patience for extreme measures. Besides, it's not as useful in Fall from Heaven as in Beyond the Sword.
Maybe because you don't do it, you see it as not as useful?
I like

as much as the next guy. I only dislike Cottages and the reason is that they are so expensive.
First you have to build them, then a pop needs to spend 30 turns working a sub-par improvement. Finally you get to reap the rewards. Unfortunately they're not very good, and you have permanently locked the tile into a low powered

improvement.
Let's make them better then. How about a double-speed civic, like we have in BtS?
Aren't they the best? Civics can give two, a few buildings give another.
How are you going to get 30 more specialists when the entire fat cross is covered with weak improvements? 60 settled Great Merchants?
30 is too high a number. Some tile improvements enable more than the 1 specialist a cottage would give you. And, as you say, some civics give some, some buildings give some, some wonders give some.
I'm not particularly worried about disabling Cottage economies, because I think they are weak anyway. I may replace them with Plantation economies.
The thing that worries me is the early game. An extra six population unaffected by health and happy could really break things early.
The former doesn't "worry" me so much as "meh". You're taking something away with one hand and say you'll add something else with the other hand. Assuming you can enable as good or better of a game strategy, I suppose it might be a slight improvement.
For the latter, I brought it up first.
