Thedrin, you understand me perfectly. The problem is, food transfers, would not lead one dominate strategy. First off, strategy depends on the geography of any given Civ. Secondly, your dominate strategy does not guarantee success all the time, and cannot be implemented all the time either. The strategy you propose would take time and skill to build, that means it can also be broken. Because it can be broken, it won't become
the predominate strategy. It will still have to compete with all the other strategies out there in the Civ world.
You argue that the dominate strategy would become one where poeple would assign all their excess food to several super-production cities. What I'm argueing is that this would not be cost effective as an overall strategy, because the production of food for transport, in the source cities, would eat into your resources to build other more useful units.
Averaging production across several cities would be effective only in very harsh terrains. This would not lead to a super production advantage because it would still be preferable to have multiple production sites for military units.
I understand your arguement about super-commerce cities, set to produce science and money over all else, and you're probably right here. My question is how is this diffrent from the game right now? Currently there
is a rush on arable land, mixed with commerce potential to build the super-pro cities that you speak of. Combined with with all the wonders and minor wonders that abound in the current version of the game it is
already possible to build super-pro cities. This is why so many well-placed single-city civs can outpace larger empires in ancient times (at marathon speed) because they are able to effectivly specialize and keep ahead in research. I think what you are saying is that food transport will exascerbate this problem.
Rome on the Earth Map, with 24-civs, is a super-pro city in production. It is not advantagous to expand in the early game because by maxing out production one can build wonders that enhance the science and commerce of the city, owing to the fact that the Italian Penn. also has marble and stone to speed things along. In less than 100 turns one can build a city with several of the early wonders that produce specialists of all types, and due to its high growth potential, it can produce Praetorians at 1 per two turns. But ultimatly the player is forced to expand to keep up in the tech race. I bring this up because, even though Rome can lead in tech, with the help of wonders and specialists, its more advanced units cost more to produce. Rome ultimately loses it's status without other cities to cover its back.
The increase in power of city specialisation for science cities is far greater than for production cities when food transfers are introduced. How this translates to game power; building super-production cities allow you to build more units than those who don't, building a super-science city will allow you to build more advanced units than those who don't.
Taking what Thedrin has already argued, I think that food transport could speed up tech advancement. How this translates to the game:
1. The eras could be shorter
2. Civs would have more advanced units, but fewer units overall.
I don't think that Super-Commerce cities are necessarily an advantage, like
bearro has said, it depends on the map. If you were ahead in tech and your units cost more, your lesser advanced rivals could still concievably build in quantity to out maneauver the more advanced units. The lesser-advanced civs may also be able produce more units per turn allowing this strategy better odds of success.