I don't see the need for this argument. Nothing's wrong with Eternity as a setting imo. It introduces its own set of challenges but it's never going to be what the mod team balances the game to consider so there are going to be times when it doesn't handle itself all that well. This, however, can show us where other imbalances lie that are more subtly affecting other gamespeeds as well. So the answer to this is simple, which is something I've been saying for over a year now - earlier law enforcement units are needed. Not hard. And fully planned out for implementation. Just can't be done overnight is all. The fact that the property system helps the game become a better real world simulation is exactly why it's a great system. The game has always been a game model of real world and it should be made to be a more accurate model of such as we go. That's pretty much the whole goal here. Sure there are simpler ways to address these properties but there's a lot of genius in the way it's already established. Furthermore, I would prefer to honor one of the most valuable modders we've had on the team, AIAndy, with a full embracing of the mechanism. I know for any of us if someone just came in and undid our most core contribution it would pretty much be spit in the eye for all your efforts. But even as a gamer, it's nice that not everything is so measurable and controllable in C2C as it has always been in Civ. Not that I find controlling properties too difficult but it does make for a factor that's more difficult to master and that's really nice considering how easy a simple game becomes boring. In what way is it scaled? If you have excess gold output you still have longer to hoard it. Modifiers and base values on building commerces have no scaling factor based on gamespeed so far as I'm aware.