I didn't explain well, let me rephrase.
What I feel is important is to improve and enhance the strategic decision-making opportunities available to us. Civ is a strategy game, and I find it most interesting if we have multiple viable strategies to choose from - each with advantages and disadvantages - instead of one dominant strategy. Making the game more complex, interesting, and challenging is the goal. There's been a good
track record here in the past half year.
I think we can agree there are three main playstyles in Civ:
Civ 5 has traditionally favored 1) conquest 2) wide empires 3) tall empires, to the extent ICS was a prominent strategy in the first few months after release. This is why I added things like Aqueducts, the happiness and gold NWs, and localized resource bonuses on the Granary and Stable. These and other changes in my balance mod improve tall empires, which is likely why they were
included in the core game - to improve balance between the three playstyles.
However, these changes were mainly in the early game. Tall players
are still vulnerable to nukes and direct assault, but their cities can't be wiped out in two shots - it takes four.
AI vs human balance is better achieved by actually changing the AI, not by limiting the game's overall strategic depth.
Actually, I disagree with the '3 styles', there's only two basic styles to empire builds, with four VCs that will provide differing 'looks' of them. But each has 'variants' available within the style.
You can achieve all four victory conditions with a 'tall' civ or 'wide' civ. Though, wide will provide advantages for domination and diplomacy, while tall will provide advantages for culture and science VCs. That doesn't mean you can't go 'wide and cultural' but that's somewhat a lot harder to do, similar to OCC and domination.
Puppet vs. Annexed vs. Expansion choices on the 'wide' side has it's own balance issues, irrespective of tall vs wide, which may need a bit of work to ensure it stays within the 'wide' framework and not provide 'wide' an out to overpower 'tall'. (to at least allow for one or the other to work, bugs notwithstanding)
edit: and to be totally fair, a TALL empire made of Capitals (puppet vs. Annexed choices) with every other cities razed, is an option. So we have to be careful not to paint 'puppet vs annex vs expansion' as an entirely 'wide' thing.
Though, I'd classify 6-8 cities as 'semi-wide' rather than tall, given the happiness system; which now has to be reworked to get it back to an actual happiness system rather than nearly all global happiness; which favours pure ICS again, not balanced between tall and wide.
When taken to the 'extremes' Tall->OCC, wide->ICS. both have to be minimally balanced or 'prevented' depending on what is needed. (ICS more than OCC since OCC is an advanced option and should be at least very hard, but doable)
Oh sure, the dev borrowed directly from your mod. Some things were ok, others not so much. Just because you hit on a decent idea a few times, (some should have been there from the beginning since Civ 4 had it, which means they dropped the ball, not you making something new for 'balance') doesn't mean everything in your mod is good for this version of the game (replicating everything from Civ 4 is bad), especially on this topic.
Abombs getting intercepted (bomber delivery system) by fighters/AA etc is likely the best method to 'balance' them (but not Nuclear Missiles). There's supposed to be an 'evasion' score for the Abombs, so it makes sense if that got 'fixed'. The owner of the nuke can then use fighters to Air sweep before dropping the bomb. That makes it a lot fairer and provides an ingame counter with a counter-counter.
Reducing their damage or anything else 'just because Tall empires are at more risk' is not a good plan. Especially since it seems those people who want that are more interested in their own sandbox game, ignoring that the AI isn't just there for their amusement, rather than allowing the WHOLE game to exist. You don't 'balance' this factor, ever.
Playing by yourself in a corner (builder) is just as ignorant of the game mechanics as going 'all war' and complaining about happiness and culture. These are 'extremes' of player choices, but neither is considering the Actual game mechanics.
Tall has it's risk-reward issues. Tall can get to higher techs a lot faster if you go specialist GS production/Rationalism. Which means you really shouldn't have the AI having nukes available so far ahead of you that you can't do anything about it.
Tall loses a city and therefore loses a lot of the % culture/production/science/gold of the empire. You have to ACTIVELY prevent that within the system, not be passive and hope the AI ignores you or think that you should do anything you want without consequences.
wide has the same risk reward issues. National wonders are harder to achieve, if ever, but if you lose 1 city you lose less than a tall civ losing one city. Wide empires end up with less wonders built (less concentrated production) and you get less SPs, so policies are harder to come by. Your GP generation isn't going to catch up with a tall civ, given that you need the SPs and some wonders to make it happen. Wide can get more gold->RAs than Tall though, but with RAs now more 'in balance' that's a bit less powerful than it was before.
That (was) an important factor. If both the Tall and wide empires can have the same SP setups, then what's the point of 'tall'?