I am a bit scared of the lacking size penalties like to tech and culture.
If it turns up the guy with the most cities and/or who can grab the most land early always wins that might be a bit too boring.
But I agree that catching up mecanics are required to make sure you can still have a chance (of winning if you're behind, or losing if you're leading).
Usually the "catch" up mechanics are diplomacy, gang up or spy on the runaway. Still looks like you have all the usual options.
When was the last time the AI was able to use those efficiently ? Yeah.
The only wide penalty they have is the cost increase for builders, settlers and districts right? .
Not always the case. There seems to be a start bias to have a couple copies of a luxury near you. Beyond that its all to luck.But ideally more cities should bring more luxuries.
Its definitely better than previous versions. Luxury resources appear to work just right to make us want to make sure we expand in a way to get more luxuries or spend the production and space on entertainment districts. The entertainment districts come soon enough that they can actually be used effectively as well.It's far not the first thread discussing this. To sum it up:
1. "Tall" is artificial construct of Civ5. Ignoring expansion and conquest shouldn't be as effective as playing all aspects of the game.
2. Overall, one strategy per empire is weak approach. Whether it's wide vs. tall or specialists vs. cottages. More subtle differences, like specializing particular cities, having lower-level cities and so on gives more strategic variety.
3. While being wide shouldn't be punished, mindless expansion shouldn't be the only viable strategy, it should depend on conditions, so some restraints have to be put.
Civ6 seems to be doing all this about right/