Yield Inflation is killing the fun in Civ7

Currently I am roughly at 50% age progression, but to be honest I don't know whether I will continue this game into Modernity, as I feel that I have won already.
Okay, so they tried to solve this with age based yield scaling but they're still tinkering with it and it's still a problem. I've always said that if Antiquity is going to have this cadence based on building out your yields until your engine starts humming, then later ages need to be having you do something completely different. Modern would be more of a war game than an empire growth simulator.

This makes tons of sense. Antiquity lasts like 3500 years or something, and modern about maybe 100? So of course Antiquity is about growth. Modern should be all about allocation. Shifting around resources to optimize your war machine.
In that regard, the necessity for not only exploring (done that in antiquity thanks to Tonga) but also settling new city-locations does not arise with the same urgency as it would have in Civ6. At the beginning of the Exploration Age,
Yeah, same issue with your "game" in Exploration needs to focus on other things than what Antiquity did.

I've had games that did this right where I almost don't expand at all in Exploration, I'm just setting down resources colonies while defending them.

Modern is when you pioneer the empty land (on larger maps), and expand to fill in the map.
 
I do think that some of the game still struggles with how the various "per-age" scaling works. The game still doesn't know if the ages should be in like a 1:2:3 ratio, or a 2:3:4 ratio. Resources tend to be 2:3:4 (Cotton is 2/2 in antiquity which is strong, and then 3/3 in exploration which is meh, and then like Wine in modern is 4/4). But like influence buildings scale 1:2:3 (Monument 1/Dungeon 2/Opera 3, and Villa 3, Guildhall 6, Radio 9). But then everything gets messed up too since you have some of the masteries which give you like flat +2 production on military buildings. And all of this gets messed up even more when you start getting banks and universities which can suddenly add even bigger bonuses on quarters, so a bank is not just 8 gold + 3ish adjacency, it's 8 gold + 3 adjacency + 10-12 more for the number of quarters you have down.

And then the snowball/compounding nature, once you're pulling in 500-1000 gold per turn, suddenly you can buy things quicker, which increases yields even more, which lets you convert another town to a city, and get even more yields, etc..
 
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