Cities take increasingly more money to maintain
Why? the obvious answer is to force you to make due with less cities, each aditional city costs more then the previous one.
but that doesn't just hurt verisimilitude, I think it also hurts fun. Sure fun comes before verisimilitude, but I find it fun to build big sprawling empires, to conquer stuff, etc... the increasing cost of maintenance means I have to do with very few cities.
mmm, there is a flipside to it. many cities means you have to upgrade them. which is not gonne work right with the current model of doing everything manually. you need a very robust city autobuilder to make that work or it also hurts fun; so I can understand the reason behind it. (I think my favorite colony building method was the one in sword of the stars).
There is also no granularity in the building of a city, you can build a tax collector office OR housing for 30 units of people; and the people will never build anything themselves. housing for 120 people or one school, or one mana research lab, etc... And cities will not build even a single house without you, the supreme ruler, coming down from the heaven and designating a whole massive project to build tons of them.
It feels very clunky to build cities in such a manner. Why can't you build large projects that really change the city, but without such projects the city still grows a little at its own slow rate? (say, 1 housing a turn, to maximum pop the city can support).
I think galciv came really close to having a good system with colony maintenance costs and income. but it suffered greatly from an inept autobuilder AI which meant you needed to micromanage each planet.
Any other input about the issue? I know there is a better way, but my initial idea of "it costs the same to maintain each city" means a lot of micro management unless it has a very robust self building ability. thoughts anyone?