Bhruic wrote on Sep 27, 2010, 22:04:
Thirdly, the city states are annoying as hell and give you nearly no payback for the kind of money you invest in them, but if you happen to solve a mission of em you get free stuff... late game they become completely irrelevant obviously.
The Maritime city states are vastly overpowered at present. You get +2x food in your capital, and +x food in all your other cities (x increases based on the era you are in). It's very easy to end up getting a substantial amount of your food from city states, allowing for some serious sky-rocketing population.
The Cultural city state is probably pretty balanced, the amount of culture you get early on can allow for some quick policy grabs, but the cost of those scales up nicely. Later game, you're going to be getting more culture from your own cities, but the extra is still nice - culture scales with tech era as well.
The Military city states are pretty useless. All they do is give you random units, with no guaruntee they'll give you a unit you want, or one when you want it. While unit production is fairly slow in the game, the random nature of the gifting makes them pretty pointless. If you can get them to like you based on an easy mission, might as well, otherwise they're not worth it.
Hopefully they'll do some balancing of the city states in the future, but as it stands now, the Maritime ones, at the least, are anything but irrelevant.
+2 food in the capital, +1 in all other cities if you befriend them, +4/+2 if you ally them in Marathon speed (lots of numbers change with speed settings, and I don't know if this is one of them).
Military states can be useful, but are very limited. You know when you're getting your next unit (in Marathon, every 20 turns if friends, 17 if allies), and it can be important if you're stuck on a landmass but can befriend a city-state that a trireme or work boat has grazed on exploration. It'll give you units you can use to start exploring the new area and potential access to more ruins.
Culture city-states are good in the beginning if you can get them through missions, but the gold cost is far too high at a time when, at least in my gameplan, gold should be spent on diplomacy and purchasing units/buildings.
Now, the balance (or lack thereof) of Maritime units depends greatly on the conditions of your cities and, in fact, whether or not you WANT them to be growing. Growth is not always a blessing as it causes unhappiness. Now, unless you're playing on Settler difficulty, you're likely going to start running into issues early game (ESPECIALLY on Marathon) as you start to take over cities and city-states in the early game. I know that after I've expanded to about 3 of my own cities and have captured 3 or 4 others, I start to get a little tight.
Also, keep in mind that even if you aren't running into issues with low happiness during rapid expansion, you ARE still slowing the rate of gain toward another golden age. That can have ramifications down the line as well. Would those ramifications outweigh the benefits from an early game growth spurt? Again, it depends on where your cities are and what resources they have access to, so there's no blanket statement that can be made.
I do think city-states need to be looked into, but once you realize there are concrete numbers and actual uses for everything they start to seem a little more balanced.