Quoting Hadberz, reply 111
One more "IF" for the game. Four patches and two hotfixes and still there are tons of "IFs". The problem is the main game designer knows the theory but lacks practical understanding about how this game exactly should be made. The result so far - tedious (and boring)micromanagement and lack of most obvious interface options. So don't hold your breath for "good city management screen".
Wow, where did that one come from? lol. If you've played GalCiv2, you'd know they have done decent management screens before. I'm sure they could whip up a similar screen if that is what they felt is needed. However, if I recall correctly, the reason they borrowed the empire tree interface from Sins was because they originally envisioned the players to having a few strong and specialized cities, and thought that it would be better to have something easily accessible (the info card with mouseover is pretty nice). Of course the system didn't translate too well here for a variety of reasons, and the city spam problem made it unmanageable, which is why we're talking about this now.
Back on topic though:
A couple of people suggested a small maintenance cost, and while I didn't find anything particularly wrong with the idea, I'm inclined to say that a "small" maintenance won't actually do much to help the situation. As mentioned in one of my earlier post, I find Gildar way too easy to come by, typically, my capital with 2-3 gold mine (from adventuring tech), palace and some 300+% Gildar bonus produces upwards of 80-100+ Gildar per turn, then you have Gildar drops from hunting, that can amount to another 200-300 Gildar per turn rather easily (even more as the game goes on). The only serious Gildar drain in the game thus far comes from decking out a bunch of your heroes like Mr.T. So if you were to add a 1 Gildar maintenance cost to a building, or x-1 cost to a city, the end result is that I'd just leave a bigger hunting ground and kill another mob or two, or leave a hero unequipped (don't need to equip them at all since they are only there to cast blizzard/deflect anyways). The maintenance cost on buildings also has the downside of making your large cities unproductive since it naturally has more buildings which seems counter intuitive to the problem at hand, while the x-1 runs into a problem of scale (doesn't do anything for smaller maps, a pain on big maps).
If you want to be serious about using Gildar as the driving force, you have to seriously up the maintenance cost for cities, and then adjust that adequately by giving bonuses on higher level cities. For example:
Lv1 Outpost cost 20 Gildar to maintain a turn.
Lv2 Villages cost 10 Gildar to maintain a turn.
Lv3 Towns cost no maintenance.
Lv4 Cities produces 10 Gildar a turn.
Lv5 Metropolis produces 20 Gildar a turn.
Have the capital be free of maintenance. Just think of this as the cost for settling and terraforming a new area (to your chosen land), develop and maintain it, etc. As the city grows, the population pays more and more taxes that offset this cost until it breaks even and eventually nets you money. Thus, city building becomes somewhat of an investment that can pay off if the game lasts long enough, and forces city development, not city spamming. Also, this way, you can build a little outpost to defend whatever you like, wherever you like, you just have to pay a bit to maintain it. You can also still build outposts to get more research/mats/arcane, but you won't be able to fill the map with these unless you have an insane Gildar economy (which you might get with enough big cities) or are willing to invest tons of your time fighting monsters. Even then, you'll still want to put in some effort to develop those cities at least to a lv3 Town, if not to lv4 to make back some of your investment. The downside to this is that it will drastically slow down early expansion (and the AI have to be taught better city building mechanics), which might, or might not be, what the devs are looking for.