Long thread is really long. I'll just toss my thoughts in here:
-New cities or pioneers need to cost more for every city you build. It should be balanced so that 5 cities is about normal, and more than that the cost starts to ramp up. The AI will STILL be ahead because it gets to cheat, but at least it will do so slower.
-Outpost vs. City. It's been mentioned before but here's my take:
A pioneer creates an outpost.
Outposts claim resources for the player, and resources within an outposts ZOC can be built on.
Outposts are capped at 10 pop.
Outposts cannot build city buidlings of any kind.
Outposts cannot produce troops.
When a player wishes to upgrade an outpost to a town, then they pay the "city" cost of the upgrade, which scales to how many cities you have.
This is way closer to what I think people expect out of a 4x game. Outposts as clearly distinguishable from actual cities. People expect a crap load of outposts since they're cheap and ultimately a defensive measure. Cities are where the real magic should happen.
I hope and pray that changes to the current set up are seriously considered. It is the single worst part of the game for me now (considering that some other things have vastly improved since 1.0)
The strategy of city spam is a common strategy that's used in every 4x game to some extent or another. It's just that the AI in this particular game (as of now) is unable to use & counter it.
Er, the AI is just as good if not better than the player at city-spamming. The only reason it isn't absolutely better is because it can't choose to focus on a tactic to the complete exclusion of anything else. Which players do. Which is why it's bad, for BOTH players and the AI.