Originally Posted by
Butan
I agree with the OP on the economy.
Early game its good, but its rather easy to min-max income mid to late game, and the economical effects have a tendency to exponentially increase the treasury after a point, where you can basically do whatever you fancy.
KAM said unit cost will regulate this, but I think there is some tweaks to be done on tax bonus/malus (building and characters/agents effects) and corruption.
I would like a game where the economy follows a curved bell formula where there is a peak efficiency when relatively average in size/power, but being small (city state like) AND being large (world spanning empire) have a lot of monetary problems!