Civ 5 for me comes down to you basically come up with a formula at the start of a play session, which for me would be like, "use the liberty tree with Carthage to get maximum benefit of harbor trade routes" and then babysit it for 2-3 hours.
Meanwhile, a game like Starcraft 2 essentially has the same thing going on, testing your build theory vs the opponent, and it all wraps up in about 20 minutes.
the late game is awful because what happens is as the civilization grows to cover the world, your army gets bigger. This is because you have more land that you need to defend and because you have more resources to devote to the army.
When it comes time to fight, you have to move each piece individually. So if your army has 20 units, that's like 60 clicks per turn. And if you want to keep things simple with a small teching civilization, you at some point will be invaded by a large army so you'll have to do move around 20 units per turn thing anyways.
The fundamental problem is that everything but army maintinence is subject to diminishing returns. Like, culture quickly gets expensive.
Growth of cities slows meaning that each unit of food is less useful. The only area that isn't subject to this is armies, with each unit always taking up 1 gold in maintinence.
So it would probably be smart to do something like units in renaissance age cost 5 gold per turn in maintinence, and atomic age units cost 10 gold in maintinence.
Right now, by the time you get to the late game, your economy should be roaring and so it is easy to have like 100 gold surpluses, so you don't need to economize in unit production. You just build more. But to get the same comparative effectiveness, you need to build many many more units. SO you just end up clicking like crazy.
Since modern weapons are so much more complex than simple clubs, this makes perfect sense to make unit maintinence more expensive for modern units.
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