Rushing feels too much weaker than booming, although it's hard to say from my partial rush. Azthor gained three population over me in three turns, and each square takes two turns to clear. Rushing doesn't really gain anything other than potential territory. If I'd fully rushed, he could have switched to turtling long before my spearmen arrived. Perhaps you could add zones of control to the eight tiles around armies, which disrupt non-subsistence resource collection?
I'm okay with a short period of "I need to grow as fast as possible" at the beginning of the game, actually, as long as it becomes more interesting in short order. I could add a percentage chance to take control of a tile instead of depopulating it, though, and maybe add a civ trait to improve that chance later. And preventing resource collection from occupied tiles is a good idea.
I've also been thinking about changing food consumption to 2 per population, and food output to 3 on grasslands, 2 on forest and hills, then doubling food required for population growth. I'm worried that might slow the game down
too much, though.
I worry that taking cities will turn into a game of whack-a-mole without speedy support armies.
Not sure what this means.
I feel slightly concerned that wars between two players will be decided in a few battles, as one side loses too many units, while the other gains veterans.
Could be a problem, although it'll be less of one once I implement barracks and military academies that let your new units start at level 2 and 3, respectively. (The barracks is working fine in my current build, although I haven't made it public yet.)
I think the base gold income from cities needs to be reduced, and economic buildings buffed. I feel like I have too much money from just my capital, and don't see why I would build economic structures before the mid or late-mid game, when my food supplies are exhausted.
Hmm. You probably have a point there.