@the happyness experts...what
does allow your civ to expand past X cities?
In other words, if we've determined your cities won't grow
at all, ever if you expand too fast, what needs to happen to make that not the case. Let's say I expand modestly to four cities, and on tX I couldn't expand past that without serious consequences, what needs to happen so that on tX+50 I can settle two more cities?
In Civilization IV, released in 2005 (happy?

), you needed time to grow the pop in your cities, since ultimately both slaving courthouses/gold buildings as well as working more and more mature cottages overcame the initial over-expansion penalty.]
In Civilization V, to be released later in 2010,
something has to happen. Either some sort of tech, a new building, a great person, resources, but something raises the happy cap. Those of us that fear ICS issues are simply assuming some of the ways to raise the happy cap may be attainable post-settling and grabbing lots of land.
____
If I may get meta for a moment, we all had similar discussions both before and after the release of BtS, and we (as a community) were also pretty split between optimists and pessimists. It isn't clear who won that one either.
For Civilization 5, 2010 release..., I can think of a few things that suggest it will be a great game:
1) Precedent is very good. This is pretty much the flagship turn based strategy game and one of the major strategy games of any kind. Likewise the series itself has managed to maintain a very high historical average of quality. Together that should mean a good company takes a major release very seriously and therefore puts in good effort to make it a good game.
2) Some of the new ideas aren't terrible/some of the things they wanted to change make sense. Basically the pretty experienced folks in this community, over at CFC, etc seem to like some of the changes, and a lot of us think ideas like de-coupling beakers and gold, making happiness more transparent, etc are at a basic level solid game design ideas. This suggests at least some level of competency to improve on an already very solid fourth entry in the series.
On the other hand:
1)
Recent precedent is rather bad, and doesn't seem to be just random variation. The last 3? 5? Firaxis products have not been good games. And while it could be argued those games won't get the attention or resources of the flagship title, and that they were targeted towards a different market, it might not be a coincidence that quality went down right around the time key staffing changes took place.
2) Some of the new systems are extremely troubling. Long range bombardment, unit limitations, and no city maintenance at least
could turn out to be horribly implemented ideas. Contrast that to, say, a decision to let cities make workers and settlers while growing. The latter would substantially change Civilization IV's gameplay, but could probably be balanced quite easily. The former though could be a trainwreck. They could also be super-fun and well thought through. The problem is two issues that cropped up all the way back in BtS development were a) a tendency to favor features that looked cool, and b) a poor understanding at what features were overpowered and what ones weren't. And
that stems from the relatively low-level skills at actually playing civilization possessed by some of the developers. On noble it's fun to mess around with crazy overpowered units, because you're going to win anyways. On higher levels played by players seeking real challenge they can make the game not fun. Reference the "problem" of the stack of doom. SODs are actually pretty well balanced, and need at most some minor tweeks to the flanking system. But low-level developers hated them when playing skilled MP guys, so they envisioned them as some huge problem that needed to be solved. Hence the one-unit-per-tile limitation.
3) The potential to fix things that are broken is not that high. This is very similar to my last point, but Firaxis has been both a) slow to patch Civilization IV, Railroads, etc (I don't know about patches in the more recent titles I didn't buy) and b) not been too effective at understanding what the biggest problems to resolve in a patch were. If Civilization V has major problems upon release that's perfectly surmountable with aggressive and smart patching, but that may not be what we get.