> - In Civ 1-3 infinite city sprawl is optimal, which is tedious and unfun
FreeCiv (based on Civ2) meta is based on Rapture growth to size 8, 12, and 20+... allowing you to reach gunpowder in less than 50 turns (EDIT: 75 turns reliably, depends on the map of course).
You can only rapture with max happiness, which puts a hard cap on the number of cities in a Rapture Strategy to 13 cities (Republic / Early game) and 14 cities (Democracy, researched later).
Republic/Democracies get the following bonus on "We love the king days": +1 city growth per turn, as long as the city has +1 food AND retains "We Love the King" status. It took many years to develop a strategy that can sustain Rapture reliably, but Rapture beats infinity city sprawl in the long-game.
Infinity City Sprawl is still a strong rush-down strategy if you go Monarchy, but you will absolutely reach gunpowder 2nd. You have to hope you can win with a rushdown with Knights (and probably Trireme / Lighthouse, since Monarchy has that +Production bonus after all). The multiplicative bonuses from libraries / markets make Rapture far stronger than ICS in the long run.
Rapture-based FreeCiv games are looking at Marines / Transports + Destroyers soon after turn 100 or so (0AD), if you let the Rapture player do their thing. Obviously, a bit slower if you're harassing them, but its a big threat. You absolutely won't win the long game with the older infinite-sprawl strategy.
> The last problem is especially hard to fix, and I don't think any similar game has solved it.
FreeCiv's governor is a constraint-solver, automatically solving the ideal amount of food / shields / trade in all cities to your specification.
https://freeciv.fandom.com/wiki/City_manager
Its a bit difficult to learn how to use, but all that micromanagement disappears when you use the governor. Since its a constraint-solver, you are provably given the optimal mix of food / shields / trade that you request from the system.
You need to spend an afternoon with the city manager, figuring out when +1 food / high gold or +1 food / high production builds are useful. Or Max Food / equal production, etc. etc. But once you've got your plans in place, its just a few clicks to automate the management of your cities in FreeCiv.
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If a game is good, but tedious, you can solve that with AIs / constraint solvers / etc. etc. that assist the player.
Ex: I think the "ideal Starcraft" engine wouldn't remove Mutalisk stacking or Dragoon Dancing... but instead provide a better UI so that the human can more efficiently utilize those techniques and play the game at a higher level. Similarly, Civ games may get tedious, but you can program miniature AIs to remove a gross amount of that tedium.