Quoting Bingjack, reply 10
That said, I dont like the way City buffs scale with essence, in addition to being more versatile with higher essence. I wish the city buffs were a reasonable flat bonus, or scaled to a lesser degree with some other factor, like shards, and that at a +1 per 2 shards, not a +1 per shard.
I do like the way city improvements and buffs are scaled with essence. What I don't like is that all cities don't have at least some access to essence.
See my above comment. I think it would resolve this issue too.
My point was, that if the City buffs were less powerful, it would be easier to spread the wealth around, let more locations have some essence, and players would feel better about getting a 1 essence tile.
Right now it's painful to build a city on anything less than 2 essence, because there's a world of difference in between 1 essence and two, especially if you have Pariden scrying pools, which means 2 becomes 3 essence, which makes for extremely powerful enchantments, and a lot of them. Cities should have distinctive strengths and weaknesses (everything in a strategy game should). A buff should enhance them, and help customize them, but never replace the need for good specialized stats, or reduce the need to make hard decisions about the city.
To have enchantment Power, and Enchantment Quality both share the same determining number makes it too important, in my opinion. Variety should be one factor, power a separate one. I think the value of essence should come from the number of flat perks you're able to give to a location, not also how powerful those perks are. As it is now, no player will willingly settle on the majority of inhabitable tiles on the map if they can help it, and inhabitable tiles are already a minority of the map. Being able to have +3 mana, +3 Growth, and +3 grain on each city is too, too much in my opinion, and it diminishes the need for tech, construction, and hard choices. Especially since at present, the AI doesn't know how to properly value essence for optimal building strategy, seldom insisting their cities have any.
In addition, it's harder to fine tune the power level of a particular enchantment with only a number of 1, 2 or 3, if enchantment are going to scale. Letting them scale in power with something like shards provides room for more granular scaling (because you get more of them). Or better yet, letting players learn or research more powerful versions of the city buffs, so the Essence benefit isnt so front loaded in the beginning of the game.