@Jewess
I still think 10 per chapter is too many. If only because with that number you'd be able to fill the whole city-grid without ever needing province-expansions and there should be some incentive to get those.
(And yes, there should be some incentive to buy premium expansions, but that only works if they make the prices reasonable. But a company needs to gain income somewhere.)
But the really weird distribution is a problem.
And the 3/chapter is way too few indeed. Up it to 4 or 5 and you'd find it much more reasonable. I know, I bought 2 premium expansions per chapter in order to be able to continue, together with the ones I could gain from conquering, even though the longer scouting times made it so that sometimes I'd have to wait for a few days, but that was ok.
@kayleegrrl
That would indeed make sense too. The game would be very playable with only 3 expansions/chapter if the buildings didn't get bigger after the upgrades, or when the increase in production would be so good one could make do with fewer factories.
However, the hanging on to useless buildings isn't true. I've many times been unable to upgrade due to lack of pop, or lack of culture. Even when I have coins coming out of my ears, the amount of pop is way too low.
The increase in pop/upgrade is rather low, so people need to put down so many residences it swallows up space in a rapid pace. In the dwarven chapter the increase in pop/upgrade is minimal. The real gain is in the less space/residence (by one square), but still I feel that at least the second upgrade there should give a more substantial pop-increase.
The increase in pop in the fairy chapter also is really low. Too low. Especially considering the really HUGE demand on more pop from the tier 2 factory upgrades. Even selling 1 maxed out tier 2 factory won't even begin to compensate for the pop demand of upgrading 1 to the new max.
My scroll factory at lvl 15 used up 1195 pop. The upgrade to lvl 16 alone is 720 pop. To upgrade it from lvl 15 to lvl 19 requires 1746 pop.
So for each factory, the needed pop MORE THAN DOUBLES. The increase in goods however is only around 60% (lvl 15 vs lvl 19).
It means that yet more room needs to be used for residences since the yield in additional pop is so low, or one is hopelessly stuck. Coupled with the increase in size of both the factories and the workshops that is really awkward with the low number of expansions available.
Sure, one could have 3 and sell 1, go on with 2, but the amount of goods needed grows more rapidly with each chapter. And with the sell of 1 you're not even able to upgrade 1 of the both other factories.
The increase in pop from the residences is 40/upgrade, so 80 per residence. Meaning that to upgrade 1 factory you need to upgrade 22 residences twice!
So, to go from 3 to 2 factories, you need to max about 40 residences (the difference comes from the sale of 1 factory) and that doesn't take into account the need for pop for the upgrades of the workshops, the main hall and the battle related buildings, so one needs 50-60 residences at least. That's lot of space, especially when adding the roads.
And when going from 3 to 2 factories, the increase in goods is only minimal, so there really is not much gain either way.
Edit:
And actually, when one has figured out how many workshops one needs to be able to keep the city running that amount pretty much stays the same througout the game. Their output increases with each upgrade, but so does the demand. So selling workshops to make do with fewer ones doesn't seem to work out very well.
Well, at least not until I mostly scrapped the fighting and a lot of the battle-related buildings. Not having to produce a lot of troops all the time because the fights are impossible anyway definitely was a reason to sell.
Yet had the battlesystem not been screwed-up so much, I wouldn't have been able to keep replacing my losses in battle.