The human player can recognize this, and always do so. The AI player won't see that
This is an incorrect assumption, the AI inherently favors rivers due to variables in the global defines and AI global defines. It's been part of the game all along.
Ahriman said:
"the watermill is boring" is not a reason to mess with tile yields
Could you clarify who you're quoting this from? I try and keep up on all the feedback but it's easy to miss some, and anyone expressing feelings of boredom is a serious concern for me. My primary goal is to make the game more fun, and if just one person speaks up it's usually indicative of many others who feel the same way. Though it raises concerns for me, it didn't influence the decision to explore this possibility.
I'm experimenting with ways to improve the economic balance of start locations, and added some more detail to my original post to better explain this.
Gold in general is not a problem for me since there's typically ~200g each game from citystates and ruins. I also increased the base gold empires receive by +2

/turn (equivalent to working 2 river tiles), and reinstated the 1

on city tiles I'd previously removed (worth another 1 river tile per city, including the capital). This makes the first ~50 turns of gold income about the same as before, but removes the significant early economic advantage river start locations had over the others. River starts are about the same or slightly weaker, while non-river starts are significantly buffed.
If we're on a coast we can then go for Sailing, with luxuries there's Calendar, with rivers The Wheel, and Trapping is very easily attainable regardless of starting location. All of these are just two techs into the tree. It has the potential to improve variety in tech strategies from one game to another, and improve balance of the Trapping tech, which I haven't seen as a focus of any strategic discussions.
I'm uncertain if Watermills are a no-brainer... they cost as much as world wonders of their era, and it's incredibly risky to put that much production into early buildings if there's expansion to do or hostile neighbors nearby. I tried to beeline to them in my last game and got DoW'd by a neighbor who invaded with a dozen warriors and archers.
Now... ideally I'd split it with half on river tiles and half on a building, but that's obviously not an option with the game's current very low base yields. This is one of the reasons why I did some research to see how easy or difficult it might be to scale up yield values to higher numbers across the board, so we have more fine-tune control... but overall it seems such a pursuit might be more trouble than it's worth.
In general, one of the purposes of beta is to experiment with new things to see what ideas have potential. In the past we've tried out much more dramatic things like reworking the economic system to be based off trading posts with adjacency-based yields,
that was radical!

Shifting yields from one place to another isn't a radical change. Sometimes these ideas work out (balancing strategic resources), sometimes they don't (variable trading post yields), but I'd rather give it an honest try to see if things can be adjusted to work. Without taking risks there's no chance of unforeseen discoveries.
===================
Today's v4.09 beta build brings a few main things (I released a .08 but it had a small and important bug, which should be fixed in .09).
- Added the "Hover Info" mod by Adam Watkins to the unofficial patch (for compatibility reasons). This shows extra information when you mouse over unit flags.
- The bonus from Maritime city-states now improves over time, giving 1
friend|2
ally per era. For example, in the Medieval period (third era) Maritimes give 3|6 food, close to the previous value.
- Fixed a bug preventing city tiles from reverting back to vanilla's 1
(previously intended for v4.07).
- Auto-sorting for the production list.
In vanilla the production list is manually sorted by the order units/buildings/etc are listed in the files. Like the manually written tooltips, it's a puzzling design decision, because if effects are added to or removed from buildings or technologies it takes effort to redo the order for everything. It also causes problems for anything added in mods (always went to the bottom).
Now units are automatically sorted by:
- Noncombat > combat
- Land > sea > air
- Tech cost
- Name
Buildings:
- Main flavor
- Tech cost
- Name
Wonders:
- National > world
- Name
If anyone wants me to, I could also set up an option where this categorization can be overridden and everything sorts alphabetically. It's actually rather fun to work with this part of the code.
Here's how I categorized the building flavors, in the order they appear on the list:
- spaceship
- happiness
- expansion, growth, tile improvement, naval growth, naval tile improvement, infrastructure
- production
- military training, offense, defense, recon, ranged, mobile, antiair, naval, naval recon, air, nuke
- city defense
- gold, water connection
- science
- culture
- great people
- wonder
- religion
- diplomacy
- default