tu_79
Deity
In other words, tiny islands are traps.
I think your current problem has more to do with the diplomatic dogpiling rather than a problem with the locations per se.
If all players were human, they would not take all your island cities, since they have to care for the balance of power. After you lose one or two islands, the civ that took them should be a juicy target for the other players too. Facing the loser of a war it's an easy way to take some loot, but leaving the winner alone can be problematic in the long run.
In lower difficulties these tiny islands are very useful, you can use it to position and heal your navy. But in higher difficulties where you are playing against the odds, you need some terrain features to take advantage of. The only thing that creates such thing is the mine field, but it comes too late.
The other option is to reduce ship strength versus city walls, having to use a few embarked melee or plane units to take the city in a reasonable time. The navy will still be needed to protect the embarked units from the enemy navy, but the ai will need to bring many other units to take the spot.
About the map generation, I guess we could remove all of the one tile Islands (Islands surrounded by three rings of just water) but that would feel a bit unrealistic.
I think your current problem has more to do with the diplomatic dogpiling rather than a problem with the locations per se.
If all players were human, they would not take all your island cities, since they have to care for the balance of power. After you lose one or two islands, the civ that took them should be a juicy target for the other players too. Facing the loser of a war it's an easy way to take some loot, but leaving the winner alone can be problematic in the long run.
In lower difficulties these tiny islands are very useful, you can use it to position and heal your navy. But in higher difficulties where you are playing against the odds, you need some terrain features to take advantage of. The only thing that creates such thing is the mine field, but it comes too late.
The other option is to reduce ship strength versus city walls, having to use a few embarked melee or plane units to take the city in a reasonable time. The navy will still be needed to protect the embarked units from the enemy navy, but the ai will need to bring many other units to take the spot.
About the map generation, I guess we could remove all of the one tile Islands (Islands surrounded by three rings of just water) but that would feel a bit unrealistic.