Bamspeedy
CheeseBob
As for no cities on tundra, it is not realistic. As a Canadian, I can assure you that there are cities (admittedly small) up there (Whitehorse is actually pretty civilized), and as long as you are south (in the N. hemisphere) of the tree line, trees can be and are planted. Cities on the coast do even better - as they do in the real world. I would suggest that the most realistic view would be to make tundra tiles settleable(?), one food, no shields, not irrigatable, not forestable (since growth is very slow and trees pretty scrawny even S of the tree line), plus one shield for mining. This would result in small cities in the tundra near bonus/luxury/ strategic resources; much like real life.
Yes in reality, there are cities on tundra. But like Kal-El said, the AI plops tons of cities up there. No cities on tundra does actually help make colonies useful for once. Seeing AI colonies would be an aspect to this game I've only rarely seen.
Playing on really big world maps I would worry about me and the AI hitting 512 cities (the limit) before many of the pacific islands were settled, because the AI put all those cities up in the tundra. I think the forests serve a good enough purpose as you can just put forests wherever you want/think a city should be in the tundra areas. The human of course can build anywhere in tundra by first planting a forest, but the AI isn't that smart so you would have to place forests where you want to encourage the AI to build.
Perhaps a request should be made/given to Firaxis to allow us to differentiate between tundra forests and other forests when we select where resources should appear and where we can build. Tundra forests (which is usually pine forests) and regular forests are given as two different options when you are placing terrain on maps, but not a separate option when deciding attributes for 'forests'. Thus, if you randomize resources you get fruit, silks, spices, elephants, and olive oil up in the tundra regions! And then seals appear at the equator
