What's definitely not fun is moving a lot of units over a lot of land. However, moving a few units over distance is not particularly more tedious than moving a lot of units over a short distance.
I'd say: its not just about tedium, its also about the strategic consequences. If it takes 15 turns for my invasion force to arrive at your borders, that is a huge time commitment. It means I won't be able to reinforce the army, it means that if I am attacked in the meantime I will be super-vulnerable, it means that you can build many new units (and possibly even get new techs and upgrade) between when I send my force off and when I arrive.
Also, just creating lots of bad zones won't in itself somehow make armies smaller.
I also think that at least moderate size armies are important to have, because it makes strategic management of congestion effects more important.
However, it is conflict over a resource or grouping of resources, or perhaps a fertile river area.
But the AI isn't really programmed to context a river valley or cluster of resources. It is programmed to contest land, and to care about people who are near them, and to particularly care about shared borders.
You'd have to rewrite a lot of the AI - settlement, warfare, diplomacy - to get satisfactory performance in a very different map layout, and I don't think we have sufficient code-access to do that.
Again, I'm not really talking about city placement. Rather, its about the proportion of tiles that can be fully developed and worked. Density of cities would be more or less the same as base (in part because it will be hard to convince the AI to do otherwise; but also because the current spacing seems fine to me and I do want neighboring civs to run up against each other)
I don't think I understand this. If good cities only exist on rivers or in resource clusters, and the rest of land is weak or useless, then how does this not reduce the average density of cities?
But really, what makes a city of 10 pathetic and a city of 30+ good?
I understand what you're saying, but absolute and relative levels matter.
For example, on absolute levels; in one design world A, cities are still worth having nearly everywhere (eg are worth their extra unhappiness and policy cost increase) but are extra-good in particular locations, that are worth prioritizing. In another design world B, cities aren't worth building except in particular special locations, and so most land would remain wilderness if civs were playing optimally. It sounded to me like B was the kind of design you were supporting, but I don't think this would work well. And if you have A, then you don't have the wilderness effect that you were talking about; A is basically just what we have now but with more resource clustering.
Relative levels matter too; the AI is more likely to just plonk down cities wherever, so the larger is the difference in value between a carefully selected city site and a randomly placed city site, the further the AI will fall behind. That isn't a sufficient reason to not have variation, but it does need to be kept in mind.
In fact, if one doesn't lower unit costs considerably, then the changes I propose would lead to much less "time spent shuffling units around" because the number of units will be smaller
Why? Because you're saying it would take forever to build a unit? I don't think that would be fun. I think build times are already too high in vanilla, this is one reason I prefer VEM.
You just have city sizes (and hence land exploitation) that is much reduced.
I don't see this as a desirable goal. I think it is too hard in vanilla to get big cities. This is another reason I prefer VEM.
That is, to have some great cities but then a lot of smallish villages scattered about the countryside. The AI does exactly what I want. What I hate is the rule set that makes this behavior crippling. Both the happiness system and (perhaps worse) the policy system.
It sounds like what you want is ICS.
I don't really like that.
I think it is great that there are mechanics that make you think really hard about whether to build a city or not. I don't think it is a good idea to make cities always worth building, even if they are weak and will never amount to anything much.
I also don't think "scattered cities everywhere but only a few that are any good" really sounds like the Fantasy Wildlands concept you had.
Don't bother. Elemental stinks. I haven't tried it lately, I know they've made many changes, but it was just not at all fun.
Its not too late, Civ4 still works
My one complaint about FFH was that Kael never succeeded in implementing "wildlands." Perhaps I should take that as an indication of how difficult it might be.
Yes, I think we probably should. Its really hard to do. Fall Further tried it to some extent, and IMO ended up failing, because the other Civs couldn't handle it (the barbarians in particular) almost always crippled.
Creating Wildlands IMO always sounds better in theory than it actually works in practice, because there is just a fundamental problem with creating terrain that isn't really worth contesting.
Basically, I think it is better to think of the farms and trading posts as the rural areas/small towns/villages etc, and cities in Civ only represent the big cities that have decent yields. I think that is even easier to do in Civ5 than in previous civ, because 3-tile range city coverage can cover a lot of tiles.
*edit*
Just to clarify, I think that my preferred design would be that forest/plains/grassland are all reasonable, rivers and lakes are good extra bonuses, some areas have natural wonders or magical nodes or unique features or extra resources that make them more desirable, because cities there will have slightly higher yields and so will be more efficient. Some places will be better than others, but it won't be the case that a city in one zone can be size 25 while a city in another can only be size 9.
So, pretty close to how vanilla works, except with more jungle and jungle as an undesirable area.