Liking the new visualization system, makes it easier to see who is going where at a glance, although not the number. Maybe a number accompanying the arrow, bigger arrow for more movement or something? Additionally, a red arrow to indicate emigration and green for immigration might improve at-a-glance readability. But that's my two cents, it's looking good as is. Now, to follow up on some things: The above issue actually seems to be made up of several problems, that pertain to ALL upgraded buildings as far as I can tell: The material cost per turn is really high due to the production boost, but also costs the same total material to build. I'm thinking that being an upgrade, the total material cost should probably go down (discounted by the previous structure/s) rather than provide a production speed boost. There also seems to be a bug with upgraded buildings that the expected material cost per turn is lower than the actual cost per turn. As per below, the city says it will use 80 material/turn, but in fact uses 180. This is not an isolated incident, it's been happening to all cities post medieval era. Been having to manually calculate material costs to avoid going broke from city production costs. And on a semi-related note, the bonus production on upgraded city squares (classic->medieval, etc) cause issues for new cities, as this inherently increases per turn material cost on new cities, making them expensive to establish. The production bonus is actually detrimental rather than beneficial. Oh, and another thing: Does this mean a city can obtain resources on all materials within it's borders (even outside it's workable range)? I can't say I've noticed this effect... they only seem to obtain materials on explicitly assigned tiles. Or am I misunderstanding?