Well there is a reason that luxuries tend be clumped so it helps facilitate trade and conquest. If your starting area had access to every luxury on the map then the devs may as well just remove luxuries altogether. But I would say your other problem is having 28 cities, just raze the ones that don't have access to resources you need or wonders. You don't need that many cities and it works against you.
But yeah I hope they do something to make terrain a bit more interesting if not in the next expansion then for Civ6. Types of resources like 'Rare Earth Metals' that would give a bonus to late game military unit production etc.
I did get the number of cities wrong though, it was only 14, but still ...
Anyway, about the resources, this is definitely a very tough nut to crack. On one hand, I think we need incentive for expansion. On the other hand, it can be a pain to play a game without access to key resources ... god only knows how many civ games I've rage-quit since Civ III came out because I didn't have any access to Iron, Coal, Rubber, Aluminum or what-not resource played a crucial part in my strategy.
I can come up with two ways one could achieve this, and they could merge (but does not necessarily have to involve that) in a game feature á la coorporations from Civ IV (yes, I know, either you love them or you hate them). The two things are:
- More focus on bonus resources and the number of resources you have access to.
- Resources that only become available on the map at a certain point during the game, like in renaissance or industrial era.
With regards to #1, the problem with the current bonus resource system is that they only play a role on the local plane. Sure, a couple of Wheat or Cows can be great for your city, but they don't do anything for you
other than just boosting the city. What this means is that if you have no other benefit from founding the city, the resources themselves are pointless. We now have per-city penalties to culture, science, and happiness, and this puts a huge damper on the incentive to found new cities. Fixed number of trade routes doesn't help. Luxury resources are a bit better in this regard, because acces to a luxury resource will increase global happiness and potentially more copies to trade, but again, you pay with happiness to get happiness, so in the end, it might be a bad deal.
This leaves us with only stuff like strategic resources, archeology sites and natural wonders to motivate expansion. Strategic resources are a dangerous handle to turn, because leaving a civ completely cut off from say, Coal, means a huge setback in industrial era, yet on the other hand, if everybody has a little Coal, then you lose the incentive to expand for more. Control over archeological sites arguably are one of the major reasons to expand now, but that doesn't seem to cut it, and natural wonders are so few and normally always with city states (why, btw?) so as to not make them a real factor.
I do think a wider application of bonus resources could help with this. One of the turning points of the industrial revolution was the ability to mass produce stuff from new materials aquired from around the world. I think this is something we really need in the game. Possibly coupled with #2, namely new resources (bonus resources, or call them a completely new class of resources), this could provide a central part of the game: To control lands to get access to these new resources (and the old ones!) which you can then put to work in your factories and make goods to sell to other civs. Imagine something that works like the Great Works system, but where instead your Forges, Factories, Windmills, and I don't know what other buildings one could come up with, could be assigned different resources and in turn provide you new luxuries to sell.
That would both be great fun, and it would add a whole new level to the game in terms of importance of going wide. Then tall would still be standing as the powerhouses for Science, but with the disadvantage of less happiness (which they don't need anyway) and less economic output.