The AI does a great job of building villages on roads, but then it goes beyond to also sacrifice farm and lumbermill triangles to build non-road villages. I think these non-road villages should be severely discouraged and only considered if no farm or lumbermill triangles are possible, or if the rationalism village boost is present.
Honestly, I think people underestimate the value of the culture villages provides, particularly early on when sources of culture are rare. Also, if one in three civs picks rationalism that's not an insignificant things. I don't know if people feel that rationalism isn't appealing, but now it has more reasons to pick it.
Also worth noting is that many civs have Unique improvements which break up farms already. Yields on individual tiles are more important when you don't have farms everywhere. I feel that cows are decent tbh. Would be nice if they were buffed by something earlier than the stable, but they're still I will still work cattle over say a mine up until I get forges, or over a farm because as I mentioned UIs tend to break up farms. Don't forget that Open Sky isn't the only thing that buffs pastures pre-Stable. Fealty also gives them a bonus.
Seems rather odd as Forests and Jungles are often interspersed in a weird way that would often prevent triangles.
If you start on plains or grassland sure. If you play a civ with a forest or jungle bias though it's pretty common to have large areas. Keeping them that way is another matter, but that's another matter.
1. I miss farms on fresh water hills.
I have zero regrets personally. My hills are either on a city connection or they become mines. I think not being able to work freshwater hills also makes the Inca's UI more meaningful.
Eventually forests do become amazing because the zoo keeps getting strange buffs that no one asked for. I don't think lumbermills should get 1 culture as something all civs have access to.
I think the intention is to make keeping forest and jungle around a question of 'chop now and get immediate yields or keep around and get great yields later on'.
If you want more early on and less later on that's understandable. I don't think that's what Gazebo has in mind for woods/jungles though, given the general trend we're seen.
3. I agree with decreasing Forge bonus to Mines, but I would add that I think there's too many bonuses to things generally, until finally the overview screen simply looks like a mess. I actually want to do some backtracking to Vanilla a little and make all the tiles and buildings and techs more simple. This one is an excellent start.
I like the yields the Forge grants myself. Makes the building feel meaningful to me, kind of exciting in a way that it wouldn't be otherwise.
Neither one of these resources are really worth positioning your cities for
Sure, but they are bonus resources. They're supposed to be a bonus, not the main consideration.
I'm not sure Bison are that great either
Bison are great IMO. If the issue is that they break up farms I can't help but feel the whole farm adjacency thing is maybe defining the meta too much.
We're I to summarize: it seems to me that non-luxury non-strategic resource tiles are a nuisance because they prevent the existence of *normal* tiles which could actually be put to better use.
You don't any objection to wheat, right? Because you can build a farm on it.
I could throw Stone into this as well.
Stone gives you a bonus to wonders and provides important hammers on grassland starts. It also allows you to build Stoneworks, the only way to do production ITRs early-game. Seems pretty important to me.
I'd rather have the option of telling the worker to murder the Sheep to get an instant 20 turns of Food in the nearby city and have the Sheep icon disappear forever.
Harvesting resources like in Civ 6 would be OK. It would take a bit of work to implement though.