- This is a purely aesthetic suggestion, but it is somewhat immersion-damaging to me that "chopping a forest" or "clearing a jungle" in game terms completely deforests that tile, and whatever following improvement gets built there is completely bereft of trees whatsoever. In gameplay terms, it makes plenty of sense, and having trees and "non-tree" tiles immediately distinguishable at a glance is nice, but what a forest represents in the game as a terrain feature is a true old-growth forest, which is dark and scary and generally at odds with more than marginal human settlement and economic activity, so, it makes sense that in the game it is incompatible with cities and improvements (aside from lumbermills and forest preserves, of course), but even where most of the old growth forest in the densely inhabited temperate regions of the earth has been largely removed (just as it would over the course of a game), trees and even replanted forests (and indeed, the sometimes substantial remnants of the original forest) are still abundant and numerous alongside all the same things improvements represent, though simply not concentrated in the same way, and they exist alongside us unobtrusively unlike an actual thick forest. As it is, towards the midgame onward, your once forested landscape becomes totally bare with grass or the rocky hilltops surrounding whatever manmade structures you build in their stead, which doesn't look true to life even in a simplistic way. Perhaps some simple tree graphics could be added to the cottage line of improvements among others, so that you have light tree vegetation visible in your empire in its desired state of deforestation, or, maybe most improvements could instead be allowed to be built within the tile? This is possible in World Builder already, and the increased improvement construction time with forests since 3.6 alongside the rather meager return of immediate hammers early on would remove the incentive to chop the forest if building the improvement was the objective in the first place. (The actual number of trees even decreases in World Builder when you do this, even though the forest itself remains in place!) Indeed, I think the "improvement removes forests" as a vanilla mechanic primarily exists because the immediate hammers you gain from chopping are considerable (not for any other reason), and they're not in this mod. And speaking of farms, earlier on there was a problem with visually distinguishing regular versus mechanized farms. It seems strange to me that the mechanized farms completely lack trees, since tree lines are essential to modern farms, and failure to use them resulted in major problems as seen in the Dust Bowl on the 1930s, so maybe graphically representing them there as well would be a good idea?