Especially if there's a graphics design team that can throw together your icons in half an afternoon.
I think you and I have very different expectations when it comes to timelines. There are probably very valid reasons for that! But I don't really know how to explore it without thoroughly committing to a derail.
It's just, how could city renaming not have been at launch.
Quite easily. Other stuff needed to be in more.
I hope you don't think I think the game was in a good shape at launch. I don't think it should've released in the state that it did. But we live in a society where everything has a set budget and investors want to make a return on it. Everything, ultimately, is a compromise between vision and reality (this is why product management is a good thing to have, as controversial as it might be for a senior developer to say that

).
They had time to produce an entire Puddington trailer in the time it take to add that.
Firaxis produced the Puddington trailer? Gameplay programmers produced the Puddington trailer? Or are you saying that the entire project timeline should've been reconfigured so that extra programming resource should've been paid for upfront at the cost of eventual marketing (which looks like it was done by a third-party, or 2K at the very least - speculating here of course).
It would have been nice if the game was actually finished at launch so they don't have to prioritize actually finishing it.
Sure, but that wasn't my argument, nor does it answer my question.
Well, then that might be the story of what went wrong. Have yet to see any evidence or discussion whatsoever of how those factors end up giving us a game without renamable cities.
We're not going to have the evidence. If evidence it what drives you, then I understand. But at the same time I caution you against believing in speculative rumour-mill stuff as evidence. It isn't.
However, it is suspicious. Like, could they have planned on adding city banner naming late, before launch even happened?
I think, for all the criticism of the developer that I feel is unfounded, that they were somehow blind to at least some of the shortcomings of the game would be very foolish indeed. But again, not something I or anyone can really provide evidence for.
So yes, they will have been planning for post-launch before the launch of the game. They would've known what they had to cut, they would've prioritised this internally and revised again based on community sentiment post-launch. At least, that's how I'd handle something being pushed out early without features I knew fans would immediately recognise as missing.
The point is that they're kind of in a position where everything they do is wrong. It's hard not to interpret their actions as cynical. It's tone related. They're not in a position to hype and celebrate patches no matter how much they pay YouTubers off. They're in a place where they need to offer apologies, explanations and a way forward. Then they can celebrate patches and fixes a little more low key.
I don't think expecting developers to act publicly in any manner except that which the publisher dictates is . . . shortsighted, really. Marketing is always about the hype, position or not. Contrition has already happened, around the recognition of the response to the UI, and their commitment to improving it (which we've already seen several concrete examples of). We know more improvements are coming (as per the roadmap).
The question here doesn't really seem to be about what position they're in, it's your value judgement about how sorry you think they should be. Maybe they are, internally. Maybe they aren't. I believe they wouldn't be allowed to communicate it either way.
I can feel ten ways from Sunday about what my company is doing with my product. I'm still going to get canned, well over a decade of service or not, if I start saying what I think publicly, without having run it by folks for tone and content. And I'm (personally) allowed a great deal of latitude. A lot of our customers know me, personally, (despite the fact I technically don't have a customer-facing role). There's an element of trust there (and SaaS is different to video games r.e. consumerism - the dynamic between vendor and client is inherently different). Firaxis putting out any statement will be taken very differently from me, personally, saying something in a blog post, or in a customer meeting.