This growth curve is why towns feel so bad
This is how my current growth setting is calibrated:
Green line is the standard, and blue line is growing town which is 200% the standard.
I had it more forgiving before, but tightened up the exponent a little. You can see the green curve starts to exponentialize right before 30 pop. The thing is antiquity is only around 130 turns long, so that in itself puts limits on growth. In the end, I don't mind calibrating this further, and indeed right now I have settlers pretty cheap. It seems like settlers need to be a little bit cheap but I may need to make them a touch more expensive. I also think that cities should max out at 3 tile radius and they should produce migrants if you're going tall, that seems appropriate.
I've looked into the populations of ancient cities, and Rome and Chang'an reached a population size that wasn't surpassed until the railroad was invented. In many ways, exploration age cities were smaller than antiquity capitals. Although, Rome was supported by numerous farming towns (all the way from Egypt). I haven't fully thought out how that should work strategically, but I do favor an age transition where exploration works in a radically different way. Right now I'm considering antiquity towns as having a 2-tile radius, and this expanding to 3 for exploration, with smaller initial cities for exploration (almost like ruins are left behind that become farms).
Regardless, with the above growth curve, you think it would make antiquity explosively expansionist and trivially easy. Even so, what actually happens is you run up against the end of the age anyway as a natural limit on expansion, maybe filling up a standard sized continent just in time, or at least in time for a final war over territory. Playing on the modded "large" and "huge" maps feels way way way better especially with these growth rates.
Another thing about these high growth rates is that they're very sensitive to food. Granaries matter now, and farming towns also really matter and it's a tough trade off to specialize since growing towns provide a lot of benefit by growing to capture more gold more quickly, but then farming towns can really push cities tall.
I'm not saying my calibration is exactly correct, but I'm already convinced that liberal growth rates and larger maps is the only way to really make town/city meaningful as a solution to the tall v wide debate.
My solution for Civ 7, what I'd literally recommend to devs, is to split the game in two modes. Call what we have now "vanilla Civ 7" which is always accessible by turning off DLC, but from the first expansion onwards, the game is split into campaign and online modes. For campaign, it's standard map minimum size with higher growth rates, more complex rules. Meanwhile, they should take vanilla and streamline it
even more. I find that the only way I can even play vanilla Civ 7 anymore is with fast speed on tiny maps. It's unplayable to me now that I've done a few rounds, being repetitive and feeling stifling.
There are ways to streamline Civ 7 further. They can make commander upgrades universal, kind of overlapping the attributes tree, so there are fewer commander upgrades in the end. All commanders gain experience and all benefit once an upgrade occurs. This is one way to streamline further for a fast, tiny game.
I think 7 is hamstrung by trying to cater to different audiences with the classic result that it works for neither. Vanilla is a good foundation for a deeper campaign mode, and it can also be streamlined further for a more ideal fast mode.