I appreciate that changes have been made to encourage AI's to settle more coastal cities, but is there anything that can be done to stop this sort of thing from ever happening:
http://img205.imageshack.us/my.php?image=civ4screenshot0008vp2.jpg
Is it the general 1-tile from coast placement you're objecting to or specifically because there are clams?
The possible coastal spots for the city are:
1
2C
34
where C is the current location of the city. Both 1 and 2 lose access to the banana, so it's a least a logically-based decision. Sites 3 and 4 would be good choices, my bet though is that the AI lowers their value because they are 1 tile farther away from its existing cities (can't quite tell given the fog). There's a strong weight towards producing tightly spaced empires where cities actually overlap a little bit, without any outside forces (barb cities, other players) it takes a serious desert or something for the AI to put gaps between its cities.
I think that's what's going on there.
To answer you question directly though, yes it is possible to effectively block 1-tile from ocean cities ... you'll notice it never happens with start locations now, thanks to Blake.
What's so special about the start of the game to encourage the AI to place cities on a river? Trading, health? I don't think that trading using rivers is important during most games as the AI quickly builds roads and rivers rarely connect many cities and coastal areas are far more important for trade during the start of the game. The health bonus is usually not important during the start of the game as during the start of the game happiness is usually the bottleneck. Many of the health resources are available early in the game and and the health bonus from forests is also still available in the early game.
So why emphasise river sites extra (above and beyond normal emphasizing of river sites) during the start of the game?
The risk is of course that river locations are picked while a non-river position is better in the long run.
My thought in boosting it early (ie pre-bridge building) was to help trade and religion spread early in the game. It's true that the AI does a good job of road building so trade is not a large issue ... the river weighting is not a large piece though either. It was +40 and now is +60 early in the game and +40 still later. A typical city found value ranges from 1200 for artic tundra to 4000+ for prime sites. For this change to be decisive, both potential cites have to be about the same so it's not going to cripple the cities future or anything. The coastal bonus, for comparison, was +400 now is up to +700 in some circumstances.
Does a city on a river connect to the coast also once the right techs are known, or am I making that up?
The buildings/wonders which require the city to be on a river are:
- Levee (Dike also works with ocean)
- Hydroplan
- Three Gorges
The levee was introduced in BTS and is quite powerful in the late game ... perhaps a boost for rivers is in order then.
I just did some historical digging for fun, here's the numbers for these different factors (for non-starting plots) over time:
Vanilla and Warlords:
Coast +800
River +60
Fresh water +40 +20*

health: change)
Warlords Better AI:
Coast +400
River +40
Fresh water +40 +30*

health: change)
Vanilla BTS:
Coast +400
River +40
Fresh water +40 +30*

health: change)
Better BTS AI 0.60:
Coast +500-700 (depending on # of existing coastal cities)
River +40-60
Fresh water +40 +30*

health: change)
So, given that history I think I'll make coastal access +600-800 (would probably be the difference in Bursk's scenario above), and river access +60 always.
Thoughts?