I know this is an old topic, but since I play this mod again after a few months I notice the difference from other mods. Something that carried over from the main game is that you need to research to see most ressources on the map. Some civilizations like the Indians can only see 2 ressources when they start out, while Persians can see 9. But all civs need to research at least 3 techs to see the most important ressources for early city placement.
I don't know if this is really a good thing. When I build my cities, I prefer to build them so that they are later still efficient, with no plots overlapping to other cities. But I would like to hear the other side why the starting ressources are gated behind technologies with the negative that there is less of a reason to find a good spot for a city.
The second thing that is implemented for some time now is the distance unhappiness modifier. The further you build from your capital, the greater the unhappiness. If you don't start out as humanitarian/charismatic and you want to build cities that don't overlap with other cities when you have administrative level, your new ancient city will start out unhappy.
I like the change of punishing aggressive expansion and rewarding early research, finding new ressources in your old city. But this combined makes it very hard to use cities to their full potential. Right now I don't know if it worth the effort to place cities further away, accepting the unhappiness to use more plots in the late game.
I don't know if this is really a good thing. When I build my cities, I prefer to build them so that they are later still efficient, with no plots overlapping to other cities. But I would like to hear the other side why the starting ressources are gated behind technologies with the negative that there is less of a reason to find a good spot for a city.
The second thing that is implemented for some time now is the distance unhappiness modifier. The further you build from your capital, the greater the unhappiness. If you don't start out as humanitarian/charismatic and you want to build cities that don't overlap with other cities when you have administrative level, your new ancient city will start out unhappy.
I like the change of punishing aggressive expansion and rewarding early research, finding new ressources in your old city. But this combined makes it very hard to use cities to their full potential. Right now I don't know if it worth the effort to place cities further away, accepting the unhappiness to use more plots in the late game.