...why would it make sense to have 15 cities in 100 turns... have miles between my cities, not 3 squares.
This isn't even close to what I'm looking for. In EWoM, I'm looking for 3 core cities to be established by turn 100. 3 fat cities growing towards metropolises. Then depending upon each games circumstance, I might seek to settle a couple outposts by that point. I think that quite reasonable, and not out of the ordinary for the majority of 4X TBS gamers. As it stands now, I have the resource choice for one metropolis and one outpost. Or I cap the capital at level 3 and have 2-3 outposts capped at 1-2. With this increased unit production I go out and conquer a neigbors capital so I can get my second food resource. That's not good. The lack of resources, not just food, pushes me towards a city sprawl strat. The consistent lack of food reduces my options towards early war. The lack of all resource types limits my expansion decisions to near nil. This lack of resources to claim, compels me to build my cities closer together than I would otherwise prefer.
In addition, city spamming is a disconnect with the entire concept of what this game is supposed to be.
I disagree. Empire building is exactly what the concept of this game is. We are rebuilding civilization here. Not building isolated outposts in the wild. Isolated outposts are represented by Minor Factions, Lost Libraries, Arcane Temples and hopefully more stuff in the future. Civilization had been destroyed, the land made barren. Time passed and the land gradually becomes fertile again (look to Mt. Saint Helens if you need a real world model of rebirth after utter cataclysm). The land begins to renew as the survivors exponentially increase their breeding rates. And now, in the case of the two leggeds, they search for signs of civilization reborn. As we build our cities, people come flocking in from the wilds (city prestige). Our settlements bring life back to the land... quite literally in a gameplay sense. From our cities spreads life.. barren land turns to grassland. Some leaders will be less empirical than others I'm sure. Sometimes I will want to RP a faction of woodfolk who are just interested in establishing a small civilization to protect their own against murderous beasts and men. Other times I will want to play a faction which is bent on conquering the world to unite it. etc. Whatever I RP, the point is going to be to restore civilization in one form or another. I'm not interested in creating a minor faction hybrid which is sorta what the lack of resources limits me to. *Note: I think some of us may be getting different resource spawn rates than others. As I said in my post open, I am looking for 3 core cities by turn 100 with the potential for a few outposts as situations dictate.