Also keep in mind that cities can only be built a certain distance from other cities so sometimes an area you might otherwise be able to settle in could look un-settleable (now there's a word for ya) due to that.
The yields are generally dynamically generated from the surrounding terrain and you are correct, rivers do have good yields around them. The yields displayed on one tile are actually the sum of the individual tile yields of all adjacent tiles. If you have played Civ it's like if you added together all the yields from the block of all 9 tiles around a city and then just displayed that in the tile.
We are also updating the tutorials for the final release, hopefully things are called out in way that make them easier to understand. There should also be some more advanced ones in the game concepts section of the Hiergamenon (which should also be more usable in the near future), they just may not have video/voice work on them.
That's awesome, Toby. Thanks for the explanation and all of the work. The last round of tutorials were great, so I imagine the new ones will only be just as good.
One general feedback for the tutorial will be to easily explain how each of those 3 areas, grain, material and essence, each impact gameplay and some of the strategies behind their use. For example, grain is desirable for Towns because they facilitate higher population which is utilized by Towns.