You're welcome Rizzo, I agree it's come on leaps and bounds but there's always room for tweaking things. I'd like to be able to show unusable tile yields just to have a look to see if razing a city would free up a nice spot, but I can't see many other reasons to have a look. It's not really a problem when you get used to it.
Also to Glowing_Ember the actual distance between cities does vary by world size, it's in the xml somewhere... I remember spotting it but can't remember where offhand... I think it's only 6 tiles on medium and larger. Tiny it's either 4 or 5... IIRC.
Also, tile yield doesn't affect any building other than the city hub, there is the argument (I'm against) for snaking towards resources or other cities to expand your zone of control or for fast travel but you don't need to see tile yields for that. (It lowers the difficulty by manipulating mechanics that the AI doesn't use)
I've dropped in to watch the game development progress for what feels like forever and I enjoy reading through the ideas and seeing some of them come to life. It's a bit sad they can't all be done, but jack of all trades means master of none. I'm just glad essence is back in the game in some form. Miss dynasties, miss sov's having essence, oddly miss housing even though I didn't enjoy building it over and over... would love to see weather/LOS/tile properties other than movecost/global enchantments... but I suppose you have to understand that every feature has a cost and multiple effects
[Edit]
The city grain/material/essence is set on founding a city, it isn't in any way effected by expansion. That's why I said above that you don't need to have a look after settling.