a way to limit city spam?
This is a bit late considering the beta for 1.1 is not far away but I'd like to share it all the same.
One issue that has been bothering me in elemental is that the only way to exploit distant resources is to construct a new city right next to them. In larger maps with fewer factions (I like to give my maps alot of "breathing room" to ensure late-game mega battles.) this leaves me (and on some occasions the AI) with many level 1 cities existing just to exploit that certain crystal mine or horse farm.
I was thinking that it might be useful to allow cities to build a "merchant" whom when sent to a resources would claim it for their respective faction, connect it via road (like caravans) and allow the player to improve and exploit that resource.
As far as game balance goes I would treat them like caravans and limit the amount of merchants available to one per city and give them a prerequisite tech. -Probably one fairly late into the economy tech trees, since the merchant's main purpose is to eliminate late the game city spam needed to control far-flung resources. This way I don't think merchants wouldn't totally undermine the whole city influence system. Also the connection to the resource would be severed if the merchant was killed, making such a connection more vulnerable than a traditional one.