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<CompatibleVersions>2.0</CompatibleVersions>
another is a more realistic bonus group. like resources like stone/copper could give +1 production, farmable resources could give +1 food too. this could replace the conviluted bonuses you have now and make it for a simple and ballanced bonus that could decrease if you harvest.
I have yet to experience this. I almost always find a better starting point after looking around.
The mod we used to use gave the starting settler! 10 movement, but something like 5 could be fine. I think 3 is too little.
1) Increasing settler movement is a good suggestion. I will implement that.
2) I will consider decreasing the max yield bonus. I think the main concern you raise is with regards to Culture since it's the easiest to match up due to Grasslands/Plains appearing in clusters on the map. Faith and Gold are less of a concern since they are not as powerful. Science and Production are powerful, but in order to get +3 in either of these requires sacrificing a lot of land tiles around your city, so it may be balanced well as is.
3) Thanks! Me too. I also like the fertile river concept, something lost from earlier versions of civ.
4) It was important to nerf rivers so that players feel free to explore other options. Note: Rivers are not a tile, so any bonuses they grant are essentialy freebies.