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Just one thing: I feel it is already possible to build large cities (80+ pops or so) and have the space to do it. But it does involvesome unneccessary barriers.
If I may add my opinion here... The fun of this game, by design, is in building a nation and going through history. It's something of a gaming-meets-simulation approach, which is the whole appeal of Millennia. It takes the gamey mechanics of other 4X games and pulls them a bit towards the more simulation-oriented aspects of a grand strategy game.
What you're asking is to basically remove that charm. Everything you ask for is 100% gamer-oriented, 0% simfan oriented. Me, I like it as it is. If vassals are boxing you in (which honestly has NEVER happened to me yet, I'm not sure why everyone else seems to be experiencing this...?), well... I dunno. There are ways around it. I feel like most of it starts with projecting ahead and settling according to those projections.
Not to mention that the in-game settings are not saved : i have to change the game langage to english EVERY TIME i open the game.
When it comes to innovations the events you're offered are actually specific to your national spirit and government, unless you manage to burn through their specific events enough to get the general events. As a result there's not really a situation where you're ever given a bad choice - most of the time it's just buff something (usually related to said government or spirit) or have a chunk of money (which is almost always the worst option, unless you're really strapped for cash). In the case of the bonuses they get listed under wherever is relevant - eg if you get +1 Culture to bricks you'll see the +1 Culture listed as a bonus when you hover over the brick good on the city screen, and in unit abilities they appear as a skill.
I'm not sure about a log, but it would be nice to have somewhere you could see *all* of the bonuses and penalties currently being applied to your civ. I tend to find the problem is less one of 'did I make the right choice' than it is remembering whether it was bricks or stone you got the bonus for back in age 1.
I'm unsure whether the "simulation" argument holds. For me, the main distinguishing aspect are the production lines and the radical extension of the disctrict system of Civ6. Wouldn't call this simulation. The Pops actually don't do anything on their own - that's what i would understand as such.
However, if this boxing in has never happened to you, then I guess you are very lucky :). And it is understandable that you don't feel this pain. The issue is in my view, that you might be able to control territory and push any settler you don't like away. Extreme effort, not really viable to do honestly, but okay, possible. However, if a capital is established, you will *never* get it off the map. And the AI seems to know that. Essentially, settlers are a great economic weapon to cripple your enemies' cities. I can imagine thatin multiplayer, using settlers this way is a reason for lifetime bans. Houserules incoming hard.
Adding an option to remove those cities is imo not something related to "gamey v. simulation" but just a basic feature. Otherwise, new rules for settlers would have to be included.
The map becomes a big mess later in the game. The AI builds cities all over the place, often very close to each other. Cleaning up the map doesn't sound very 'gamer orientated', it does sound like a very needed QOL feature though.