So... I'm still not convinced of change. Unless I've completely misunderstood the rules, I do not understand where the maths are coming from!
You start with 72 people and need to get to 300 to harvest for city dwellers you need 300 wealth for your first city. All in all the race to 300 is similar, we all explore, lose people, try clever things and hunt.
Nature:
Hurray! We have 300 people and can harvest. Lets do that on all nearby resources... lets assume i have 4 resources and can get wool. so 5 turns of harvesting. 5x5 = 2500 wealth. 0 wealth production from those 300 otherwise so a gain of 1000 vs normal hunting. Why not normally hunt and invest the wealth? Well, those hunting grounds disappear pretty damn quick! Why not fish which last forever? Good question - seems broken. Now what, well, i can do another 5 resources then my area is out of resources (1 resource a sector - so 8 sectors used + wool). so another 2500 wealth. I've made 5000 wealth and invested it in roughly 8-10 turns assuming i invested the 5k in T3 troops rather than T1 dross. Now what - no idea as i can no longer generate any wealth other than wool! hunting grounds have gone. My clan aren't happy, time to move somewhere else and find more resources or fight someone.
If the map continues to grow and isn't fixed in size = broken.
City: We have 300 wealth and can build a city. Praise the mercantile gods! That city now gives me 100 wealth a turn that i can invest or 1 resource that i can trade. I find another city player to trade with, i find wool... i find anything collectable. Worst case, I save my hunting grounds and slow build - 8 turns in I've generated 600 wealth and converted them all to troops. I hit 2 hunting grounds and build another city. I'm now gaining 400 wealth a turn. If i get any tradeable goods this accelerates rapidly and can be done in half the time, i'm then onto city 3,4,5 and cannot be caught by Nature unless they hit me just after city 2 or before.
Even then they will need 3 times the wealth of troops to win and it can't be in T1 troops or they will lose anyway on the numbers killed. They've only had 5000 wealth before in the time span and will have perhaps 1000 Rangers so i need 1000T to hold them off. 2 turns after my 2nd city then. Piece of cake.
At which point the Nature players realise winning will be VERY hard and ask if resources can start to be 'regrow' - at that point GM has to make a call.
If i had a pound every time someone told me a game was broken when in fact it just needed to played or managed better i'd be a King! The only current issues i can see relate to fishing as it is a pool of never ending wealth but it may be needed by nature mid game. The only reason i can see the above is incorrect is if resources last forever - if that's the case then yes, the game is broken but was from day 1 but i think that highly unlikely.
Bottom line - play until someone wins or we collectively say stop!