I noticed the odd imbalanced bonus yeilds at the bonusInfo levels also, so it wasn't me who set them up like that. However I was not sure of the intent behind it so when I did my changes I left the majority of the BonusInfo yield vaues as they were and planned the improvements out with those values in mind. I don't care if those the get rebalanced or reduced, but when I looked like it it only seemed like all of them went up in yield, excessively.
I didn't blame you because I know they've been that way (irritatingly so) for a while now. I don't believe that it was an intended state of being so much as what happens when you have a number of differing modders with differing mod efforts blending into each other's works without any overseeing evaluations keeping them in harmony.
I get the arguments you're using about differing factors that may be further considered though. So I wanted first to make them all equivalent then such arguments could come in and 'tweak' the structure.
From here, what I feel we will need to do is completely map out what each bonus may offer under each accessing improvement and noting all grid x points where that can/will change.
Then we can arrange it into a chart that can be looked at with a little more visibility.
I'm not at all against making plots more powerful... at the moment (well... before my tweaks) our specialists in the later game are giving plot values a real run for their money in terms of valuations and a plot with a resource should almost always win against the value of a specialist hands down.
What I DO want to make sure of is that say, Core Mines, aren't totally overwhelming the value of other contemporary improvements.
Balanced and/or appropriate yield distributions at the bonusInfo level (from a prehistoric POV) should be achieved first. Then adjust base BonusStruct yields per class of improvement types.
The pattern I typically tried to follow was +1 total yield gains at first upgrade (fruit/plant/stone gatherers) followed by a +2 total yield gain (pickers, etc) then +4, +6 and so on as the improvement upgraded, each with variations to rebalance the original BonusInfo Yields relative to the total gotten at a later era, so that the "best" resources might even or or even reverse in some cases over the eras.
This actually is basically exactly what I did... I just did it with a slightly different mathematical progression that made modifiers give more wiggle room for specialization of purpose to expand a bit (and to make plots a little more valuable in general). You may be able to see the patterns I used if you look close enough but I realize just looking at the xml is probably not going to be terribly helpful to true design perfection.
So... before we get into toooo much discussion further we should really map out how our plot yields (without consideration for terrain anyhow) would currently pan out at each tech x.
I think I found the bugs in the peaks improvement processings btw... so fixes there should be going in soon.
@DH: I've gotta get those fixes tested and in place before release (I thought they were working properly until today.)