xienwolf
Deity
You might want to add your changes to the city output for Production (and food if including food as production, as for worker/settler) to:
int CvCity::getProductionDifference(int iProductionNeeded, int iProduction, int iProductionModifier, bool bFoodProduction, bool bOverflow) const
This is where the city checks to discover how much production to apply each turn. It does request what the Base yield rates are in the course of this function though. I cannot recall why I had decided not to apply straight to the base yield rate when I had first set up my own fields to modify city output, but IIRC there is a function which completely resets the base rates when recalculating them on a semi-regular basis.
Food would be placed in
CvCity::foodDifference
And for basic commerce, probably in:
void CvCity::updateCommerce(CommerceTypes eIndex)
int CvCity::getProductionDifference(int iProductionNeeded, int iProduction, int iProductionModifier, bool bFoodProduction, bool bOverflow) const
This is where the city checks to discover how much production to apply each turn. It does request what the Base yield rates are in the course of this function though. I cannot recall why I had decided not to apply straight to the base yield rate when I had first set up my own fields to modify city output, but IIRC there is a function which completely resets the base rates when recalculating them on a semi-regular basis.
Food would be placed in
CvCity::foodDifference
And for basic commerce, probably in:
void CvCity::updateCommerce(CommerceTypes eIndex)