Yet generators produce +2 energy. Maybe it was just MadDjinn's playstyle, but I wouldn't like generator spam to become the strategy for tile improvement. Maybe farms and mines should return to +2 yields? I don't know, it seemed like unless there was some resource to harvest, the default choice was plopping down a generator on given tile.
That said, techs boost improvements in all sorts of ways, so there could be a lot more versatility.
Except energy is worth less than food/production/culture/science
Probably at ~ 2:1 ratio or so.
Note the colonists, all +2 (except artists with health and Aristocrats with +3 and health)
So if we value energy at a 2:1
Generators=+1 to +3 output (4 with Wonder)
Farms=+1 to +4.5 output (5.5 with Wonder)
Mines= +1 to +1.5 output (can only be used on hills which have 1 less output)
Terrascapes=+1 to +4 output (6 -2 base -3 maintenance)
Academies/manufacturies*=+2 to +5 output (virtue+tech)
*depending on value of health as an output
of course a lot of those boosts depend on techs you won't necessarily take (unlike in BNW everyone would have Economics, Chemistry and Fertilizer by late game..so all improvements would be boosted)
Generator spam is valid (although it probably needs to be balanced with Manufacturies/Academies/Biowells/Terrascapes to use that energy well)..and you have to pursue the techs for it
Farm+Mine spam is also valid (and you have to pursue the techs for that)
Of course back to the original... it would
Really help if they gave a tooltip that gave you any type of a clue what those trade route yields were based on.