What possible things can improvements provide?
Commerce, Food, Hammers....
Could they also provide culture, coins, health/unhealth, happy/unhappy, beakers, espionage?
How can we categorize what is available?
Think of improvements in terms of a chain which effect the yields above in different combination.
Some chains might be dead ends on purpose (meant to go obsolete Ex: grain grinding windmills/watermills) A dead end is when eventually, after a tech advance you get the option of building something to replace it which is gives better yields)
Some chains might be restricted to terrain type or feature available.
Each step up in a chain requires a tech advancement and/or a turn wait upgrade time. (Personally I think all steps up the chain should require tech advancements.)
What chains can we consider?
A few are obvious
Food Chain: Farms, Vertical Farms.... ( high food yield, zero commerce, zero hammers)
Production Chain: Workshop, industry sparse, light, med, etc... (zero food, zero commerce, high hammers) (and yes I am suggesting that workshop be folded into that as the start of the upgrade chain)
Commerce Chain: Trading post, market, etc. (zero food, zero production, high commerce)
These are the most efficient products of a particular yield type. No other improvement types should ever do better than them i their category. (included civic and tech bonuses)
All of the above are (at the moment) examples of "Flat land only" improvements.
Other improvement types obvious would be to make combos of the yield sets:
Chain A: some commerce, some hammers, zero food
Chain B: zero commerce, some hammers, some food
Chain C some commerce, zero hammers, some food
There could even be a chain D: little commerce, little hammers, little food.
The trade of for building chain A, B or C is versatility over specialization. How can this be appropriate weighted? Should the max production of Chain A be .5 the Max of the Food chain and .5 the Max of the Industry chain? I think it should be a little less, your gain is the versatility.
Some alternate chains might be based on A, B, C
A (commerce, hammers): Mines? (or should mines be hill only equivalents to an industrial chain?)
Lumber mills? (should lumbermills upgrade or be a 'dead end', I consider them a dead end when compared to the tree farm chain)
B (hammers, food) Tree farm/hybrid forest chain?
C (commerce, food) What could fill this role? (Windmills, Watermills) But these might go obsolete.
I foresee Wind turbine/Windtrap as a replacement (perhaps not belonging to chain C, but at least a commerce chain. There could be a new power plant type: Wind Farm requires X Wind Turbines in city vicinity. Likewise, Hydrodam is a potential replacement for Watermill. Like wise the Hydro power plant building should require X hydro dams in the city vicinity. (And 3 gorges damn wonder should require X hydro plants to build, and perhaps its reward should change some.)
What about Towns? Should they be Chain D? Or should they be something else entirely? Maybe instead of the standard yield types they should be the bonus beaker/coin/culture, etc providers.
Commerce, Food, Hammers....
Could they also provide culture, coins, health/unhealth, happy/unhappy, beakers, espionage?
How can we categorize what is available?
Think of improvements in terms of a chain which effect the yields above in different combination.
Some chains might be dead ends on purpose (meant to go obsolete Ex: grain grinding windmills/watermills) A dead end is when eventually, after a tech advance you get the option of building something to replace it which is gives better yields)
Some chains might be restricted to terrain type or feature available.
Each step up in a chain requires a tech advancement and/or a turn wait upgrade time. (Personally I think all steps up the chain should require tech advancements.)
What chains can we consider?
A few are obvious
Food Chain: Farms, Vertical Farms.... ( high food yield, zero commerce, zero hammers)
Production Chain: Workshop, industry sparse, light, med, etc... (zero food, zero commerce, high hammers) (and yes I am suggesting that workshop be folded into that as the start of the upgrade chain)
Commerce Chain: Trading post, market, etc. (zero food, zero production, high commerce)
These are the most efficient products of a particular yield type. No other improvement types should ever do better than them i their category. (included civic and tech bonuses)
All of the above are (at the moment) examples of "Flat land only" improvements.
Other improvement types obvious would be to make combos of the yield sets:
Chain A: some commerce, some hammers, zero food
Chain B: zero commerce, some hammers, some food
Chain C some commerce, zero hammers, some food
There could even be a chain D: little commerce, little hammers, little food.
The trade of for building chain A, B or C is versatility over specialization. How can this be appropriate weighted? Should the max production of Chain A be .5 the Max of the Food chain and .5 the Max of the Industry chain? I think it should be a little less, your gain is the versatility.
Some alternate chains might be based on A, B, C
A (commerce, hammers): Mines? (or should mines be hill only equivalents to an industrial chain?)
Lumber mills? (should lumbermills upgrade or be a 'dead end', I consider them a dead end when compared to the tree farm chain)
B (hammers, food) Tree farm/hybrid forest chain?
C (commerce, food) What could fill this role? (Windmills, Watermills) But these might go obsolete.
I foresee Wind turbine/Windtrap as a replacement (perhaps not belonging to chain C, but at least a commerce chain. There could be a new power plant type: Wind Farm requires X Wind Turbines in city vicinity. Likewise, Hydrodam is a potential replacement for Watermill. Like wise the Hydro power plant building should require X hydro dams in the city vicinity. (And 3 gorges damn wonder should require X hydro plants to build, and perhaps its reward should change some.)
What about Towns? Should they be Chain D? Or should they be something else entirely? Maybe instead of the standard yield types they should be the bonus beaker/coin/culture, etc providers.