Here is a small modcomp which allows buildings to generate commerce and yield based on the number of a resource controlled. For example, "+2 production per coal resource controlled" or "+0.75 food per rice resource controlled". You can view this as "Lightweight Corporations". The effect is similar, but there is no maintenance, no spread, and no executives. Please see this thread for additional design discussion. Here is a screenshot of the city screen: The attached files include: * Modified sdk files CvInfos.h, CvInfos.cpp, CvCity.cpp, CvGameTextMgr.cpp, CyInfoInterface1.cpp. These are copied from 3.19 vanilla with comments "davidlallen: building bonus yield, commerce" to mark the change points. * Modified python file CvMainInterface.py to show the building statistics in the city screen * Modified CIV4BuildingsSchema.xml to show the new xml syntax * New file assets/xml/text/bldg-cy.xml containing one format string needed in cvgametextmgr.cpp; you can put this text into any text/*.xml file you want * Example CIV4BuildingInfo.xml; I modified the palace to give +5 commerce and +3 culture per wheat resource. * Compiled cvgamecoredll.dll, in case you want to use this as your only modcomp The xml syntax is shown in the example xml: Code: <BonusConsumed>BONUS_SPICE</BonusConsumed> <CommerceProduced> <iCommerce>200</iCommerce> <iCommerce>300</iCommerce> <iCommerce>400</iCommerce> <iCommerce>500</iCommerce> </CommerceProduced> <YieldProduced> <iYield>600</iYield> <iYield>700</iYield> <iYield>800</iYield> </YieldProduced> As you can see, only a single bonus can be supplied. For my application, one is always enough. For your application, you may prefer a list; changing the BonusConsumed to a list should not be too hard for another modder to take up.