One enormous source of yields in the first Era is barbarian kill yields with Raging Barbarians. Currently it feels like >70% of yields come from barbs. Also I use Unique City States, where each CS gives some quite large boost. Currently all boosts from all sources seem like 'no-brainers' in the sense that there is only upsides to attaining them. One no-brainer that was recently removed is the gifting units to city-states, if the gold reward was equal to or even greater than the cost of the unit then obviously you should gift the unit, so then it just becomes a chore. No-brainers in games I think tend to turn into chores, because they always makes sense to do but still requires the player to do it.
But with so many buildings and religious/cultural/civ/cs sources for yields, it is too large a task to manually balance each one. And mixing and matching mods can really make balancing an impossible task.
***Proposed solution to reducing yields in an objective way: Net Neutral (plus era bonus) buildings and policies
- The net gain of yields of any building must be Net Zero (plus some era addition). Meaning, a +3 Science yield should also have a -3 faith yield (or -2 gold and -1 food, etc). The era addition can be +3 science +1/era, -3 faith.
- Yield synergy with other buildings, so each yield can scale more than linearly but only if the city specializes. E.g. University gives an extra + .3 Yield Mult if a Library is also in the city)
- Cities would have a (Base Yield 1 + Base Yield 3 + Base Yield (-2) + ... ) * ( 1 + (Yield mult 0.1 x Yield Mult 0.3 x ... ) )
- this would mean a drop of Base Yield from a building would have exponential effects, e.g. a Temple might reduce base science by -2.
This is a major change, but I would like to see 3 things come out of this:
1. Slower progress through each age
- a full length war should comfortably fit in each era (in marathon)
- E.g. caravels seem to only exist for a few turns, each era of units should be around for a while
2. More specialization
- each city having almost every building makes city management a chore (since each building is almost a no-brainer unless you are in a gold crunch)
- this way you can have military training cities, industrial cities, cultural cities, science, etc...
3. Reduce number of no-brainers
- "A factory would help me build armored units faster in my Culture City, but will greatly reduce my culture" so I can't just build one since I happen to have the coal, I would also need to be at war to justify turning a Culture City into a Production City, and then it might make sense to sell the factory after the war.
Difficulties: AI might not be able to design strategies using greedy methods. Respeccing costs of all buildings and units.