We're talking about two different -7's here. I'm talking specifically about the ones you made to two nodes in TreeData, the "Failure Amount" argument of the Operation Change Target leaves, and that that's kind of overkill compared to the default -2 or -3. Pseudoyields still rule at the end of the day, I'm guessing that favored items simply place stuff into three tiers (favored, neutral, unfavored) and pseudoyields are resolved within each tier separately; unit requests for pending operations are placed in favored probably. If you make districts favored, it'd put them into the top tier for choosing what to produce, but they might still get overshadowed due to low pseudoyield. The reordering definitely affects units that aren't in operations and units controlled by CvHomelandAI. Units in operations are controlled by the moves in their behavior tree, which have their own functions within CvTacticalAI, but everything else is controlled by the moves I mentioned, and reordering those moves definitely changes the order in which the AI runs them. It may be possible, but it would also probably be quite tedious. For example, a "ghost" resource could be spawned near settle plot operation targets that would ruin settle plot values for everything in close proximity, but this "ghost" resource would have to despawned when the operation that spawned it in the first place might reconsider its target. It'd be extremely hacky, would have to be run through lua, may be problematic on resource-rich maps (because there won't be an eligible tile for the "ghost resource"), and will slow the game down quite a bit (because resources would be spawned and despawned all over the place), but something like it is the only way I can see you solving this AI problem without access to CvGameCoreDLL's source code.