I looked a little bit closer on some of the buildings mentioned above.
Furniture Factory:
When I can build it (before plastics) I get a gold malus of around 5 in each city. The problem is that the furniture workshop has a base gold of 7 then (4 initially plus 1 from guilds, machinery and invention) but the furniture factory starts with only 5. I think the furniture factory should also start with 7 gold as it should produce at least as much money as the workshop.
Leather Factory:
I typically get a hammer malus of about 40 in each city when I want to build it. The reason is that it removes the tannery which had hammer boni for salt and wax, plus 15% for land units. I see the point that leather becomes less important in modern times but it doesn´t look good if building a modern leather factory reduces the productivity of a city compared to an ancient tannery. Maybe the tannery shouldn´t have the hammer bonus to start with but instead the leather ressource gives the option to make a building like a handyman hut that has the hammer boni and becomes obsolete in industrial times. The tannery would then only give a small gold bonus plus the leather ressource.
Supermarket:
Market and Grocer each give a base +3 gold (although the sevopedia just says +1 gold) but the supermarket has only +4. Same thing for culture.
Furniture Factory:
When I can build it (before plastics) I get a gold malus of around 5 in each city. The problem is that the furniture workshop has a base gold of 7 then (4 initially plus 1 from guilds, machinery and invention) but the furniture factory starts with only 5. I think the furniture factory should also start with 7 gold as it should produce at least as much money as the workshop.
Leather Factory:
I typically get a hammer malus of about 40 in each city when I want to build it. The reason is that it removes the tannery which had hammer boni for salt and wax, plus 15% for land units. I see the point that leather becomes less important in modern times but it doesn´t look good if building a modern leather factory reduces the productivity of a city compared to an ancient tannery. Maybe the tannery shouldn´t have the hammer bonus to start with but instead the leather ressource gives the option to make a building like a handyman hut that has the hammer boni and becomes obsolete in industrial times. The tannery would then only give a small gold bonus plus the leather ressource.
Supermarket:
Market and Grocer each give a base +3 gold (although the sevopedia just says +1 gold) but the supermarket has only +4. Same thing for culture.