Being interested in the rules on Food, Hammer and Commerce yield, I constructed this City Planner which will help the Civ Fanatician with the actual and potential yield of a city. The user can play out a lot of What-If scenario's as the structure of the sheets, the storage of data and its formulae is set-up with a high level of flexibility in mind. This holds for both the city as well as the available Yield bonus data. When designing a new MOD with new resources/improvements you can easily change existing reference data or add a new resource/improvement to the data matrices. Even adding a yield bonus from a Civic or a Tech is possible. Many factors determine the Yield of your City. I come to a count of 15 factors. (see the functional manual). The factors which are now included in the planner are: Terrain River Resources Improvements Leader Traits Civics and Technologies The first four of these factors can be defined by placing a little code in the appropriate cell. E.g. 'gr' for grassland and an 'r' for a river. The latter ones, well see for yourself. Many more yield factors are present in the game. If time allows I will implement them in the near/midterm future. Think of Specialists, Buildings and Wonders. Happiness and Health will also be usefull, but not so easy... Feel free to lend me a hand if you like... I put in some effort to explain the use of the Planner and also the functional idea's behind it and the technical stuff of the Excel formulas I constructed. But you will still need some excel experience to track it all down. In the zip file you will find the Excel file and two doc's with the Functional and the Technical description (The latter is not fully complete yet). Implemented for 3.13, but flexibly adaptable to other versions of > Eklabiaan's Flexible City Planner v0.8.1 < Changes: improved an incorrect lookup of the resource bonusses Have fun, mon ami, and if you find anything which is/seems incorrect just post it here. I am still testing.