Okay, then replicate the original golden age feature per planet. My only point was that you could do it individually per planet in getExtraYield, rather then settle for a city-only bonus.
I agree that it would probably be better, especially in that it would be more like the way it works in regular Civ.
Speaking of which; God-Emperor, are you ever going to release your FF mod?
Beats me.
(Now for a bunch of stuff that is probably mostly not on-topic, but the ST mod might suffer from some of the same problems.)
At the moment it has the same problems as many FF derived mods, only more so in some places.
The main thing is that the AI is terrible in several areas. In my case it is even worse in one respect because two civs have UUs that the AI can't use effectively which actually makes them weaker than the non-UU version for the AI. For example, New Earth gets a battleship UU, which I currently call a "battlecarrier", which is a bit less than 10% weaker at each of the 3 levels, but can carry one squadron at plain and delta and two at omega. For the human player this will tend to be a little better than a regular battleship, especially the omega version. The AI never ever puts a squadron on the thing, so for them it is just a weaker battleship. I also made the AI effectively worse by altering the city production in CvAI.py so that the military weight can now result in forcing the production of carriers. Carriers that, sadly, the AI never uses to carry anything. They turn out to be just extremely expensive low strength ships with no bonuses against anything (it would be far better off building planetary defense ships or invasion ships or destroyers or...). It also now forces a few more squadrons (both fighter and bomber) as well, but it only bases them in star systems (this does help it slightly, but not as much as it could).
If TheLadiesOgre (or someone) were to get land based aircraft/squadron and missile carying units to work properly, then it wouldn't have this problem. I'm hoping he does these first as it ought to be a little easier than a complete land transport fix. That reminds me: I forgot to suggest this in the land transport thread...
The other main problem is that it has a problem I've noticed in FF too - it seems to get significantly less interesting after you get to about the half-way point in a game. Part of this is the slow turn processing, but not all of it. At this point, exploration is pretty much done and the last (usually quite poor) star systems are being settled. There just isn't very much going on after that point, and not much to do other than 2 things. 1) Fight wars for a victory. 2) Race through the tech tree to either build the UN-repalcement and go for diplomatic victory or build the astral gate. You could say that regular, non-FF, Civ is like this to, but the effect seems to be greater in FF (and my mod). I have a few more things to do than regular FF - some national wonders to build and 3 additional techs - but it still seems strangely devoid of things to do. Part of this is that option 1 (beating up the AI civs) is just not very interesting because they are not very good at it and made even worse as they are mostly significantly behind in tech by that point (partly related to not making good use of the multiple planets per system) and have various other problems making them bad at war. Another part of the problem is that each star system can build only one thing and there are generally fewer star systems than there are cities in regular Civ, so fewer things being built (and fewer build decisions to make) at any given time. With fewer resource types and no ocean/river routes for easy trading there is also a lot less trading of resources going on - it's just one fewer thing to check on in the game. I had intended to add a victory condition, down at the last of the 3 techs I added to the industrial track, but haven't done so yet. This isn't really much in the "more to do" area since you can only win via 1 condition anyway.
I've even implemented a potential partial fix for the AI not using multiple planets well. In plain FF the only time the AI ever changes which planet it is building something on is in the python override CvAI.doCityAIProduction. If one of the weights comes up high enough to do the override, it switches the build planet to the first planet in the system's planet list that is in the current cultural range and that does not already have the building (such as a sports arena if the happiness weight is highest). Aside from these switches, the AI never changes the current build planet. What I did was to make the CvGameUtils.cannotConstruct function search for a planet where the building can be built instead of just checking the current planet. So instead of just returing true if the current planet already has building X (or does not have the prereq building), it now proceeds to search for a planet in the system that does not have the building but does have any prereq if the current planet doesn't meet these conditions, changing the current build planet if it finds one. As far as I can tell, this works but seems to be making the AI only infinitesimally better (I'm not sure why it isn't more significant - it might help some if I sorted the planets based on some criteria or other rather than just using the list order).
The next thing I'm thinking of trying is adding the BBAI DLL. I don't expect it to help much, and it may slow down the turn processing so much that it isn't worth using it even if it helps more than I expect.
And, of course, I haven't done all the art (icons and such) yet.
By now, you're probably sorry you asked.