Well, why not start with an AI improvment that would not be too hard to implement.
(Of course, it would require careful balancing and testing.)
1. Calculate and store (
on Player, not on single Cities !) the
overall amount for every Yield produced.
2. Adjust
Value Calculation of Buildings using that information. *
3. Adjust
Value Calculation of Units (for Hiring and Buying) with that information.
* Only necessary for harbour cities.
(Inland cities should have a reasonable Value Calculation with local Yields already.)
e.g.
If you know, that AI Player never yet produced any
Tobacco at all.
-->
Buildings for Cigars are not necessary / useful to build.
-->
Experts for Cigars are not necessary / useful to buy or hire from immigration queue.
If you know, that AI Player produces (much)
more Tobacco than Sugar.
-->
Buildings for Cigars are more valuable than Buildings for Rum.
-->
Experts for Cigars are more valuable than Expert for Rum.
Summary:
The information of "Overall Amount for every Yield Produced for Player" could definitely be used for many AI improvments (and features).
(Of course it needs to be calculated and stored on Player first.)
This is just an idea of course.
Every modder does have different concepts and ideas.
And modders usually implement their own ideas and concept instead of ideas and concepts of others.
So whatever you remaining modders do, have fun.
