A few Updates:
I've decided to scrap the event system. Certainly not an easy decision but after now more than 4 weeks of trying to do something really creative with it and only coming up with ideas that basically led to a lot of randomness and "Oh, this Event didn't trigger, that's annoying."-moments I felt like it wasn't really going anywhere. At least not into a direction where I want it to go - helping to create cool play-styles and adding ways to make strategic decisions. I few days ago I did then also find a few technical problems that would require me to basically re-build the whole thing from the ground... so yeah, as I said, I basically scrapped it at that point.
Despite the tons of I time I wasted on that feature I'm still making good progress though. I feel like slowly but surely things are coming together. Didn't get to work on anything today because in the ~2 hours of free time that I could devote to the game I was too busy actually having fun playing my mod. That's mostly because of the Effect of the little new feature that I had implemented yesterday: The Empire Manager.
Looks pretty boring, doesn't it?
But it actually does achieve some great things. The Interface allows you to change the income of different yields, Higher Taxes mean more Energy, Lower Taxes mean more Food. The Funding Options allow you to spend Energy to get more of another yield, or to decrease a yield to get more Energy. All at somewhat inefficient rates of course (the Very Low/High-rates are even worse) so you can't just boost the yield you want to focus on without some losses in the process.
The main effect this has is to allow yields to be really, really flexible while at the same time adding strategic depth and giving you a tool to make decisions to directly respond to a problem that is approaching.
Winter is coming? You expect war? Increase Taxes, max out Industrial Funding - there you go, perfect Environment to build an army. Ran out of stuff to build? Decrease Industrial Funding and go full Science to unlock new stuff. Need more Health? Well, Cultural Funding to unlock more Virtue Synergies! Or simply activate the 'One Child Policy'-Enactment to get some Flat Global Health at cost of City Growth until you can add more health to your total (But more about that another time, Enactments are not really implemented yet).
One thing that also needed desperate fixing was the fluctuation of Energy between "tiers" of Infrastructure. The Energy Maintenance can go up really fast when you start building advanced Infrastructure (building-maintenance goes up as far as 16 Energy in the midgame) and more than once did I find myself in a situation where I suddenly was in deep negative Energy, with no easy way out. This system will be a good buffer zone for that.
And last but not least: With this system you can actually directly gear your empire towards pleasing an AI. Gone are the times where you got "Dude, increase your food output!"-messages with no actual way to do that simply because you started in a relatively food-starved area. You can invest a lot into a single yield if you want to. This is especially true for high difficulty settings where the AIs number bonuses often make it impossible to actually keep up in a situation where you haven't already outgrown them anyway.
Speaking about difficulty settings: The AI goes completely bonkers with the changed that I've made to the game. Turns out that when you put a lot of focus on yields and a lot less focus on insanely overpowered combinations of effects that the AI doesn't understand the AI is pretty unstoppable.
I played on (slightly edited) Gemini today and just couldn't keep up with the AI during the mid-game (and I normally have a really easy time on Apollo), mainly due to a lack of health as a limitation (midgame-health still needs some work). I think that's good though, because when Human-Only Features like the Moonbase and the Empire Manager are fully implemented that gap should get smaller and in the end the effect will hopefully be an AI that plays a solid game with increased yields while human have some tricks that they can use to keep up.
Also, little Moonbase Update:
I've decided how I want to name the Moonbase-Resources!
Unlock-Mechanics and some of the bonuses have also been implemented, I really like how the Feature turns out. It currently unlocks on the Terraforming-Tier (early midgame) after somebody built a wonder that starts the "Race to the Moon". It's like history repeats itself. Just that this time you don't just plant a flag but instead build a base.