Hello Sukritact! Thank you for your tireless efforts to improve our Civilization experience! I made an account to message you here about your wonderful mod, and I see that Lapidia and others have beaten me to pointing out that changes in building maintenance costs and at least some other policy effects are not yet reflected in your yields calculator currently.
Back to Civilization VII Back to Building (Civ7) Go to Unique building (Civ7) The following is a list of buildings in Civilization VII and its expansions. Only Warehouse Buildings are Ageless and can be purchased in Towns (unless specifically stated). Additionally, unique Buildings are also all...
civilization.fandom.com
All Antiquity buildings have 2 Gold and 2 Happiness maintenance cost
All Exploration buildings have 3 Gold and 3 Happiness maintenance cost
All Modern buildings have 4 Gold and 4 Happiness maintenance cost
EXCEPT:
Warehouse buildings have no maintenance cost.
Gold buildings have no Gold maintenance cost.
Happiness buildings have no Happiness maintenance cost.
As an example in my (City of Saba 29 pop, Celebration active 20% food gain Feudal Monarchy +10% food during celebration Ashoka World Renouncer Passive)
Antiquity Age Blacksmith produces +3 production base + adjacency bonuses. Has a maintenance cost of -2g and -2 happiness (but the maintenance costs do not appear next to the base+adjacency yield preview values when you are deciding where to place a building, whereas specialist maintenance cost IS displayed...)
Later in the Exploration Age, that Blacksmith is now is "obsolete", now produces only +2 production, adjacency bonuses lost,
yet still has same maintenance costs of -2g and -2 happiness. Visible in the city details view, not in the tile view.
I plan to overbuild it with a Bazaar, an Exploration Age building with +3g +2h base + 1g per adjacency bonus, maintenance cost of -0g and -3 happiness (no gold maintenance because it's a gold building).
Maintenance changes from -2g -2h to -0g -3h =
expect net +2g -1h for overbuilding.
Notes mostly to self but: I purchase the building to test and my city values go from
53.7food, 51.0prod, -16.8gold, 14.0 sci, 11.0 cul, 17.3h, 4.0 infl Turn 9 Exploration
54.1food, 49.0prod, -01.2gold, 14.0 sci, 11.0 cul, 18.5h, 4.0 infl Turn 10 Exploration
00.4food,-02.0prod, +15.6gold, 00.0sci, 00.0 cul,+01.2h,0.0 infl NET CHANGE ON PURCHASE (With +20% gold and +20% happiness for maintenance costs from Scientific Attribute tier 3 point. Timbuktu Songhai Tradition Policy +2 gold on mines if one gold building in city w/ 6 mines = 12g from mines + 2g removed maintenance cost of Blacksmith +3g Bazaar base + 1g adjacency for Bazaar = 18g. -2.4g come from I can't figure it out (one mine didn't show 2g on it and 3 production instead of 4 like all the others). +0.4food? I can't figure it out. +1.2h came from? I can't figure it out)
54.1food, 52.0prod, -01.2gold, 14.0sci, 11.0 cul,
22.5h, 4.0 infl Turn 11 Exploration (+3 happiness +3 prod from assigned Ivory plus Diplomatic tier 2 Attribute +1h for each assigned resource.
Anyway Timbuktu effect didn't preview, nor did maintenance cost.
Thanks for your efforts already and your time in reading. Enjoy the game!
-Francis