Hmmm, so in that context, let's look at the yield modifications that are meant to be in place and presumably will start to have effect once this is corrected: Production +25: the AI will make more Industrial Zones and be better able to produce stuff. The "best" Civ players eschew IZ's except for possibly one central one. The AI will likely be able to recognize the best place to put an IZ if it has already built mines, but if it hasn't built mines yet may put the IZ in the wrong place. And the most critical factor is I doubt the AI will recognize that it should build an IZ in a central city to subsequently benefit from a Factory. So expect lots of relatively inefficient IZs/Workshops, but if you play slow the AI may have bigger armies and get more districts out in total. Gold +20: Lower than production, but what does it use for a relative weighting? 2:1? i.e. would it normally consider 2 gold equal to 1 production before this factor, or 1 gold equal to 1 production? If the base is 1:1, then this is likely fine. If the base is 2:1, then it means a relative preference for local production over centralized buying power. I'd argue that Gold is more valuable than Production for a human, but the AI tends to like to trade it's Gold away, so maybe it's best if the AI sticks to local production. Science +10/Culture +10: Uh oh. This is a lower weighting than either Production or Gold. Campuses usually come before IZs and CH's, so the AI may be more likely to get one out early, which would help, but afterwards this seems to lend a bias towards building what you know now versus investing in the future. Which if it makes the AI better to defend itself and to maintain it's early start bonuses, may be okay. The longer the game goes on, though, the more underweighting science/culture versus production/gold may hurt the AI. Faith -25: Good for most civs. May lead to more early Campuses, fewer early Holy Sites. What will this do to religion-oriented civs? Crimp them, or help them by making them more balanced?