Interesting concept. We don't want to make *too* many scourses of science, though. Something like this for faith on late game buildings might be cool, as well.
How would this be done, btw? Is there a buildingyeildchangesperyield table somewhere?
MOAR WONDERZ NAOW!!!
More wonders are fun, and yes, making culture more interesting (especially with later branches, when policy costs explode) is a good idea.
I'm in two minds about this. I like the idea of fighting yield inflation (see my previous post on it

) but replacing per-pop bonuses with flat bonuses would mean that more cities are *always* better than large cities. Why have a size 30 city with a library with a flat +4 yield when 15 size 2 cities with libraries will have a +60 yield?
YES! Like you said, we should have civs that actually make an investment in science be rewarded for it. Focus on science at the expense of culture and you'll have computers in 1690 - but then they'll have an ideology tree filled out while you're people can't make it past the free tenants. This is in contrast to now, where focusing fully on science will maybe put you two or three techs ahead, because of the inflated tech costs designed to counter free science.
Well... reducing it a bit, maybe - after all, a little of the penalty was intended to counter free science per citizen. But outright removal? That ignores the main point of the penalty to begin with - balancing tall and wide. More cities doesn't always mean more science, just as more people doesn't always mean more science. This might return us to the dark ages of
![Civ3 Icon [civ3] [civ3]](/images/smilies/civ3.gif)
, when the winner was whoever build the most cities in the ancient age. After all, why would anyone *NOT* build a city (even a totally worthless one) if there's no downside to it?
I believe the forge in this scenario will produce 1 science for every 5 production - as in, you don't actually *SPEND* the 5 production to get the 1 science.