[suggestion] Variable resource yield as a f(amount of local resource)
From the 'City building too complicated or not enough so 2 schools of thought' thread:
"...i have said in another post that if i have a huge forest next to my city i want lots of improvements to put there in order to take advantage of said forest. i don't want to have to build another city just to get an additional lumber yard or whatever.
Solutions:
-go back to multiple lumberyards, but if there's sufficient woods to locate subsequent lumberyards
-keep 1 lumberyard per city and adjust the yield to the number of forest tiles in the city's area (however that's defined -- a certain radius)
I like the second option. It keeps the current limit of 1 per city keeping the cities looking 'cleaner', and it rewards smart city placement.