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The ability to make a random farm that increases food yield by one didn't ever make sense to me. There's only a few main staple crops. Makes sense to pick one for your tile. But not sure how to work out climate dynamics.
there were no cities before agriculture
Haven't had the time.. didn't even notice your comment until now.
I'll pop in and give it a test to make sure it is working.
Feel free to try it out and let me know what you think: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1778838387
Has worked in the past with more mods than I'd care to count without any issues. I have all of the DLC's.
Are we just waiting on an update or any idea what could be going wrong ?
I know you can't ensure compatibility for other mods, just FYI for other users.
Just a thought! Thank you anyway for your work
I'd be more likely to try a 'lite' version of your mod as it would give me more confidence that my save wouldn't permacrash again. It's for that one reason I probably won't try a big, sprawling mod like this one. It definitely looks fun, though.
Anyway I would really enjoy a version of your mod that only covers the agricultural changes. Except for the fact that despite a few hours of research on my mods, I still haven't even seen the information age in GS before the permacrash strikes. A total conversion mod like this probably lowers the chance of crashes but it still doesn't guarantee the chance to get to late game. Hell even with no mods that's not a guarantee.
As another example, was Egypt really teeming with horses? No, but you only need a handful for your nobles' war chariots. Did Brazil have large iron deposits? I wouldn't know, but the Minas Geraes wasn't built in Brazil. It and its sister ship the Sao Paulo were purchased from and manufactured by Britain on contract, so whether Brazil had iron is moot.
However since we start a game of civ 6 with the ability to farm and fight, this is probably of little consequence! Mea Culpa
Even with farms in this overhaul, unless you're in lush grasslands or floodplains, your city growth will be extremely limited until you hit irrigation. Which makes sense, historically, and that's what I was commenting about before.
I do like the feel of having small cities (unless they're near floodplains) until you begin irrigating farms by rivers. Even by the classical era, most cities are small, which is accurate. And the re-worked tech/civic/eureka/inspiration dependencies generally make more sense than the vanilla.
With that in mind, perhaps a different solution would be that an unimproved food tile could only be worked for a certain number of turns before the food runs out on that tile - but could still be improved later- and that leaving it fallow for a certain number of turns would restore its unimproved food content.
However, this mod is an excellent idea indeed.