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Large towns take a while to decay though, since they have more XP to lose before they downgrade. The actual number of turns should be (15 * game speed) + 1.
It's not really feasible to support all the unique improvements out there, but feel free to make requests! I'm more likely to be able to add support to a curated collection of new civs rather than a long list of individual new civ mods, which is kind of a can of worms I'm reluctant to open. Also my modding time is sadly pretty limited these days, but I'll see what I can do :)
Using this next time.
Dynamic Towns was developed and released after receiving permission from TofuSojo, the author of Trading Posts Grow Into Towns. So it is not compatible because it is a replacement.
To keep the AI competitive, there's a scripted mechanism to help the AI place villages in optimal locations if they're falling behind the expected number of towns per city over the course of the game. (This is important because I don't have direct access to the AI worker placement logic in Civ V... only a DLL mod can directly edit the AI's logic.)
And thank you!