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After looking through the Civilopedia in VP it seems that Vox Populi overwrites your changes to the Trading Post, but since both mods call it a Village it has the appearance of working.
The fact that there are entries for both the Town added by this mod and Vox Populi's rename of the Customs House to Town strongly supports this assumption I feel.
In VP, Trading Posts are renamed to Villages, and Customs Houses are renamed to Towns.
VP Villages produce +2 Gold and +1 Culture on their own and may not be built adjacent to another Village.
This is increased by +1 Gold and +1 Production if they are built on a Road, and doubled to +2 Gold and +2 Production if built on a Railroad.
Finally, VP Villages receive an additional +1 Gold and Production if a Trade Route passes over their Tile. This Trade Route bonus is doubled after entering the Industrial Era.
VP Towns work similarly, but provide a base yield of +6 Gold and +2 Food.
On Roads they provide +2 Gold and +2 Production, and this is doubled if they're built on a Railroad.
Lastly, VP Towns receive an additional +2 Gold and +2 Production if a Trade Route is passing over them, and but it does not say if this doubles or not in the Industrial Era and later.
I downloaded VP and I've been playing it without Dynamic Towns just to get my bearings and get a sense of the balance.
I definitely agree that a Vox Populi version of Dynamic Towns is going to need increased yields. The effort of strategic city planning -- and the added cognitive overhead of thinking about all the location qualities and proximity rules -- is only worth it if Large Towns are strong enough.
Under the hood, I see that a Village in VP is actually a Trading Post, and a Town is actually a Customs House, they're just renamed and reworked. That's a good sign for a Dynamic Towns patch.
Tentatively, I think a good approach for Dynamic Towns VP could be something vaguely like (updated):
This is only an idea based on my initial impressions of the scaling in VP. I'm looking forward to collaborating and figuring this out!
This seems like a good place to start yeah.
Very nice.
Noice
I'm not sure yet whether I can buff settlements based on what location qualities they have. Dev notes: location qualities are completely scripted and bypass the XML layer completely. Yields are normally set by the XML layer. I think there's a function in the Lua API that can change tile yields, but I haven't messed with that at all and don't know if it works, or whether it's a bad idea to use it for some reason.
Unique Improvements
Unique Buildings
As always everyone's thoughts are welcome. Did I miss anything? Does this feel balanced?
Now thinking of it, Iroquois (and the Celts if they take Cerrunos) can get some very tasty town locations with their Herbalist replacement.