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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!
*Gratz on the newborn.
I actually recommend leaving adjacency enabled for villages. You may find scenarios as a city planner where you want to build several villages next to each other, with the foresight that one will grow into a town and the other into a large town later on.
It isn't really optimal to build villages where they won't grow into towns eventually, and since towns can't be adjacent to each other, this is the main mechanism that discourages building villages next to towns unless you have a good reason.
If you do build a village next to a town, you'll get a thematic message telling you the village's growth has stagnated. (This won't happen if the village can grow into a large town because it's in a great location!)
If you want to change the fields in the database you're looking at a DLL mod, usually, unless the devs planned ahead for that specific type of object to be more moddable by giving it special fields for modders to use.
On the other hand, there's a ton of things that you can do directly in Lua (the scripting layer), and you can also make your own UI that basically just sits on top of the core game without really touching the database. I could see something like that working...
@Pigeonović That sounds really cool, I'd be super curious how they managed that!
I really love name generators though, which is why in my unannounced game there are lots of procedurally generated names (shhh... it's a secret... :3)
Anyway, the proximity rules are really there because I find endless city/town spam to be a very unsatisfying endgame. If you ever played the first few Civs with very small min distance between cities, the only viable engame strategy is to spam as many cities as possible. (Or look at Loop Hero's endgame.)
I do appreciate the discussion, and ideas are always welcome! Just be aware that the basic strategic design of this mod is set in stone at this point, for better or worse... the lua script for this mod is about 4500 lines and a redesign would take months of work. Small tweaks and balance changes are always possible though.
a simple change is to have your towns/large towns progressively subtract from the tile's base yield, thereby requiring an even bigger food surplus to work. this also reflects the density of development on the tile.
For strategic gameplay, spamming towns everywhere would be boring and overpowered.
Hamlet --> Village --> Town
Village --> Town --> Burg
Village --> Town --> Large Town