Irkalla has recently found an XML-only way to remove (at least some?) buildings from the city view and also from civilopedia.
The Dutch polder still provides food on flood plains, rather than coastline. Their trade office is not implemented. Looking forward to the Dutch
Because that would make them much too strong. Remember that you could be building dozens of these - basically every coast adjacent tile, most tiles on an island. It could easily be 1/3 or more of all the tiles you work.Why not drop Polders to +2 food as you said so that they're basically farms with the freshwater bonus on the coast and then at Economics add the bonus of providing +1 production and +1 gold, plus 1 additional gold for each adjacent Polder.
Because that would make them much too strong. Remember that you could be building dozens of these - basically every coast adjacent tile, most tiles on an island. It could easily be 1/3 or more of all the tiles you work.
At fertilizer, all farms give +2 food, for a 4 yield tile. An extra yield of 1 would be a yield of 5 - or a 25% increase (which then goes through all other gold or food multipliers, like markets, banks, trade routes, tradition policy, etc.).
Your proposal would have most polders (which would each have 2 adjacent polders) generate +6 yield for an 8 yield tile - a total of +100%. No other UB or UU gives a power that is anything like as strong.
If the concern is the build time, them bring the built time down. The vanilla build time was designed around a model where you had very few polders but they had large bonuses, so a high build time made sense.
No better than a farm with freshwater. Which are in limited supply. You can't only work freshwater tiles. For the midgame, freshwater tiles give 4 yield and non-freshwater tiles give 3 yield. Under my proposal the polder basically turns every coast-adjacent tile into giving the same yield as a freswater tile, which could be roughly doubling the number of 4 yield tiles you can work.the proposed changes in order to allow them to be built more often along the coasts would make them no better than a farm for the first half of the game
It could be a very large source of income. Like I said, it's basically a 25% yield increase on 1/3 of your tiles, so roughly a 8.3% increase in your entire economy.then for the last half of the game the only difference between polders and a post-fertilizer farm would be +1 gold so unless your someone that typically founds a ton of cities and spams farms all over the coastline I can't see polders being much source of income.
I would suggest that this is not the normal way that the game is played, or the way that we should be balancing. It sounds like you are a player who enjoys higher yields in general.Also as someone that typically plays with abundant resources turned on
The Incan terrace farm gives no bonus yield most of the time, 1 bonus yield some of the time, and 2 or 3 bonus yield in very rare cases. You can't build that many mountain-adjacent terrace farms on most games. But you can build very many coast-adjacent polders. 2 yield more than a regular farm on something that you can build a lot of is gamebreakingly strong.Either way I think it's gotta provide at least 2 yield more than a regular farm in order to make it worth calling a unique tile improvement.
The purpose and flavor of the polder is to represent Dutch coastal reclamation, and for the Dutch to be a coastal empire. Putting them on lakes would favor the Dutch being a land civ, not a coastal/maritime one.What about making it so that polders can be built on flat grassland and plains adjacent to lake tiles as well as the existing marshes and flood plains and just do away with being able to build them on coastline which has no access to fresh water.
+1 gold at fertilizer tech would be fine..I'd favor +1/2 gold on polders somewhere (either by default or via tech). But no adjacent effects.