The answer is yes.Can I make a Leader or Civ get more food from their farms than other players?
<GameData>
<Types>
<Row Type="TRAIT_X" Kind="KIND_TRAIT"/>
</Types>
<Traits>
<Row TraitType="TRAIT_X" Name="Farm Food" Description="Farms Add +1 [ICON_Food] Food"/>
</Traits>
<Modifiers>
<Row>
<ModifierId>FARMS_INCREASED_FOOD_TRAIT_X</ModifierId>
<ModifierType>MODIFIER_PLAYER_CITIES_ATTACH_MODIFIER</ModifierType>
</Row>
<Row>
<ModifierId>FARMS_PLUS_1_FOOD_MODIFIER_TRAIT_X</ModifierId>
<ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
<SubjectRequirementSetId>PLOT_HAS_FARM_REQUIRMEMENT_SET</SubjectRequirementSetId>
</Row>
</Modifiers>
<ModifierArguments>
<Row>
<ModifierId>FARMS_INCREASED_FOOD_TRAIT_X</ModifierId>
<Name>ModifierId</Name>
<Value>FARMS_PLUS_1_FOOD_MODIFIER_TRAIT_X</Value>
</Row>
<Row>
<ModifierId>FARMS_PLUS_1_FOOD_MODIFIER_TRAIT_X</ModifierId>
<Name>YieldType</Name>
<Value>YIELD_FOOD</Value>
</Row>
<Row>
<ModifierId>FARMS_PLUS_1_FOOD_MODIFIER_TRAIT_X</ModifierId>
<Name>Amount</Name>
<Value>1</Value>
</Row>
</ModifierArguments>
<Requirements>
<Row>
<RequirementId>PLOT_HAS_A_FARM_REQUIREMENT</RequirementId>
<RequirementType>REQUIREMENT_PLOT_IMPROVEMENT_TYPE_MATCHES</RequirementType>
</Row>
</Requirements>
<RequirementArguments>
<Row>
<RequirementId>PLOT_HAS_A_FARM_REQUIREMENT</RequirementId>
<Name>ImprovementType</Name>
<Value>IMPROVEMENT_FARM</Value>
</Row>
</RequirementArguments>
<RequirementSets>
<Row>
<RequirementSetId>PLOT_HAS_FARM_REQUIRMEMENT_SET</RequirementSetId>
<RequirementSetType>REQUIREMENTSET_TEST_ALL</RequirementSetType>
</Row>
</RequirementSets>
<RequirementSetRequirements>
<Row>
<RequirementSetId>PLOT_HAS_FARM_REQUIRMEMENT_SET</RequirementSetId>
<RequirementId>PLOT_HAS_A_FARM_REQUIREMENT</RequirementId>
</Row>
</RequirementSetRequirements>
<TraitModifiers>
<Row TraitType="TRAJANS_COLUMN_TRAIT" ModifierId="FARMS_INCREASED_FOOD_TRAIT_X"/>
</TraitModifiers>
</GameData>
<?xml version="1.0" encoding="utf-8"?>
<GameData>
<Types>
<Row Type="IMPROVEMENT_POTATO_FARM" Kind="KIND_IMPROVEMENT"/>
<Row Type="TRAIT_CIVILIZATION_POTATO_FARMING" Kind="KIND_TRAIT"/>
</Types>
<CivilizationTraits>
<Row CivilizationType="CIVILIZATION_XYZ" TraitType="TRAIT_CIVILIZATION_POTATO_FARMING"/>
</CivilizationTraits>
<Improvements>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" Name="Potato Farm" Description="+2[ICON_Food]" Icon="ICON_IMPROVEMENT_FARM" PlunderType="PLUNDER_HEAL" PlunderAmount="50" Buildable="true" Housing="1" TilesRequired="2" PrereqTech="TECH_IRRIGATION" TraitType="TRAIT_CIVILIZATION_POTATO_FARMING" />
</Improvements>
<Improvement_Adjacencies>
<!-- In case you want adjacencies like regular farms -->
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" YieldChangeId="Potato_MedievalAdjacency"/>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" YieldChangeId="Potato_MechanizedAdjacency"/>
</Improvement_Adjacencies>
<Improvement_ValidFeatures>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" FeatureType="FEATURE_FLOODPLAINS"/>
</Improvement_ValidFeatures>
<Improvement_ValidTerrains>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" TerrainType="TERRAIN_PLAINS"/>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" TerrainType="TERRAIN_GRASS"/>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" TerrainType="TERRAIN_TUNDRA"/>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" TerrainType="TERRAIN_PLAINS_HILLS" PrereqCivic="CIVIC_CIVIL_ENGINEERING"/>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" TerrainType="TERRAIN_GRASS_HILLS" PrereqCivic="CIVIC_CIVIL_ENGINEERING"/>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" TerrainType="TERRAIN_TUNDRA_HILLS" PrereqCivic="CIVIC_CIVIL_ENGINEERING"/>
</Improvement_ValidTerrains>
<Improvement_ValidBuildUnits>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" UnitType="UNIT_BUILDER"/>
</Improvement_ValidBuildUnits>
<Improvement_YieldChanges>
<Row ImprovementType="IMPROVEMENT_POTATO_FARM" YieldType="YIELD_FOOD" YieldChange="2"/>
</Improvement_YieldChanges>
<Adjacency_YieldChanges>
<Row ID="Potato_MedievalAdjacency" Description="Placeholder" YieldType="YIELD_FOOD" YieldChange="1" TilesRequired="2" AdjacentImprovement="IMPROVEMENT_POTATO_FARM" PrereqCivic="CIVIC_FEUDALISM" ObsoleteTech="TECH_REPLACEABLE_PARTS"/>
<Row ID="Potato_MechanizedAdjacency" Description="Placeholder" YieldType="YIELD_FOOD" YieldChange="1" TilesRequired="1" AdjacentImprovement="IMPROVEMENT_POTATO_FARM" PrereqTech="TECH_REPLACEABLE_PARTS"/>
</Adjacency_YieldChanges>
</GameData>
Thx for trying to hаlp - but sorry, my question is to add for new unique farm-improvement for new civ , food-yield BY THE TILE (grass, tundra..etc) ...i аlreаdy solved it by the hаlp of Lee S , just need bunch of modifaers ...If i understood you correctly, then something like this should do the trick:
Next time you want to do something similar, open <Improvements.xml>, look for things that do similar stuff to what you want to do, copy the relevant lines and make the necessary changes.