If it's going to be a global bonus without any conditions to when they need to be given or removed, two alternatives you may consider are a dummy policy using the <Policy_ImprovementYieldChanges> table, or using the pTeam:ChangeImprovementYieldChange() method. Whether those are better than using a Dummy Tech, I'm not sure, but those are your alternatives. Personally, I've used both of these methods for Holo in the past, though I've settled on the dummy policy since she gets one anyway, so it was trivial to simply add on to that.
Otherwise, I believe the techs have a column you can specify to disable them, and then you can simply give it to your Civ via a Free Tech or something.
Edit:
I don't believe the Buildings table has anything available for increased Improvement yields, so dummy buildings wouldn't quite work. It'd allow you to "fake" the yields, but then you'd have to go around counting Farms and ensuring you aren't counting any twice in overlap zones, which is way more effort than is necessary. It'd also not show up on the 'main map' on the Farm plots themselves, since the building yields would be added directly to the City's yields.