About forts, are you sure that's really the best reasoning? By the same rationale Citadels should be removed.
Citadels are rare in practice, whereas forts can be spammed anywhere.
And the AI does a terrible job of dealing with Citadels too.
But an AI that can deal with Citadels ("go around") might still be really terrible with forts that can be spammed everywhere (you can't go around!).
The Fertilizer buff to farms, plus the buff to granaries, are both nerfs to Maritime city-states.
When MCS are a problem, the right solution is to fix them, not to change the tile yield of every freshwater farm. 5-yield tiles are too much in this game.
4 food is already a massive amount; by adding extra food to farms, you solidify the advantage that hills and plains have over grassland/flood plain even further, making these really bad tiles.
The only way to get grassland/floodplain to work is if food from other sources are *scarce*, and so the extra food from grassland is really actually meaningful in order to achieve decent city size.
I'm ok with the smokehouse boosting cows and deer and sheep, those were too weak, though I think the right solution would have come later in the game. The ancient and classical eras are far too early for 3 food/2 hammer/1 gold river-sheep.
Dynamite makes sense realistically, but from a gameplay perspective it would make the tech too powerful. It's already beelined to in every game due to Artillery's presence there.
This is true, but can be partly solved by a) Removing the ability to beeline (which is mostly done already), b) nerfing artillery (the fact that they're such a dominant no-brainer means they're not balanced right) and IMO ideally splitting dynamite into two techs, a civilian explosives tech and a military Indirect Fire or Breach-Loading Guns tech, or whatever.
But I can see that may be beyond the scope of this mod.
(Maritime can't provide half a food)
Are you sure?
MCS with Siam seem to be providing +1.5 food?
If its an interim solution until you can tweak MCS, I can understand that, but its not a very good solution IMO; you're fixing one problem with an even more radical change, one that can potentially allow a single tile to feed 3 specialists.
The right way to boost specialists is to boost Great People IMO, NOT to try to make specialist yields competitive with tile yields.
You should compare specialist yields to tile yields including the GPPs; GPPs should be the main reason to go for specialists. If thats not the case, then the problem is that the great people aren't valuable enough yet.
Considered independently of these cross-nerfs, riverside farms are only useful to a point: cities generally work a maximum of a dozen or so useful tiles when placed in efficient, close proximity
Again this is the wrong solution IMO.
You should not take for granted that placing cities in "efficient, close proximity" is desirable. You should try to make it so that cities can work a lot of tiles, and that super-mega cities are valuable.
If big cities aren't worth getting, the response should be to make them worth getting, not to say that its ok for tiles to have incredibly high tile yields.
The more you boost tiles, you keep also weakening the GP improvements.
I think the goal should be to try to make 1 gold ~= 1 hammer ~= 1 food, and then every tile can have a base yield of 2, an increase of 1 with an improvement, and an increase of 1 with a tech. And bonus tiles (wheat, sheep, etc.) should have a tile yield 1 greater than a normal one.
Or possibly have 2 techs that boost them, to a final yield of 5.
But the total yield from every "good" terrain type should end up being the same (in number of resources), the differentiation should be from when they get the bonuses (eg fresh water tiles before other tiles, lumbermills before mines so there is some reward for not chopping forest-hill, etc).
I would ideally increase the cost of research agreements, and if necessary increase the cost of city state gold-purchase.