The easiest way is to edit the Civ4ImprovementInfos.xml file of your mod. Find a similar improvement to what you want to modify and then copy the section similar to thisHow would you go about adding new tile improvements to the game?
<ImprovementInfo>
<Type>[B]IMPROVEMENT_FARM_NEW[/B]</Type>
<Description>TXT_KEY_IMPROVEMENT_FARM</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_FARM_PEDIA</Civilopedia>
<ArtDefineTag>[B]ART_DEF_IMPROVEMENT_FARM[/B]</ArtDefineTag>
<PrereqNatureYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</PrereqNatureYields>
<IrrigatedYieldChange>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</IrrigatedYieldChange>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>1</bRequiresIrrigation>
<bCarriesIrrigation>1</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>5</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>5</iPillageGold>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_CORN</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
<YieldChanges>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
<ImprovementArtInfo>
<Type>[B]ART_DEF_IMPROVEMENT_FARM[/B]</Type>
<bExtraAnimations>1</bExtraAnimations>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Structures/Improvements/Farm/an_eu_farm01.nif</NIF>
<KFM>Art/Structures/Improvements/Farm/an_eu_farm01.kfm</KFM>
<Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>
</ImprovementArtInfo>
You will have to change
<Type>IMPROVEMENT_FARM</Type>
to a new type.
Also, you may consider changing Assets/XML/Units/CIV4BuildInfos.XML
to have a new "build" command related to the new improvement.
Then add the new "build" command to workers in CIV4UnitInfos
I really like the events in BTS.....with two exceptions: Vedic Aryans and Bermuda Triangle. Is it possible to mod out individual events and how do you do it?