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--Removes 1 food yield from grassland and plains tiles.
UPDATE Terrain_YieldChanges
SET YieldChange = YieldChange - 1
WHERE YieldType = 'YIELD_FOOD'
AND (TerrainType = 'TERRAIN_GRASS'
OR TerrainType = 'TERRAIN_GRASS_HILLS'
OR TerrainType = 'TERRAIN_PLAINS'
OR TerrainType = 'TERRAIN_PLAINS_HILLS');
If you add that SQL statement to the bottom of Terrain_YieldChanges.sql, it should reduce the food yield of all grassland and plains tiles by 1. You need an UPDATE instead of an INSERT because grassland and plains tiles already have food yields.
If you want to experiment with the game's configuration more, the sqlite database files are stored at C:\Users\<user>\Documents\My Games\Sid Meier's Civilization VI\Cache on my machine. I assume that location is standard for Civ VI on Windows. You can use a tool like SQLiteSpy to read the configuration that Civ VI set the last time you loaded a game.
question:
If I wanted to d e c r e a s e certain yields, would I have to add, e.g.
('TERRAIN_GRASSLAND', 'YIELD_FOOD', -1);
('TERRAIN_PLAINS', 'YIELD_FOOD', -1);
etc.?
I know nothing about coding and I don't want to break the game.
But what I want is to make farms the only way to get decent amounts of food and slow cities from developing so fast.
Besides, if you don't like it, go change it in the .xml. simple
1 gold to tundra also makes sense in a way
but desserts offering gold is to much, it makes gold dessert civs even stronger, and doesn't make much sense, also culture kind of makes dessert civs stronger, which are already pretty strong.. i think IF anything it should give faith? I know it also buffs the dessert civs, but faith is FAR less impactful than culture or gold.
thanks