Re: Settlement Growth Rates
I've never been able to get negative bonuses to work, though I am not a very good mod'er. Though the base faming levels could be changed. I also like the idea of a low base farming level and then a bonus in the 'palace' building that is less with each town upgrade (also this could be used to not give the rebels the same bonus to prevent town growth explosions of independant towns). I am also a fan of restricting town size for certain places, though most people (including the EB team) don't like this idea.
Re: Settlement Growth Rates
That is a really good idea.
Re: Settlement Growth Rates
We actually drastically slashed base farm rates once already, although we may do so again in the future depending on other devlopments.
Re: Settlement Growth Rates
There's a few buildings in EB that already give negative population growth modifiers. The Colony thingamabob and a fair few governements come to mind. Shamelessly copying the proper syntax from those ought to be pretty easy.
Re: Settlement Growth Rates
I set the base fertility everywhere except Alexandria and Carthage to be zero. (I do that with every mod I play now.) It makes it feel much more realistic.
I haven't done it with EB yet, as the building code is more complicated than other mods, but I normally make changes to restrict farm upgrades etc in desert/steppe/wilderness regions for the same reason.
The romans have no problem with base fertility set so low but other factions with different building options might so it would require some testing.
(Imo the vanilla game is designed around having huge growth rates so the AI can spam units without depopulating their cities. So for this system to work it does need a script like EB's that adds pop back to AI factions when they recruit units.)