As for the idea of a "Food Merchant" basicaly you build it and when it fires off in a City it adds Food rather then Production. This could serve as a means of moving food from place to place. To get around the exploit of using high production output to esentialy convert Hammers to Food the unit would have a high (I'm thinking 75% to possibly 100%) negative Production modifier linked to the tec that alows the unit. That combined with the use surplus food tag of the settler and worker would basicaly mean the unit is built out of near pure food. The surplus food isnt affected by the Production Modifier its just added 1 for 1 to the Build Bar.
This would realy encourage specialization of "Farm" Cities that just pump out Food Convoys to feed huge Industrial Megalopolis, cities that dont even have adiquite local food Production. As far as we know food is the only limiting factor on a Cities Size. This could get very interesting...
Actualy getting the AI to use such a thing inteligently would be a near impossible pre SDK. But what the heck this is a MOD for humans
On another note it would be kind of neat to have a "Tractor" and "Locamotive" unit if its not possible to have SMAC like harvesters. Tractors and Locamotives would sit on Plots and passivly incresse the output +1 food for Tractors ontop of Farms, Plantations and Windmills, +1 Production for a Locamotive in a Mine, Quarry or Lumbermill plot. The units might perform their additions by silently and invisibly upgrading the improvments to otherwise identical but unbuildable versions that have higher outputs. By use RealFort style unitmovment checking to alter plots each time one of them moves. Ofcorse map clutter might become a problem if these guys are sitting on half the plots in your empire. It might need to be a national unit.

This would realy encourage specialization of "Farm" Cities that just pump out Food Convoys to feed huge Industrial Megalopolis, cities that dont even have adiquite local food Production. As far as we know food is the only limiting factor on a Cities Size. This could get very interesting...
Actualy getting the AI to use such a thing inteligently would be a near impossible pre SDK. But what the heck this is a MOD for humans
On another note it would be kind of neat to have a "Tractor" and "Locamotive" unit if its not possible to have SMAC like harvesters. Tractors and Locamotives would sit on Plots and passivly incresse the output +1 food for Tractors ontop of Farms, Plantations and Windmills, +1 Production for a Locamotive in a Mine, Quarry or Lumbermill plot. The units might perform their additions by silently and invisibly upgrading the improvments to otherwise identical but unbuildable versions that have higher outputs. By use RealFort style unitmovment checking to alter plots each time one of them moves. Ofcorse map clutter might become a problem if these guys are sitting on half the plots in your empire. It might need to be a national unit.
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