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I think that's why they made it a luxury that powerfull.
From a purely game-based approach (as opposed to historical), salt is problematic. If you get a couple salt tiles in your starting area, it's like knocking the difficulty level down almost one whole level.
I usually just re-roll a start if I get salt (unless I'm feeling lazy), but if it bothers anyone when the AI gets it, then this is the mod for you.
The default game's salt is even inadequate for the things you desire due to its role assignments, placment methods, and frequency. Other than the extra single yield, it grants no special abilities and is equal in value to other luxuries when traded away. The AI doesn't give it any special treatment and doesn't go out of its way to fight for it over other types. It doesn't even have a special building assigned to it or one that grants it a bonus, like some others.
In my opinion, it was a bit unbalanced; especially when assigned to regional luxury placement. If it was meant to be a "powerhouse" luxury and one that stands out among the others, then it shouldn't be treated like every other normal luxury in the game (minus the extra yield, of course) and should've been given special treatment similar to marble.
Though, I found this part of what you said a little funny: "and sometimes worth its weight in gold" Yet, it's easily more powerful than Gold (and everything else) in the game. : ) (If one is hung up on realism.)
The advanced solution:
1. retexture the dutch polder, replacing the colourful fields with salt-white.
2. Instead of a salt mine, create a salt evaporation point as a new special improvement for salt, using the model from (1.)
Yeah, forest grassland tiles are certainly possible, as are plains and tundra ones, as it's the quaternary plot list of salt.
Again thanks for the tweak.
Also, salt is often found on plains. In fact, salt's primary tile choice is plains, followed by desert, and then tundra. So, even when it's assigned to a region designated as a tundra or desert one, the game searches the whole area for plains tiles first, with a ratio of about 1 placement for every 4 found. The same goes for random type luxury placements throughout the whole map.
I like to treat salt as a hybrid bonus/luxury resource. Hence, I kept its initial bonus applied to a tile at +2F +1G. In my opinion, adding in an additional +1P is just a bit overboard. On plains, it’s crazy.