Right now actually knowing what a civ does with its farms is a mystery, since we can only observe from adventure mode them growing them in the fields in towns. The economy may be entirely reliant on foraging and we would not know the difference of what they grow, and what they supply from their own fields.
- Certain modders also experience difficulty with bugs around no civilisations having plants in the areas they set for them despite having the relevant tags allowing them to farm (seen here)
Controls to allow plants to exist & pre-generate within farming communities only similar to how animals can also be abstracted in the upcoming update (even if there are no wild beak dogs, a internal depletable group of beak dogs will exist in dark towers) would be widely appreciated for encouraging farmers to keep working and de-proirotize imports so they can work regardless. Dwarves should then control all of the cavern crops and maybe a exclusive type (which trade with dwarves as a non-dwarf entity would be needed to be aquired or a adventurer to transport the seeds) at least only limited to the imagination of the player in which to implement.
A further application with modding would be to give goblin silver barbs initially, this would mean that goblins would often dye their clothes black & (im aware goblins don't farm, put it down to slave labour but the option is open) and make gutter crour without having to forage for it in only evil biomes. Which is often the case that not all goblin towers start within those biomes but rather a random location.