OK, these are the assumptions from your suggestions to analyze an ongoing game:
Food production is based on POPs following these ratios:
To trade food you need to have a surplus, all food that is not stored is traded away (in batches of +3 or +5 if grain). This will make food trading variable on time. I am ok with this, as seasons and variations on harvest should be introduced in the future.
Let's test it with Ay, a single province tall run that I did some time ago:
The province of Keralaputa has food storage of 4387 units. On the current version of the game the overall balance of food is +7,10.
Applying the suggestion I come up with the following results:
There is no unemployment as the population on food producing territories does not produce over the max food of the territory.
There is a massive shortfall of food. No food can be exported on this province and famine will soon start "killing" many pops. We already use 4 trade routes to import food, but we should use 8 more trade routes to import grain and 4 more trade routes to import other food to achieve equilibrium (Total trade routes to import food 12/22). That means that one province tall nation is not viable unless there is a huge continuous surplus of food to be imported.
If we increase x20 the max food produced by each territory, it would be possible to achieve a loss of only -12,59 food units:
Increasing the imported foods to 8 trade routes out of 22 will achieve a positive balance.
This experiment has been on a tall nation. Other nations could be internally balanced. And other nations could have a food surplus to trade. Every +3 or +5 food surplus beyond the provincial food storage could be traded away by nations producing food.
These nations would be loosing and edge as they would be producing food instead of having citizens an nobles to create trade routes. They would be loosing goods bonuses and research points. Money cannot buy those now in game.
It seems the balance now sits on the inevitable abundance of goods and food.
With this system we are going to have winners and losers. How can a food producer nation have an edge to a food importing nation?
Or worse, food producing nations will optimize to have no surplus of food, because they will realize that trading away food surplus only helps their competitors. I already ban all food trade from start to keep the growth bonus for me. This will reach the point that there is no food to import and only one type of nation will be viable. The nation that produces enough food for its own consumption and has hundred of granaries for food storage.
Anyway, for me the experiment is valid. Conclusion: the world will be more competitive and less forgiven to the Player. And we have not touched levies and legions eating food. This is coherent with the suggestion brought forward: increase food management challenge.
Food production is based on POPs following these ratios:
- Noble: -0.50/month
- Citizen: -0.30/month
- Freeman: -0.20/month +0.30/month
- Tribesman: -0.20/month +0.28/month
- Slave: -0.10/month +0.15/month
To trade food you need to have a surplus, all food that is not stored is traded away (in batches of +3 or +5 if grain). This will make food trading variable on time. I am ok with this, as seasons and variations on harvest should be introduced in the future.
Let's test it with Ay, a single province tall run that I did some time ago:
The province of Keralaputa has food storage of 4387 units. On the current version of the game the overall balance of food is +7,10.
Applying the suggestion I come up with the following results:
Territory | Dwelling | Terrain | Good | Food Building | Max food | Full Employment Freeman Food Prod | Full Employment Tribesman Food Prod | Full Employment Slave Food Prod | Nobles Food Cons | Citizen Food Cons | Freeman Food Cons | Tribesman Food Cons | Slave Food Cons | Total Food produced | Imported Food | Food Surplus | Freeman unemployment | Tribes Unemployment |
Vanci | City | Hills | Base Metals | - | 2 | 3,9 | 0 | 0,9 | -2,5 | -2,7 | -2,6 | 0 | -0,6 | -6,4 | 0 | -6,4 | 0 | 0 |
Muziris | City | Jungle | Spices | - | 2,5 | 6,9 | 0 | 1,8 | -4 | -4,8 | -4,6 | 0 | -1,2 | -12,1 | 0 | -12,1 | 0 | 0 |
Aloe | Settlement | Jungle | Leather | - | 2,5 | 0,3 | 0 | 0,15 | 0 | 0 | -0,2 | 0 | -0,1 | 0,15 | 0 | 0,15 | 0 | 0 |
Pseudostomos | Settlement | Jungle | Fish | Farm | 6,5 | 0,9 | 0 | 1,8 | 0 | 0 | -0,6 | 0 | -1,2 | 0,9 | 0 | 0,9 | 0 | 0 |
Nelcynda | Settlement | Jungle | Wood | - | 2,5 | 0,3 | 0 | 0,15 | 0 | 0 | -0,2 | 0 | -0,1 | 0,15 | 0 | 0,15 | 0 | 0 |
Tropiana | Settlement | Hills | Spices | - | 2 | 0,3 | 0 | 0,15 | 0 | 0 | -0,2 | 0 | -0,1 | 0,15 | 0 | 0,15 | 0 | 0 |
Bacare | Settlement | Jungle | Spices | - | 2,5 | 2,7 | 0 | 0,9 | 0 | 0 | -1,8 | 0 | -0,6 | 0,1 | 0 | 0,1 | 0 | 0 |
Kottiara | Settlement | Jungle | Incense | - | 2,5 | 3 | 0 | 0,75 | 0 | 0 | -2 | 0 | -0,5 | 0 | 0 | 0 | 0 | 0 |
Elankon | City | Jungle | Gemstones | - | 2,5 | 3,3 | 0 | 0,45 | -2 | -1,8 | -2,2 | 0 | -0,3 | -3,8 | 0 | -3,8 | 0 | 0 |
Aykudi | City | Hills | Dyes | - | 2 | 18,3 | 0 | 8,4 | -18,5 | -9 | -12,2 | 0 | -5,6 | -43,3 | 16 | -27,3 | 0 | 0 |
Balita | City | Plains | Dyes | - | 3 | 3,6 | 0,56 | 0,45 | -2,5 | -2,7 | -2,4 | 0,4 | -0,3 | -4,5 | 0 | -4,5 | 0 | 0 |
Komari | Settlement | Plains | Fish | Farm | 7 | 1,2 | 0 | 2,25 | 0 | 0 | -0,8 | 0 | -1,5 | 1,15 | 0 | 1,15 | 0 | 0 |
Total Province | 37,5 | 44,7 | 0,56 | 18,15 | -29,5 | -21 | -29,8 | 0,4 | -12,1 | -67,5 | 16 | -51,5 |
There is no unemployment as the population on food producing territories does not produce over the max food of the territory.
There is a massive shortfall of food. No food can be exported on this province and famine will soon start "killing" many pops. We already use 4 trade routes to import food, but we should use 8 more trade routes to import grain and 4 more trade routes to import other food to achieve equilibrium (Total trade routes to import food 12/22). That means that one province tall nation is not viable unless there is a huge continuous surplus of food to be imported.
If we increase x20 the max food produced by each territory, it would be possible to achieve a loss of only -12,59 food units:
Territory | Dwelling | Terrain | Good | Food Building | Max food | Full Employment Freeman Food Prod | Full Employment Tribesman Food Prod | Full Employment Slave Food Prod | Nobles Food Cons | Citizen Food Cons | Freeman Food Cons | Tribesman Food Cons | Slave Food Cons | Total Food produced | Imported Food | Food Surplus | Freeman unemployment | Tribes Unemployment |
Vanci | City | Hills | Base Metals | - | 40 | 3,9 | 0 | 0,9 | -2,5 | -2,7 | -2,6 | 0 | -0,6 | -3,6 | 0 | -3,6 | 0 | 0 |
Muziris | City | Jungle | Spices | - | 50 | 6,9 | 0 | 1,8 | -4 | -4,8 | -4,6 | 0 | -1,2 | -5,9 | 0 | -5,9 | 0 | 0 |
Aloe | Settlement | Jungle | Leather | - | 50 | 0,3 | 0 | 0,15 | 0 | 0 | -0,2 | 0 | -0,1 | 0,15 | 0 | 0,15 | 0 | 0 |
Pseudostomos | Settlement | Jungle | Fish | Farm | 130 | 0,9 | 0 | 1,8 | 0 | 0 | -0,6 | 0 | -1,2 | 0,9 | 0 | 0,9 | 0 | 0 |
Nelcynda | Settlement | Jungle | Wood | - | 50 | 0,3 | 0 | 0,15 | 0 | 0 | -0,2 | 0 | -0,1 | 0,15 | 0 | 0,15 | 0 | 0 |
Tropiana | Settlement | Hills | Spices | - | 40 | 0,3 | 0 | 0,15 | 0 | 0 | -0,2 | 0 | -0,1 | 0,15 | 0 | 0,15 | 0 | 0 |
Bacare | Settlement | Jungle | Spices | - | 50 | 2,7 | 0 | 0,9 | 0 | 0 | -1,8 | 0 | -0,6 | 1,2 | 0 | 1,2 | 0 | 0 |
Kottiara | Settlement | Jungle | Incense | - | 50 | 3 | 0 | 0,75 | 0 | 0 | -2 | 0 | -0,5 | 1,25 | 0 | 1,25 | 0 | 0 |
Elankon | City | Jungle | Gemstones | - | 50 | 3,3 | 0 | 0,45 | -2 | -1,8 | -2,2 | 0 | -0,3 | -2,55 | 0 | -2,55 | 0 | 0 |
Aykudi | City | Hills | Dyes | - | 40 | 18,3 | 0 | 8,4 | -18,5 | -9 | -12,2 | 0 | -5,6 | -18,6 | 16 | -2,6 | 0 | 0 |
Balita | City | Plains | Dyes | - | 60 | 3,6 | 0,56 | 0,45 | -2,5 | -2,7 | -2,4 | 0,4 | -0,3 | -2,89 | 0 | -2,89 | 0 | 0 |
Komari | Settlement | Plains | Fish | Farm | 140 | 1,2 | 0 | 2,25 | 0 | 0 | -0,8 | 0 | -1,5 | 1,15 | 0 | 1,15 | 0 | 0 |
Total Province | 750 | 44,7 | 0,56 | 18,15 | -29,5 | -21 | -29,8 | 0,4 | -12,1 | -28,59 | 16 | -12,59 |
Increasing the imported foods to 8 trade routes out of 22 will achieve a positive balance.
This experiment has been on a tall nation. Other nations could be internally balanced. And other nations could have a food surplus to trade. Every +3 or +5 food surplus beyond the provincial food storage could be traded away by nations producing food.
These nations would be loosing and edge as they would be producing food instead of having citizens an nobles to create trade routes. They would be loosing goods bonuses and research points. Money cannot buy those now in game.
It seems the balance now sits on the inevitable abundance of goods and food.
With this system we are going to have winners and losers. How can a food producer nation have an edge to a food importing nation?
Or worse, food producing nations will optimize to have no surplus of food, because they will realize that trading away food surplus only helps their competitors. I already ban all food trade from start to keep the growth bonus for me. This will reach the point that there is no food to import and only one type of nation will be viable. The nation that produces enough food for its own consumption and has hundred of granaries for food storage.
Anyway, for me the experiment is valid. Conclusion: the world will be more competitive and less forgiven to the Player. And we have not touched levies and legions eating food. This is coherent with the suggestion brought forward: increase food management challenge.
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