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Victoria 3 - Dev Diary #131 - Famines, Starvation, Harvest Conditions

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Hello and welcome to another dev diary! I’m Alex and today I bring you famine, starvation, ruin and disast– I mean, happy Thursday!

Back in dev diary #126 we mentioned how for 1.8 we’re looking at how the availability of food affects the people in your country. Up until now, if food prices were high, that would lead to Pops dropping in Wealth. As a consequence of that, Pops would become unhappy and have their birth and mortality rates change. In extreme cases they would drop below Standard of Living 5, which would mark them as Starving and make their mortality rate be higher than the birthrate, resulting in the Pop’s population decreasing over time.

This is fine, but it created some problems we wanted to tackle. For one, Pop Needs don’t have shortages, so when the price caps out at +75%, that’s it. Food is always available, it just gets expensive. Another issue is that the starving status is directly tied to what Standard of Living the Pop has, meaning that regardless of why Standard of Living drops below 5, the pop is marked as Starving. Even if food is essentially free and the actual issue is that clothes are expensive. Lastly, the effects of starvation don’t scale as much as they probably should, so even at SoL 1, Pops can live on quite a while.

With all that in mind, there’s three main features we’ve added to flesh out this aspect of the game:
  • Starvation
  • Famines
  • Harvest Conditions

Below we’ll go into each of them in detail. Everything mentioned in this dev diary will be made available for free when update 1.8 arrives later this year.

Starvation, now ✨dynamic✨

As mentioned, up until now starvation has been a fixed status tied to specific SoL levels. In 1.8, all pops will have a metric for Food Security instead, which measures to what degree that Pop has access to sufficient and nutritious food. If a Pop’s Food Security gets too low, it will first be considered to be in a state of Mild Starvation. Here, Pops will start getting some penalties to their birth rate and mortality. If Food Security drops even lower, this status will change to Severe Starvation, where the Pops’ population starts decreasing fast. To be clear, both Mild and Severe Starvation penalties get progressively worse as Food Security drops, so it’s not a hard threshold where suddenly the full effects are applied.

You can now at a glance tell how much you are forgetting to feed your population while building another workshop. The map mode shows for each state if there are a lot of Pops starving there (proportional to total state population) as well as if they are mostly suffering from mild or severe starvation
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Now you must be wondering: “Okay, but what actually is Food Security? How is it measured?” We’ll get there, don’t worry, first I need to talk about Pop Needs though.

If you’ve spent some time with the game, you know that the way Pop Consumption works is that at different Wealth levels Pops need to satisfy certain Needs. These Needs can be things like Basic Food or Simple Clothing for poorer Pops or Luxury Food and Drinks for richer Pops. Each of these needs can be satisfied through a set of different goods. In the case of Basic Food, it can be satisfied by consuming different amounts of Grain, Fish, Meat, Fruit or Groceries.

Basic Food Shortages​

As mentioned, shortages currently only affect buildings while Pops are completely unaffected. In fact, we even only mark goods as having shortages at all if they are consumed by buildings.

In 1.8 that is changing somewhat: we’re introducing shortages for goods in the Basic Food Pop Need category. The calculation for if a good is in shortage is the same as before: if the number of buy orders exceeds the number of sell orders by too much it’s considered a shortage, so no surprises there.

What is somewhat different is that we’re also adding a shortage value to the Basic Food Pop Need itself. This is calculated essentially as the average shortage value for the goods in the Pop Need weighted over how much Pops are actually consuming each good. In other words, if 90% of your Pops’ food consumption is Grain and 10% is Fish, a Grain shortage will have a much stronger impact than a Fish shortage.

Nothing has really changed here, but I needed to break up the wall of text and wanted to remind you that this tooltip is in the game
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I’m sure some of you will be wondering if this means other Pop Needs will also be getting shortages - and the answer is no (for now at least). Contrary to building shortages where we can just add throughput penalties if goods are in shortage, for Pop Needs we need to consider what role the goods play to be able to determine what penalties a shortage in those Needs would entail. For now, we’re only doing this for Basic Food (with the penalty being Starvation, more details below), but having a defined way of dealing with and calculating shortages for pop consumption definitely opens the door for other Needs having shortages in the future (maybe heating or clothing, for instance?).

To help you keep track of the starvation levels in your country, we’re introducing a new panel which quickly shows you how many people in your country are starving and if you have any famines or shortages active. Additionally it also gives you information about active harvest conditions that might be affecting your states and what proportion of total basic food pop consumption each good has.
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Food Security​

With the background of how Basic Food Shortages are set up, we can finally go into the details on how Food Security works. As mentioned above, this is the metric we use to determine whether a pop is starving and how strong the effects are. Food Security is a value between 0 and 100%, where at 0% the pop is in a state of severe starvation and at 100% the pop has full and easy access to all the food it requires.

What determines a Pop’s food security is mainly a combination of two factors:
  • How much the Basic Food Pop Need is in shortage in the state in question
  • How much money the pop is spending on Basic Food compared to their whole buy package at base price

We’ve already covered the shortage part, so let me explain the second factor some more: At different wealth levels, pops need to buy different amounts of goods from a number of Needs. What we’re doing here is taking the total price for all those needs while considering only unmodified base prices and then comparing it to how much the Pop is actually spending on Basic Food.

Here’s an example: a pop at Wealth 9 needs to consume goods to cover for their Simple Clothing, Crude Items, Basic Food, Heating and Intoxicants needs. The total value of what they need at base price is 314. After considering market availability and all of that, food is actually very expensive though, meaning the pop is spending 220 on Basic Food. We then simply compare their real food expenses with their total base price expenses: 220 / 314 = 70%. That is a lot of money going towards food!

You might be rich enough to consume a country’s worth of Fine Art output, but you’ll be quickly reminded you can’t eat statues when food runs out
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Food Security then is a value that starts at 100% and is reduced by the two values above. If in addition to the 70% Basic Food Expense Share, food is also in a 20% shortage, the food security for the pop in question will be 100% - 70% - 20% = 10%, putting them firmly into severe starvation.

The reasons we went for this set of calculations in particular are primarily the following:
  • It means that as pops increase in Wealth, they’ll be less affected by increasing prices (due to food becoming a smaller part of the pop’s total buy package)
  • It means that the effects of starvation can become increasingly worse even after the price caps out and shortages become more severe
  • It means that there being literally no food in a state will affect rich pops as well even if they have a bunch of money, because you can’t eat money. (rich pops don’t consume basic food, but the shortage factor still affects them)

All of this leads to starvation being something that primarily affects poorer pops, but in the right (or wrong, I guess) circumstances it could also affect rich pops, or it could even affect no one. Have enough food and prices will be so low that food won’t be the primary concern even for the poorest in society. This is of course easier said than done, as getting your grain prices down to -75% price should be very hard for any reasonably large country. Still, it’s not mechanically impossible.

As part of decoupling starvation from Standard of Living we also had to update the Standard of Living icons and names for some of the levels
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Famines, a political classification​

If Starvation is what happens to your pops when they don’t have enough food, Famines are simply a political classification that comes up when enough pops are suffering from starvation. Specifically, we look at two metrics:
  • How many people in total are starving in the state in question?
  • How many people are specifically suffering from severe starvation in the state in question?
The goal here is that a famine should feel serious and encompassing. It should both affect a significant portion of the population in the state, but also be severe enough. In fact, this kind of classification is loosely modeled after real world classifications today (albeit with different values as the 19th Century had a different standard for such things).
As a primarily political classification, famines don’t have any direct effects on your pops. A bunch of Stockholm bureaucrats finally noticing that people in the Dominion of Norway are starving and calling it a famine doesn’t on its own make any difference for the poor Norwegians. Instead, a famine being declared is more of a political event. It can act as a starting point for narrative content surrounding famines and how to deal with them for instance.

Famines also act as a warning signal for the player. They tell you how long they’ve lasted, how many people are affected as well as estimations for how many deaths and unrealized births the famine has led to so you can feel extra bad for neglecting them.

When a famine is declared you can see it front and center in the new Food Security panel
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Harvest Conditions​

On top of the revised mechanics for starvation and famines, we also wanted to add some more volatility and unpredictability to the game with Harvest Conditions. These conditions are occurrences (often tied to weather, but not necessarily) that can happen to your states and primarily affect your agricultural sector. Here’s a breakdown of different aspects of harvest conditions:

An example of what a harvest condition can look like. The Effects described are further multiplied by the intensity in each specific affected state
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Effects​

While a lot of the effects will be tied to increasing or decreasing agricultural throughput, the effects are not strictly limited to agriculture. Floods and Wildfires might have drastic effects on your infrastructure for instance. Additionally, conditions are not necessarily negative: a pollinator surge could increase your fruit production or optimal sun conditions could lead to a particularly good harvest.

For Floods and Droughts we added some effects to the 3D map itself, so you can be more immersed while thinking about how you failed your country and let your people starve
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Regional limitations​

Harvest conditions happen on a state region level, but are often limited to certain parts of the world (Locust Swarms won’t happen in Northern Europe and Frosts won’t happen in Egypt for instance).

Duration, Range and Intensity​

Harvest conditions have variable durations, range and intensity. One drought might be milder and limited to just a couple of states, while another affects a large area for a long time. Intensity acts as a multiplier to the base effects conditions have.

If you’re curious about what harvest conditions are active around the globe you can look it up on your Victorian era weather app of choice
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Incompatibilities and Synergies​

It wouldn’t make much sense if a drought suddenly happened in a region affected by torrential rains, so most harvest conditions have a set of other conditions they’re not compatible with. A drought will never happen in a state affected by a flood, nor will a flood happen in a state with a drought. A heatwave could lead to an increased chance of a drought happening and subsequently even a wildfire. In such a case the drought would replace the heatwave and later get replaced by the wildfire.

We’ve also made changes to some existing content so it meshes with the new Harvest Conditions and Starvation. Numbers are still WIP, but should give you an idea of where we’re taking it
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That’s it for me! Hope you enjoyed learning more about how we’re dealing with famines and other aspects of human suffering. Join us two weeks from now for the anniversary week marking two years since we launched Victoria 3! (Two years already!? Who turned on Speed 5?)
 
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On the pop-specific Food Security tooltip, can we have some indication of what their birth rate and death rate would normally be? -62% birth rate and +39% death rate doesn’t mean much to me if I don’t know what those normally are.

Or, even better, on that pop screen, could we have a “natural growth rate” stat; that’s a bad name, but, basically, I want some sort of growth rate extrapolated from the birth/death rates (including modifiers that affect them, like starvation and laws), but excluding migration, assimilation, conversion, and employment changes (instances where people are moving to another pop). Not sure how military deaths and event effects should factor in, but I don’t think the calculations would be particularly intensive…
such as this?
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Few questions on behalf of the modding community:

-Can we spawn harvest conditions at will through script?
-Can we remove harvest conditions at will through script?
-Can we make harvest conditions specific to a given time of the year?
Yes to all! For the third question: each harvest condition has a trigger in which you can put in any conditions you like.

Will weather impact warfare in any way?
Harvest conditions are primarily focused on your rural sector. We've considered mixing in military effects, but at least for now they won't affect warfare. In part this is because that would open a whole new front (heh) of balancing issues and we'd need to look more carefully into what interactions and measures the player could take there.

Will there be blight and can it spread like a pandemic system?

And of course, will potatoes be separated from the general grain good?
No epidemic system, no. Potatoes are still modeled as the general grain good and the Potatoes PM, but we are looking into potentially changing that later on. Just need to figure out how we want it to play with the other systems.

Great DD, I love the work on the map, I might be alone but I love closing in and looking at map details and its animations.

About the quoted paragraph, are you using local prices or market prices?. I guess you want to use local shortages calculated by local prices but It is not clear in the DD.


PS:

View attachment 1200150

Can we have those animated 3D too?! Hurricanes, Typhoons, wildfires...
It's not looking at the price per se. It's a slightly convoluted calculation that takes into consideration market buy/sell orders as well as local consumption/production and then reaches a final value based on Market Access/MAPI.

I'd love to have more 3D effects for different conditions! For now we'll only have them for floods and droughts, but it's definitely a possibility that we'll add more in the future.

Cool. Will there be a climate and weather system that affects pop consumption (not just food) in the future? It always feel weird to me that pops from the equator consume the same amount of heating that Europeans pops do in the north regardless of location and latitude.
Harvest Conditions are not meant to be a full on climate/weather system, but rather just focus on your rural sector. That being said it would be to do more of an actual weather simulation down the line and consider things like what you mentioned. No timeline on that though.

Good afternoon,a great DD and all these new system regarding Pop Needs and food are very good.However,i have a few questions:
1)While i understand that for vanilla game,only the basic food need will use Food Security,can a similar system like this be implemented trough script by modders as well for other needs,or even remove the Food security system and replace it by other for total conversions mod where this would not be relevant for example,or this stuff is hardcoded in the engine,and therefore,not moddable?
2)How moddable harvest conditions will be?Can we define which states regions are affected,how weather impact them and so on?
Thanks for any replies about this.
1) For the current system we use a fair bit of custom logic to make it work, so it's not possible to add additional versions of this just through script unfortunately. You can expand the list of goods in basic food of course or even replace all of them, but the system is specifically made to tie basic food, food security, starvation and famines together, so all of those connections are hardcoded. This is largely because we need to make those calculations in code for both practical and performance reasons.
2) Entirely. You can define custom triggers, modifiers, chances, impact range, duration range, range range for all of them and you can add any you might want to.

Some questions on the effects of severe starvation on those rich pops shown:

  1. I assume this is achieved through cutting off the state's market access, otherwise it is probably very difficult to have rich pops starve like that.
  2. The effects increase mortality and decrease birth rate but shouldn't it also spike radicalism?
1) Yeah, the screenshot is entirely "artificial" in the sense that I just cut all market access from the state and then removed all buildings that produced food. It's unlikely this would happen in natural play.
2) They will do that as well! It's just not present in the screenshots though

Do pops prioritize fulfilling their food needs first or would there be cases where they spend all of their cash on clothing and fell into starvation?
Would rich pops be able to resort to eating grains during food shortage or would they starve to death?
Will there be anything pertaining to food rationing?
There's no priority order as such for what goods pops consume, but more generally the reason one of the factors in the Food Security calculation is Real Food Cost compared to Expected Total Expenses at BASE COST, is specifically to avoid situation where the fluctuation of price in chairs would trigger starvation. As is we compare how much Pops are spending on food with a fixed value dependent on their Wealth level. So the price of other pop needs does not influence it.

Rich pops don't eat grain directly, they eat luxury foods. If those go up in price, they'll just pay more for them. It's only if food in general gets a severe shortage that they'll start having issues with food security, at which point there won't really be much grain for them to eat anyway.

Nothing planned for that right now, no. Do you have any suggestions for how that would work?


Thanks Alex! Will there be any changes to food substitution being calculated at a national markets sell order level instead of a local states market?

For example we can currently end up with situations where a state with a lot of fish produces far more sell orders than grain but the pops in that state have their food substitution between fish and grain calculated on the national markets sell orders for each thus creating situations where pops are trying to consume expensive grain in a state with abundant cheap fish?
No changes to food substitution are planned for now at least. But it is something we have our eyes on.

I love human suffering!

How moddable are these things? Can we create custom "harvest conditions" like a nuclear fallout?
Entirely! You could absolutely do that.

This looks great for making a much more dynamic world, kudos! I can't wait to play 1.8!


This raises the question again, can you look at fixing goods substitution to be based on price and not goods availability? I know that the calculation to do so is complex, but as you continue to add (excellent) new features like this, it seems that it will add more and more odd situations. Fixing it now will be a bit of work to get it functioning and balanced but should reduce the number of adjustments you will have to make in the future.
The issue with making it look at price is that it introduces circular dependencies where price depends on consumption depends on price, etc. There are ways of solving this and we're investigating some of them, but it's a somewhat complex issue to make work well. We could for instance work with different timesteps for each of them and have them work on delayed data, but what tends to happen is you get these very unstable prices tends which continuously oscillate. So, generally, no timeline or promises here

Will weather conditions like snow in winter also be represented on the map?
Harvest conditions are meant to represent things that affect your rural sector, primarily, rather than being a full on weather/climate/seasons system. As such we don't model winter conditions right now. It's definitely something I'd like us to do at some point though!

Can we expect different agricultural buildings to react differently to different harvest events? For example a livestock ranch being more resistant to flooding than a grain farm? Can production methods also react differently to specific harves events?
Different conditions do affect different buildings in different amounts, yes! And we have production methods that affect the impact of certain conditions

While drought happening in flooded state doesn't make sense the opposite happened just last month when massive flooding happened to regions of Poland suffering from drought.

So it makes sense to me that flooding can directly replace drought.
While generally true, yes, in testing this ended up making floods be the natural progression for droughts instead of just being and end of its own. We felt it played better to let them be two different tracks with their own issues.

Will tornadoes and hurricanes hit? Would the dust bowl hit or would it be more an event working with the system?
We don't have conditions for those specifically, but we do have Torrential Rains and Extreme Winds which can happen at the same time in a state for instance.

I'm loving the new mechanics here and hope you do eventually include clothing & heating needs too.

However I have one really big request. In the screenshot about Portuguese Food Security, one of the bars showed the Breakdown of goods to fulfill the Basic Foods need.
Please add this for all the other needs to! I've wanted an easy way to visualize this forever! And just having them all together in a single screen somewhere would be really handy!
That's a cool idea for sure! Will bring it up with the team to see if we could fit it in somewhere. Not something for 1.8 though

Thanks for the DD!

1. Will there be harvest conditions tied to industrialisation/urbanisation in a state (ex. Smog or Great Fires)? Or maybe other non-environmental conditions such as epidemics?

2. If there are non-environmental conditions like the previously mentioned three, are there laws or technologies that could reduce the risk of these conditions occurring? (ex. Risk of smog conditions reduced with higher workplace safety laws or outbreaks reduced after researching pharmaceuticals/having a health system)
There are non-environmental conditions, yes. E.g. locust swarms and disease outbreaks (not a fully featured epidemic system, mind you). While there are none that are specifically man-made as such, things like pollution and certain PMs do increase the impact of tings like droughts, floods, wildfires and heatwaves.

I think Harvest Conditions should additionally affect food security of Peasant pops, since their primary food source comes from subsistence farming. In fact, during a lot of historical famines it were peasants specifically who were starving en masse, while the effect on the urban population was much less severe
They do! We have a new modifier on some conditions that forces peasants to go buy more goods in the market rather than just consuming what they produce themselves.
 
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imma be honest i think this weather system makes no sense if we cant prepare by stockpiling goods. As it stands its just a debuff that randomly happens there is no gameplay in it, if we could stockpile food it could be a trade off between using money for other things or preparing for bad times which would be interesting atleast. It doesnt even have to be a system for stockpiling goods in general it could be like a pm that reduces production but makes the effects of environmental factors lesser and u get a debuff when u switch so it takes a while to take effect could be a law or a "slider" like in the budget tab. Or a completely different idea idk just more than oh a thing happen... anyways.
 
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Given the many, many concerns and suggestions in the comment section, I worry that a half baked system is replacing a completely raw one.

I hope that in two weeks we see a dd with more details on game performance, mechanical implementation, moddability, and some perspective on the release schedule and future update paths.
I think I answered quite a lot of questions above. Any specific concerns you have?

On the pop-specific Food Security tooltip, can we have some indication of what their birth rate and death rate would normally be? -62% birth rate and +39% death rate doesn’t mean much to me if I don’t know what those normally are.

Or, even better, on that pop screen, could we have a “natural growth rate” stat; that’s a bad name, but, basically, I want some sort of growth rate extrapolated from the birth/death rates (including modifiers that affect them, like starvation and laws), but excluding migration, assimilation, conversion, and employment changes (instances where people are moving to another pop). Not sure how military deaths and event effects should factor in, but I don’t think the calculations would be particularly intensive…
We can't really show it in that specific tooltip in a good way because it's just the modifier, but you can see it by hovering the population of the pop in question (like the screenshot posted above). That will give you a breakdown of everything affecting the pops growth.

Sweeet god. Thats awesome.

Can a battle front destroy the harvest?
Any changes to buy pacakeges?

A suggesstion: discriminated pops should have a faster starvation progression compared to primary culture.
1) Battles don't affect this right now. It's technically possible though, so a mod could do it, just not the direction we were looking to take this in. Generally that is more modeled through Devastation right now.
2) No major changes to buy packages, no
3) I'd argue that largely happens with discriminated pops having lower wages/wealth/SOL and all that

imma be honest i think this weather system makes no sense if we cant prepare by stockpiling goods. As it stands its just a debuff that randomly happens there is no gameplay in it, if we could stockpile food it could be a trade off between using money for other things or preparing for bad times which would be interesting atleast. It doesnt even have to be a system for stockpiling goods in general it could be like a pm that reduces production but makes the effects of environmental factors lesser and u get a debuff when u switch so it takes a while to take effect could be a law or a "slider" like in the budget tab. Or a completely different idea idk just more than oh a thing happen... anyways.
The idea is that you can counteract a number of the effects on it through the use of Emergency Relief, but also with institutions like Welfare, Healthcare and the National Guard. We also have effects on this in techs and PMs
 
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So I noticed something interesting with Food Industry Production Methods. With Groceries worth 1.5 Grains for food, the base "Bakeries" PM multiplies total available food by ~69% (40 -> 45*1.5 = 67.5). "Sweeteners" PM multiplies it by ~144% at the cost of sugar. (40 -> 65*1.5 = 97.5). But "Baking Powder" PM regresses to "only" 125% available food increase, at the cost of even more sugar (80 -> 120*1.5 = 180). So, while it creates more food per worker, total food available per grain grown is actually reduced. Previously, it reduced the food cost, so was a definite improvement. But, with actual amount of food now mattering, this could end up hurting your population, and seems like it needs some balancing to at least maintain the multiplication effect, or possible have "Sweeteners" nerfed to not multiply by quite as much.
tHe poor should just eat the cake.

And sugerly filled fast food might be massively produced and its poor quality actually means less food.
 
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I'll be interested to see how well this system can model the immense agricultural productivity of the United States, and that itself being a useful draw for migration - while also increasing the overall growth rate of pops after they migrate.
 
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1) Battles don't affect this right now. It's technically possible though, so a mod could do it, just not the direction we were looking to take this in. Generally that is more modeled through Devastation right now.
2) No major changes to buy packages, no
3) I'd argue that largely happens with discriminated pops having lower wages/wealth/SOL and all that
Maybe 1% of devestation or pollution should also lower Agricultural throughput by 0,5%?

But obviously imagine: One late evening in Istanbul slums. A Turk and an Armenian walk into an Italian bakery. Each can afford only 100eur. The baker has only 1 loaf of bread left. To whome do you think it will be sold?

Deforestation when? :D
 
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Now, what’s really needed is a system for laws to decide who starves and who gets to eat when there are food shortages. That was the main pitch of both fascism and communism after all, and both of them emerge as mass political movements in response to the food shortages of WWI.

On another law note, it would make sense for either traditionalism or serfdom/tenant farming to reduce the impact of negative agricultural conditions at the cost of agricultural throughput. This would represent how traditional peasant agriculture focuses on risk mitigation instead of maximizing production.
 
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I think the potato should be its own good, it is very different then grain and is affected different by the climate. It was also very imortant to feed the masses cheaply during this period.

Naturally this would make it easy to add the great irish potato famine.

During this period the potato was also introduced in russia, so would a nice set of events about expanding potato crops and increasing food security.
 
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Can we also have some kind of dam building where there's rivers? They could be a way to mitigate floods and droughts and, later in the game, you could use them to produce hydroelectric energy.
 
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Will y'all also be otherwise adjusting how Standard of Living effects population growth? It would be interesting to see a pop growth system where high food security and healthcare are what lead to high pop growth rates with Standard of Living being relatively unimportant but Literacy as a negative factor on birth rate specifically. This would make it align much closer to McKeown's thesis which is afaik pretty undisputed at this point. Food Security as a system in game should allow for the game to simulate how the poverty of industrialization nevertheless led to enormous booms in population thanks to the increased food security that people had.
 
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So obviously this means the next Flavour DLC will be for China and you will get Legitimacy hit whenever you get a Flood in one of your States as that shows you are losing the Mandate of Heaven, right?
 
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I find it a tad weird, that every state is only affected by a single condition. The limitation of this system is probably best seen in the map, where Romania and Turkmenistan regions are on a border between heavy rain and a drought, and of course they can't coexist, so a single one has to win and exist there, both epicenters are so close, that it has to be either. There isn't really a way for the system to say, that both seem to affect this area, and they sorta cancel themselves out there, and as a result it's normal conditions.

Similarly if a devastating monsoon strucks your shore it might be strong enough to affect a lot of your country, but there was already a nice amount of bees in one state, and that just exists as a impenetrable wall, that monsoon can't get through, because there already is a condition there. It's especially visible when a particularly strong condition encounters a weak one, as the weak one will resist all effects, because only one can be present here at a time.
 
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Here’s an example: a pop at Wealth 9 needs to consume goods to cover for their Simple Clothing, Crude Items, Basic Food, Heating and Intoxicants needs. The total value of what they need at base price is 314. After considering market availability and all of that, food is actually very expensive though, meaning the pop is spending 220 on Basic Food. We then simply compare their real food expenses with their total base price expenses: 220 / 314 = 70%. That is a lot of money going towards food!
Can I make people starve less by taking away their dining chairs? N-No, hold on, I seriously mean it.

If a poor pop spends majority of their money satisfying their food need, then they are starving, but if I close all the furniture factories, only plant fancy trees, and switch all clothes production to handkerchiefs for the bourgeoisie, will they now have to pay so much for everything else, that their food need will drop to like 20%, and they'll forget they were hungry, or is it always base price?
 
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Nothing planned for that right now, no. Do you have any suggestions for how that would work?
I was imagining some series of events inspired by the many rationings that happened in the UK, but since that'll be quite an undertaking I suggest that famines should be affected by the social security institution for now, whether passively by reducing mortality or actively by unlocking a new PM for buildings that usually didn't produce food to produce a small amount of food at the cost of somewhat lessened throughput (think of Victory Gardens in UK) which is unlocked at a certain level of institution.
 
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