Preface: long time ago I made a suggestion to increase food management by increasing food consumption per POP type (1). However, @crownsteler was right to point out that any improvement on food management should incorporate POP production as well, getting rid of the baseline level of food production for territory (2).
Observation: food is a non issue in the game when it was a determinant factor in stability in the ancient times and its production/acquisition was critical to all nations. Food management should be a worry for the player, taking care of the supply and demand from POPs, modified by territories fertility and variable demand from civilization level.
Suggestion: baseline level of food production per territory is replaced by food production per type of POP, type of territory and civ level following the formulae:
Food consumed per POP (*): EDITED: added diminishing returns for food production following @DukeLeto42 commentary:
Objective:
This system wants to accomplish these objectives:
Example 1: small city
In the current game (2.0.3) a small city like Vatluna in Italia has 37 POPs (7 nobles, 9 citizens, 13 freemen, 0 tribesmen, 8 slaves), it is on plains, 57 civilization value and its food production is 8.99:
With the suggestion implemented, the resulting food income will be:
Plains: +0.00
Livestock: +3.00
Grain: +5.00
Province Capital: +1.00
Encourage Trade: +6.00%
Warm Climate: +10.00%
Surplus of Grain in Capital: +5.00%
Urban Planning: +5.00%
Civic Advances: +17.00%
Citizen: 9 * -0.30 * 1.57 (civ level) = -4.24
Freeman: 13 * ( -0.20 * 1.57 (civ level) +0.20 * 2 (plains) ) = +1.12
Noble: 7 * -0.50 * 1.57 (civ level) = -5.50
Slave: 8 * ( -0.10 * 1.57 (civ level) +0.15 * 2 (plains) ) = 1.14
Total food income = 12.87 - 4.24 + 1.12 - 5.50 +1.14 = 5.39
As you can see, the implications of this system are more vast as you transform your nation. At the end of the game, you will want to have as much cities as possible with high civilization level and your majority of POPs in them, thus reducing the food surplus from your other territories and increased consumption. Food will gradually become a problem that the player will have to manage or else POPs will migrate away from the most populated cities.
If we take our example and increase the civ level to 80 with the other factors equal, we have the following numbers:
Plains: +0.00
Livestock: +3.00
Grain: +5.00
Province Capital: +1.00
Encourage Trade: +6.00%
Warm Climate: +10.00%
Surplus of Grain in Capital: +5.00%
Urban Planning: +5.00%
Civic Advances: +17.00%
Citizen: 9 * -0.30 * 1.80 (civ level) = -4.86
Freeman: 13 * ( -0.20 * 1.80 (civ level) +0.20 * 2 (plains) ) = +0.52
Noble: 7 * -0.50 * 1.80 (civ level) = -6.30
Slave: 8 * ( -0.10 * 1.80 (civ level) +0.15 * 2 (plains) ) = 0.96
Total food income = 12.87 - 4.86 + 0.52 - 6.30 +0.96 = 3.19
Example 2: Big City
If we take a big city like Rome as an example, with 138 POPs (24, 59, 39, 16) we have the following numbers in the current game with civ level 64%:
With this suggestion this big city would have the following food income:
Farmlands: +0.00
Grain: +5.00
Fish: +3.00
Livestock: +3.00
Province Capital: +1.00
Encourage Trade: +6.00%
Vegetables: +12.00%
Warm Climate: +10.00%
Surplus of Grain in Capital: +5.00%
Urban Planning: +5.00%
Civic Advances: +17.00%
Citizen: 59 * -0.30 * 1.64 (civ level) = -29.03
Freeman: 39 * ( -0.20 * 1.64 (civ level) +0.20 * 2.5 (farmlands) * 0.5 (diminishing returns) = -3.04
Noble: 24 * -0.50 * 1.64 (civ level) = -19.68
Slave: 16 * ( -0.10 * 1.64 (civ level) +0.15 * 2.5 (farmlands)* 0.5 (diminishing returns) = 0.37
Total food income = 18.6 - 29.03 + 3.04 - 19.68 +0.37 = -26.7
References:
(1) https://forum.paradoxplaza.com/foru...-implement-squalor-fire-and-diseases.1451428/
(2) https://imperator.paradoxwikis.com/Food
Observation: food is a non issue in the game when it was a determinant factor in stability in the ancient times and its production/acquisition was critical to all nations. Food management should be a worry for the player, taking care of the supply and demand from POPs, modified by territories fertility and variable demand from civilization level.
Suggestion: baseline level of food production per territory is replaced by food production per type of POP, type of territory and civ level following the formulae:
Food consumed per POP (*): EDITED: added diminishing returns for food production following @DukeLeto42 commentary:
- Noble: -0.50/month * Level of Civ
- Citizen: -0.30/month * Level of Civ
- Freeman: -0.20/month * Level of Civ +0.20/month * (2.5 in farmlands, 2.0 in plains, 1,5 in hills/jungle and 1 in desert/forest/marsh/mountains) * (exp(-0.005*number of POPs))
- Tribesman: -0.20/month * Level of Civ +0.20/month * (2.5 in farmlands, 2.0 in plains, 1,5 in hills/jungle and 1 in desert/forest/marsh/mountains) * (exp(-0.005*number of POPs))
- Slave: -0.10/month * Level of Civ +0.15/month * (2.5 in farmlands, 2.0 in plains, 1,5 in hills/jungle and 1 in desert/forest/marsh/mountains) * (exp(-0.005*number of POPs))
Objective:
This system wants to accomplish these objectives:
- Make food more important following your progress
- To allow the player to settle POPs in fertile lands to produce enough food surplus to maintain your provincial population
- To give meaning to food trade routes to have enough food to maintain your provincial capitals population
Example 1: small city
In the current game (2.0.3) a small city like Vatluna in Italia has 37 POPs (7 nobles, 9 citizens, 13 freemen, 0 tribesmen, 8 slaves), it is on plains, 57 civilization value and its food production is 8.99:

With the suggestion implemented, the resulting food income will be:
Plains: +0.00
Livestock: +3.00
Grain: +5.00
Province Capital: +1.00
Encourage Trade: +6.00%
Warm Climate: +10.00%
Surplus of Grain in Capital: +5.00%
Urban Planning: +5.00%
Civic Advances: +17.00%
Citizen: 9 * -0.30 * 1.57 (civ level) = -4.24
Freeman: 13 * ( -0.20 * 1.57 (civ level) +0.20 * 2 (plains) ) = +1.12
Noble: 7 * -0.50 * 1.57 (civ level) = -5.50
Slave: 8 * ( -0.10 * 1.57 (civ level) +0.15 * 2 (plains) ) = 1.14
Total food income = 12.87 - 4.24 + 1.12 - 5.50 +1.14 = 5.39
As you can see, the implications of this system are more vast as you transform your nation. At the end of the game, you will want to have as much cities as possible with high civilization level and your majority of POPs in them, thus reducing the food surplus from your other territories and increased consumption. Food will gradually become a problem that the player will have to manage or else POPs will migrate away from the most populated cities.
If we take our example and increase the civ level to 80 with the other factors equal, we have the following numbers:
Plains: +0.00
Livestock: +3.00
Grain: +5.00
Province Capital: +1.00
Encourage Trade: +6.00%
Warm Climate: +10.00%
Surplus of Grain in Capital: +5.00%
Urban Planning: +5.00%
Civic Advances: +17.00%
Citizen: 9 * -0.30 * 1.80 (civ level) = -4.86
Freeman: 13 * ( -0.20 * 1.80 (civ level) +0.20 * 2 (plains) ) = +0.52
Noble: 7 * -0.50 * 1.80 (civ level) = -6.30
Slave: 8 * ( -0.10 * 1.80 (civ level) +0.15 * 2 (plains) ) = 0.96
Total food income = 12.87 - 4.86 + 0.52 - 6.30 +0.96 = 3.19
Example 2: Big City
If we take a big city like Rome as an example, with 138 POPs (24, 59, 39, 16) we have the following numbers in the current game with civ level 64%:

With this suggestion this big city would have the following food income:
Farmlands: +0.00
Grain: +5.00
Fish: +3.00
Livestock: +3.00
Province Capital: +1.00
Encourage Trade: +6.00%
Vegetables: +12.00%
Warm Climate: +10.00%
Surplus of Grain in Capital: +5.00%
Urban Planning: +5.00%
Civic Advances: +17.00%
Citizen: 59 * -0.30 * 1.64 (civ level) = -29.03
Freeman: 39 * ( -0.20 * 1.64 (civ level) +0.20 * 2.5 (farmlands) * 0.5 (diminishing returns) = -3.04
Noble: 24 * -0.50 * 1.64 (civ level) = -19.68
Slave: 16 * ( -0.10 * 1.64 (civ level) +0.15 * 2.5 (farmlands)* 0.5 (diminishing returns) = 0.37
Total food income = 18.6 - 29.03 + 3.04 - 19.68 +0.37 = -26.7
References:
(1) https://forum.paradoxplaza.com/foru...-implement-squalor-fire-and-diseases.1451428/
(2) https://imperator.paradoxwikis.com/Food
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