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Still better than Rimworld, where you can make higher-quality meals using the exact same ingredients as the basic meals, just with more wasteful conversion rates (they use more of the ingredients but give the same nutritional value).
Never played rimworld, but the very first colony-sim i did play was settlers, 1,2,3 and 7. In those games, cooking food was a big task and if you say that rimworlds cooking was better than this, jesus man your standards are incredibly low.
In settlers, food was not just something to feed your villagers but was a big factor in conquest, it boosted your soldiers moral and made them stronger etc. It also took quite a lot of prep-work, you needed wheat farms and pig pens and food for your pigs, butcher your pigs and gather all wheat, make bread and cook the meat, combine those and make that luxury food to feed your soldiers.
sometimes a simple system that approximates the real equivalent allows more attention to be put on the part of the games that are fun.
i prefer a simple cooking system.
That being said, you could argue that a sword should require wood and leather for the grip, or a bow needing wool for the string. What is fancy cooking but simple ingredients combined with herbs? They could also add a skill requirement to the lavish meal as well as make it take significantly longer to cook. There's a lot that could be done to this game that could make each aspect more complex. They may add it, they might not. The devs have a lot planned for this game and I'm excited to see which aspects they expand upon.
Right now, cooking, or crafting in general, seems more complex to me. What i've seen from most games is, you select a specific food you want to cook, every food item has specific, unique inputs you have to drop in and you get that specific food.
I don't know how this is in rimworld but, selecting meal and then going through each food item to choose what not to use or use in seems way more inconvenient.
From what i've read about rimworld btw, maybe gameplay wise both are similar but in terms of general scope, rimworld is more about survival whereas going medieval seems to be more 'build your city and convert it into an empire' kind of deal, more like the caesar series or settler series, although with different mechanics.
Anyway back to the topic of crafting, the same inconvenience exists in weaponry too. It took me a while to figure out how to craft steel weapons because i'm hardwire to look for a 'craft steel sword' button but it's not there, you have to de-select iron, gold and silver to make a steel item.
Also i've never suggested to make it more realistic, way to go bending my words that way. Even then, dropping in wood and leather to make a sword would still be simple if all you had to do was just press a 'craft steel sword' button, it's just a simple click instead of multiple clicks for de-selecting material.
What exactly is more complicated with that?
This is also how it works in Rimworld. You select the type of item you want to craft, then you have the option to restrict the recipe to only using certain types of material.
The advantage of this system is flexibility; for most items it doesn't matter what material you use, so you can just let them use anything, instead of looking over your resources and figuring out how many you can make out of each. There's only a few exceptions to that: for food, you might want to forbid a few specific ingredients you want to save for other uses (such as barley for brewing), and for weapons/armor you might want to use a specific metal. That's about all I can think of offhand.
There is no game-effect of that though
I think this is not an advantage but just a different mechanic that emphasizes the games theme. If Rimworld's theme really is survival then yes, you don't care what you cook and eat, you just make food and eat it, so having to check out items from a list makes sense. But going medieval advertises itself as a settlement-simulator, where you're not surviving but expanding and thriving, which is what got me to the game.
Rimworld is also a colony-management sim, where you are supposed to climb up the tech tree and grow your colony until you can repair your giant spaceship and leave the planet while fighting off increasingly difficult and frequent raids, and also a bunch of random stuff like your colonists going psychotic and setting fire to their own houses. I would say that the way it handles resources is less about its theme, and more that it's not really into resource-processing as a significant component of gameplay; it's more about people-handling and risk management.
Going Medieval takes a fair amount of inspiration from Rimworld in a number of its basic mechanics, and I think the "food is food" attitude is part of that.
For a game that is also heavily inspired by Rimworld, but takes a completely opposite tack and leans in hard to complex processing chains and highly differentiated resources, take a look at Clanfolk.