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Cycling bonuses would be doable (mechanics-wise) but then again it would encourage more tedious micromanagement to make the most out of all possible bonuses and if achieved - would have bad influence on balance.
Make the starting recipie less flexible, so that a player will need to invest something to get to 10. Either gathering in the world, or buying one of the higher techs. It doesn't solve the relative scarcity problem, but at least the player has to consider food a bit.
Also, maybe this is just me, but I could go for some larger, size-standardized recipies. EX: they each take 25x, 25x, 5x, and produce 80x. Saves a few clicks at least.
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Proposal for larger food overhaul:
1) Lock some foods behind gathering research. Maybe higher tier foods are more powerful.
2) Starting recipie is much less flexible.
3) More variety of food producing buildings (or even a configurable one).
4) Longer food bonuses chart, with some real sexy stuff. Or maybe each food family has it's own bonus.
5) Some form of help for the annoyance of cooking a bunch of foods.