Imperator: Rome

Imperator: Rome

Not enough ratings
Food rework for 1.2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.712 MB
Aug 25, 2019 @ 11:24am
Aug 25, 2019 @ 6:55pm
3 Change Notes ( view )

Subscribe to download
Food rework for 1.2

Description
This is basically a food rework for the 1.2 beta

Terrain no longer produce a flat food bonus but terrain affects food production.
It is now the pops that produce food.

Citizen: consumes 0.4 food a month
Freemen: consumes 0.2, produces 0.2 food a month
Tribesmen: consumes 0.15, produces 0.2 food a month
Slaves: consumes 0.1, produces 0.3 food a month


In order to keep the balance between the pops their production has been slightly reworked as well.
Citizens now produce 0.02 commerce income, up from 0.01
Freemen now produce 0.01 tax income, up from 0
Tribesmen production unchanged
Slaves now produce 0.015 tax income, down from 0.035

Terrain now provide the following food modifier
Farmland: +20%
Plain: --
Forest: -5%
Hills: -5%
Marsh: -10%
Jungle: -10%
Mountains: -15%
Dessert: -25%

Adjacent to major river: +20%
River floating through: +10%
Coastal: +5%
Coastal Port: +10%

Cities and Metropoli: -33%

Additionally the following changes have been done to affect food production:

Egyptian Heritage now provide +5% food production instead of -15% discount on city cost.

Every Civic Tech level now provides +1% food production instead of +2% Commerce income. Every Oratory Tech level now provides +1% Commerce income in addition to the civilization level bonus.


And as a soft cap to food production, thus affecting maximum population as well. This is to stimulated the non linear growth in the production of the agricultural sector. Every pop in the territory decreases the food production by -0.5%. This means that every additional pop in the territory makes the territory less efficient in food production thus eventually reaching marginal utility.



This mod is inspired by a thread in the Paradox forums.
Popular Discussions View All (1)
2
Aug 28, 2019 @ 9:36pm
Comments and suggestions
Feng Huang
16 Comments
Constokivepolis Mar 29, 2020 @ 8:43pm 
any update coming anytime soon?
CMB616 Oct 27, 2019 @ 11:24am 
I don't suffer from famine but the AI does a lot. Was Rome and Epirus starved to death.
malthric Oct 27, 2019 @ 9:56am 
this does nothing i still suffer alot of famine
jamesdeben411 Oct 12, 2019 @ 3:00pm 
Update: It prolonged the inevitable. Famine is currently an unavoidable part of the game. IMO the game is so unbalanced now. I spent all of my time trying to prevent starvation in largest cities. Rediculous amounts of citizens and freeman migrating into them, despite all of my efforts. It just made the game no longer any fun. The larger my empire grew the worse the problem became. I finally reverted metropolii back into settlements. Basically committing game genecide. I even feel a little guilty about doing it, heh, But it's only a game after all. De-mobilization did virtually nothing to help. And moving population becomes a tiresome chore. I know devs want the game to be challenging but this is rediculous.
jamesdeben411 Oct 11, 2019 @ 7:52pm 
This is a great mod. Solved most of my problems with starving pops!
Feng Huang  [author] Sep 9, 2019 @ 7:43pm 
Crap, i must have inadvertenly written that data. As it is the reverse of the previous version's population malus. Ill fix it in a few days.
Lets Think (Borsti) Sep 9, 2019 @ 11:00am 
theres is a bug in you mod that leads that overpopulation produces a surplus of food
https://steamcommunity.com/sharedfiles/filedetails/?id=1858793168
Wolf Sep 4, 2019 @ 7:00am 
Just to clarify that by "this" i do not mean the mod but rather the 1.2 beta.
Wolf Sep 4, 2019 @ 6:59am 
@Dave its likely a UI mod conflict. I used to use the calender (gregorian?) mod but turned it off for this as it was causing that issue for me
Lime Thief Aug 27, 2019 @ 11:00pm 
No, it was just a joke. "Dessert" vs "desert."