We need more food

I can't find any topics in this forum related to the food issue. So I started this topic. If there is any though, please direct me to the appropriate topic.

Basically, as I am setting city populations, I realise this is a serious problem. Tokyo, having the largest urban population in the world (~35 million) is equivalent to 42 in city population in civ. I doubt Tokyo can generate 84 food in the most ideal case, not to mention it will overlap with other cities, and there will be significant unhealthy penalty for food. Tokyo is the extreme case, but in general, I do think we need roughly another 100% food production in order for most of the cities to be sustainable.

There are many ways I could think of to handle this problem.

1) Decrease the food cost per population from 2 to 1. This will not increase food production but decrease food required by 50%. This solution is simple but it will make Siberia good for city placement (which is unrealistic).

2) Create new terrain type.

3) Add new food resources, or change current food resource bonus.

4) Increase improvements food bonus.

5) Great person food bonus. In GEM, I've changed Great Merchant to produce +3 food and normal Merchant to produce +1. We can even make new great person type called great farmer for example.

6) Corporation. Use those corporations that can generate more food to help boosting food production.

7) Add new buildings to provide food bonus.

8) Add food bonus technology.

9) Civic

Comments?

Commenting in general, agricultural (i.e. this includes food) production has risen over the centuries due to increased agricultural productivity, but especially in the 19-20th centuries due to the industrial revolution. IMO the best way to simulate the latter would be a tech-building combo - perhaps doubling the food generated per farmland square. (Just a thought.)
 
Commenting in general, agricultural (i.e. this includes food) production has risen over the centuries due to increased agricultural productivity, but especially in the 19-20th centuries due to the industrial revolution. IMO the best way to simulate the latter would be a tech-building combo - perhaps doubling the food generated per farmland square. (Just a thought.)

To tie in with that: I suggest a 4 ary farming system.

1. Conventional farm. Improvement. Standard farming improvement. Food production as in Vanilla civ after discovering biology.
2. Modern farming. Technology. Raises the output of Conventional farms by 1 (or more?).
3. Genetically Modified farming. Feature. Works like weapons licenses via resource trade. Raises the output of Conventional farms by 1 (or more?). Adds +0.5 :yuck: per farm tile.
More detailed info:
Spoiler :

I suggest to have 3 civs that are able to trade away licenses for hybrid seeds. These should be USA (representing Monsantoand DuPont), EU (representing Bayer) and Permanent Neutrality (representing Swiss corporations Syngenta). In each civ that imports the hybrid seeds license resource the farm improvement food output is raised by one, connected with the health minus point mentioned above. So a civ that raises its food output by using GMOs becomes dependent from imported hybrid seeds, like it is in reality. When you don't have access to those seeds anymore, your people will starve.

4. Organic Farm. Improvement. You can replace your conventional farm by an organic farm. Those gain the same bonus as conventional farms would without the modern farming tech. Additionally it gives +0.5 :health: (or more?) per organic farm tile in a city's fat cross. Organic farms are not affected by the import of hybrid seeds.

I think these 4 are would not be very hard to implement as they are no completely new concepts but slight alterations of concepts that are already there.
 
Unless we are doing some kind of food export/import system (which would be very interesting but difficult to implement), any of the method we suggested here will still be far from realistic anyway. So I would suggest to implement which ever way is easiest.

Please also consider flexibility as well. I think it would be best to implement a combination of global (such as technology or civic bonus that apply to the whole nation) and local methods (such as adding great person or buildings specific to a city).
 
To tie in with that: I suggest a 4 ary farming system.

1. Conventional farm. Improvement. Standard farming improvement. Food production as in Vanilla civ after discovering biology.
2. Modern farming. Technology. Raises the output of Conventional farms by 1 (or more?).
3. Genetically Modified farming. Feature. Works like weapons licenses via resource trade. Raises the output of Conventional farms by 1 (or more?). Adds +0.5 :yuck: per farm tile.
More detailed info:
Spoiler :

I suggest to have 3 civs that are able to trade away licenses for hybrid seeds. These should be USA (representing Monsantoand DuPont), EU (representing Bayer) and Permanent Neutrality (representing Swiss corporations Syngenta). In each civ that imports the hybrid seeds license resource the farm improvement food output is raised by one, connected with the health minus point mentioned above. So a civ that raises its food output by using GMOs becomes dependent from imported hybrid seeds, like it is in reality. When you don't have access to those seeds anymore, your people will starve.

4. Organic Farm. Improvement. You can replace your conventional farm by an organic farm. Those gain the same bonus as conventional farms would without the modern farming tech. Additionally it gives +0.5 :health: (or more?) per organic farm tile in a city's fat cross. Organic farms are not affected by the import of hybrid seeds.

I think these 4 are would not be very hard to implement as they are no completely new concepts but slight alterations of concepts that are already there.


Too complicated, the AI won't know what to do.

Now is the time to think small. Save new big ideas for version 2. ;)
 
Unless we are doing some kind of food export/import system (which would be very interesting but difficult to implement), any of the method we suggested here will still be far from realistic anyway. So I would suggest to implement which ever way is easiest.

Please also consider flexibility as well. I think it would be best to implement a combination of global (such as technology or civic bonus that apply to the whole nation) and local methods (such as adding great person or buildings specific to a city).


yes, agreed. That and a tile I think are the way to go.


ianinsane, your ideas may work as techs, which will simply give a bonus to existing farms, without changing the farm improvement. But setting up anything more than that is too much work for us right now, we have enough on our plates as it is.
 
"Genetically Modified farming"- can we keep this out of the game for the simple reason that it makes me sick to my stomach? I do not want to give Monsanto any credit while they are forcing people into poverty and starvation. It is bad enough that they basically own the university I attend. Let's leave suicide seeds out of our mod. Nuclear war on a grand scale I think is bad enough. lol
 
"Genetically Modified farming"- can we keep this out of the game for the simple reason that it makes me sick to my stomach? I do not want to give Monsanto any credit while they are forcing people into poverty and starvation. It is bad enough that they basically own the university I attend. Let's leave suicide seeds out of our mod. Nuclear war on a grand scale I think is bad enough. lol

lol. I can totally understand you. But on the other hand that is exactly the reason why I'd like to see it included. Even if it is only for V2. We'll have arms trade, ethnic cleansing, genocide, huge nuclear arsenals, global warming and we'll simulate them with all their disastrous effects. So why not those mad scientists that are trying to get the whole food production in the world into their greedy hands? It should be realistic to let unhappiness, unhealthiness, starvation and dependence in big parts of the world pay make small parts of the world rich and powerful.
 
True enough pal, certainly something to think about for the next version. :)

I just have to see their logo every day driving in and out of school. After learning how they force poor farmers in the developed world to use seeds that are genetically modified to die after one season for no other reason than their own profit, it makes me angry. (If you haven't seen "The Corporation", watch it!) Anyway, you're right, we are trying to represent the world as it is, not as I wish it were. Plus one of our main rules is; no politics. It's a good idea, we'll see what we can do down the road.

For now though, for the problem Genghis Kai has raised here, we will have to use quicker fixes.
 
I just have to see their logo every day driving in and out of school. After learning how they force poor farmers in the developed world to use seeds that are genetically modified to die after one season for no other reason than their own profit, it makes me angry. (If you haven't seen "The Corporation", watch it!)

Whoa...that is more than creepy... But thanks for the tip, I'll watch it.
 
yeah, and they use my university (which has a huge agricultural dept) to do this kind of research. :(

sucks

On a lighter note, we had a professor spend I think 15-20 years trying to prove that organic farming DOESN'T work as well as standard (chemical) modern farming. He couldn't, and now is an advocate for organic. :)

Link (17 years in fact.)
 
I think maybe a good question to ask yourself when you try to address these problems is, "Where did the food come from in reality?" So answering these might help you remember that all of our suggestions aren't mutually exclusive; the solution might vary based upon the particular city.

Tokyo gets a great deal of its food from fishing, so you might want to simply add a building called something like "fishing company" to the city, that gives additional food bonuses on top of the lighthouse. In situations like Las Vegas, it's really not as arid as people think; as it's built on an oasis and near to a river, but the extra food can be further aproximated by adding lots of merchants, as commerce is what brought them their major growth. In the case of Mexico city, that does seem to be more of a "City of 1,000 Slums" situation, but since most surrounding tiles would be hills or mountains, that really doesn't provide for all that much food. Going a different route, you could add a "ghetto" building (although the graphic should be a group of buildings) to the city, basically significant of being a mass of immigrants; you could also do that for New York and Los Angeles, as although it's a port city, the economy is less emphasized on fishing. The effect of the ghetto could be to boost food (and population in turn), culture, and production, but increase city upkeep costs and unhealthiness as a trade-off.
 
Ok, the problem I see possibly arising from that is, if we make a building to do it... we'd have to make it very very expensive right, so every AI city won't become 30 million people right away.

However, with this, won't the AI waste time building this in cities that don't need it? It becomes another AI trap.
 
We should figure out exactly what to do here asap, so we can start implementing changes.
 
Tokyo gets a great deal of its food from fishing, so you might want to simply add a building called something like "fishing company" to the city, that gives additional food bonuses on top of the lighthouse.

I saw a certain Japanese fish market world wonder, I think it was in Total Realism. I can check that but I won't be home until this weekend. So if somebody knows more earlier...
This could be a way for Tokyo.

Going a different route, you could add a "ghetto" building (although the graphic should be a group of buildings) to the city, basically significant of being a mass of immigrants; you could also do that for New York and Los Angeles, as although it's a port city, the economy is less emphasized on fishing. The effect of the ghetto could be to boost food (and population in turn), culture, and production, but increase city upkeep costs and unhealthiness as a trade-off.

That's a nice idea. I like it. Although I think it should be called simply "Slums". But it should also raise unhappiness. This could work for cities like Mexico City, Lagos, Cairo, Calcutta etc.
But looking further into the future I think we need another building that can replace the Slums later in game. Those cities should have a chance to get rid of their slums one day in the 2040s. I suggest a building called "Arcology", unlocked by a certain future tech, having the same effects without the negative trade-offs.
 
Good work ianinsane. We can always increase the bonuses to serve our purposes.
 
I just did some research concerning slums. The largest slums in the world does have Mexico City. About 4 million people living in slums while the overall population is 19 million.
This means a relation of about 1/5 of the population living in slums. However, in Bogota for example about 1/3 of the population are living in slums. (8 million population, 2.5 million slum inhabitants).
So this would mean the slum building should raise the :food: by 50%. But it should also add quite an amount of :yuck: so the city can't grow by 50% unless you gain a lot of :health: somewhere.
I now reason that it is not necessary to make the slums building itself gain :culture: and :hammers: since the slum inhabitants will all become specialists.
So this is what I come up with:

Slums
+50% :food:
+10 :yuck:
+3 :mad:
+25% maintenance
 
And for the late game

Arcology (unlocked by Tech "sustainability")
+ 50% :food:
replaces Slums
 
And for the late game

Arcology (unlocked by Tech "sustainability")
+ 50% :food:
replaces Slums

I love it.

We could model our art for it on...
Spoiler :
 
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