What exactly is the point/goal of having each population consume 3 food instead of 2?
Since no one has an answer yet, I'll quote myself and clarify:
The base FfH mechanics regarding population, improvements, terrain yields, etc. are presumably balanced, so tweaking these mechanics certainly forces more work to get things back to being balanced. I don't think anyone would change stuff just to make it harder on themselves to balance things, so I'm curious what was the inspiration for this change (I can't find anything in the Orbis or Rise of Mankind [Opera told me the idea was taken from there] forums regarding this 3
thing, and I'm kinda new to Orbis).
From what I've seen so far, improvements seem much more important in Orbis compared to base FfH. As an example, farms can get up to 4
2
yield in Orbis with all the relevant techs and civics, while base grassland gives only 2
. In base FfH, farms can get up to 2
2
-1
with all relevant techs and civics, and grasslands still provide 2
. Or to put it another way: in base FfH, a city can sustain a population with nothing but 2
grasslands, as long as it doesn't break into unhealthiness; in Orbis, an unimproved 2
grassland is not enough to sustain a citizen. I don't know if this is the design intent, since this mechanic doesn't seem to be explained anywhere.
Now, onto business. If the improvements in Orbis are unbalanced (which myself and others would agree upon), there are several ways this could be resolved.
- Go back to the way base FfH does things. If there isn't any specific intent for why citizens eat 3 food instead of 2, going back to the previously balanced way would be the simplest solution.
- Adjust the improvement yields. Possibly nerf some of the bonuses farms can get, or buff the other improvements. This would maintain the status quo of unimproved terrain being unable to maintain a population.
- Change base terrain to have a yield of 3 instead of 2. So grasslands would have 3 , plains would have 2 1 , and so on. The first effect this would have is there would not be as big of a gap between grasslands and the other terrains, and unimproved terrain would be capable of maintaining a population. Several different things could also be done with the improvements:
- Nerf improvements back to base FfH levels. So altogether, improvements would be proportionally worth slightly less than in base FfH, since a larger proportion of yield came from the base terrain itself. I like this best, since FfH yields already seemed slightly too high to me.
- Have improvements contribute about 1.5 times as much yield as in base FfH. So, the "proportional importance" of improvements would be the same as in base FfH, but you could also have a bit more wiggle room in designing the improvements (for example, cottages that also provide a bit of food, instead of just commerce). But, you might make it too easy for cities to crank out units in 1 turn at the later stages of the game, and so forth.
I know that was a lot, but the design philosophy regarding yields, improvements, and so forth would really affect what approach is taken to balancing these things.
TL;DR: What's the point of citizens eating 3 food instead of 2, anyway?