My settlements seem to only treat 'food' as food. Is rice only a tradeable good?
The Profession
already produces
Rice + Food --> that is the reson why Rice
is not equal to Food in the game.
If we follow your idea we would basically have
Food + Food ---> Which is NOT what I wanted.
Historically Rice in 15th to 17th centuries was most of all an overproduced Cash Crop in the Colonies that was sold abroad.
Also AI should be able to use Rice / Cassava for Baked Products and not consume it otherwise.
Also it is historical fact that traders were still often hoarding their goods to sell them for profit even if there was starvation.
This indeed caused unrest several times in several of the early colonies. Later laws were established to prevent it.
Most of all for gameplay / balance and to not confuse AI.
It may be "simplified" but this is just the way it works best.
Otherwise the same argument you have just made could also be made for these here:
Cattle, Sheep, Chicken, Geese, Goats, Pigs, Horses, Red Pepper, Sugar, Cassava, Milk, Cheese, Fruits, Barley, Beer, ...
all of that is in reality more or less Food.
Basically then half of the goods in the mod would suddenly be "Food" when people starve.
The Food mechanic would become totally rediculous for gameplay since nobody would still need the acutal Yield Food.
Do you really think that gameplay will be better if almost any Yield in the game is treated as Food?
For me that would be just a chaotic mess of game design in the name of immersion.
-------
Thus:
If a Yield is supposed to be also Food it is
already modeled in the Professions.
No need anymore to model it a second time by the Yield itself because it would be redundant.
Again, this is a game that simplifies a few things to make it work for gameplay.
-------
So:
Sorry, there were reasons to do it the way it is now. (Balancing, AI, effort)
If I would have wanted to do it otherwise I would have done it otherwise.
Modding is always a compromise of something and it needs to simplify stuff to keep effort reasonable.
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Could this have been implemented differently? Of course. Everything can be done differently.
But this is simply the implementation that I am convinced works
best for the game.
Also maybe ask yourself the question if you would really want to play a game as complex as reality?
It would be complete nightmare - thus many game rules / mechanics simplify to keep complexity at a bareable level.
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The good thing in modding:
Everything can be changed if you are motivated enough to invest the necessary time and effort.
So if somebody really wants to invest the effort to implement a more complex system, feel free to do so.
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Also for tiny questions like this,
please use this thread.
I can't believe, I have the honors of having the very 1st thread in the MOD that will be a successor to RaR! Exciting!
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