Food Surplus
A surplus of food is generated in most towns or realms
during the summer. Only those with extremely high population densities
or with no agricultural skills fail to naturally generate a food surplus.
But even those can generate one with Actions or Trade.
The basic food generating realm has a farmland to person ratio of around
10sq miles:100 persons and at least Farming-0.
Such a city will generate a surplus 1/2 month of food, that is 50% of
their population in person/months of food. Each person/month we will call
a Food Unit, each Food Unit is worth around 1 gold.
- Cities with no agricultural skills do not naturally generate surpluses.
- Cities with agricultural skills or improvements will produce more
surplus.
- Irrigation, Livestock, Farm Equipment and Mills all increase the surplus
by 10% each (cumulative). (Note that these improvements increase the
cost of adding new farmland.)
- All agricultural skills add 10% per level to the food surplus.
- A lower person/farm ratio than 10:1 indicates a -5%/ point of ratio
higher than 10:1 with a minimum of 0. So a ratio of 15:1 equals -25%
surplus. Low Density has the reverse effect up to +25% (5:1). Below
that there is too much land to work.
Example.
If a city of 1500 people is 100square miles (15:1) has livestock,
a mill, Farming-2 and Shephard-1 then:
It has bonuses of +10% (livestock), +10% (mill), +20% (Farming-2) and
+10% (shepherd-1) or +50%.
But its high Density means 15:1 means -25% surplus.
In summer months it generates 50% +25% = 75% or three fourths month's
food (750 Food Units)
In winter months it generates 0% + 25% = one fourth month's food (250
Food Units.)
Actions can be used to increase the amount of food
surplus generated in a month. +50% month of surplus (plus or minus any
food surplus modifiers: skills, improvements, population density) is generated
for every action used to that effect. Multiple Actions may be used in
a month. Surpluses generated by this means may not be sold during the
same month as they are generated.
Example.
The above city spends one action amassing a greater food surplus
in expectation of a coming war.
For 1 Action the City generates 750 food units or +3/4 a month's food
extra.
For 2 Actions the City generates 1500 food units or 1.5 month's of
food extra.
Another city has a population of 500 is 30 square miles (17:1). If
has no farming or agricultural improvements. Normally it does not generate
any surplus.
For one Action the city can generate 50% - 35% (density) or a 15% food
surplus (75 Food units).
Food Surpluses can be traded or bought or sold. Any
surplus can be bought or sold at whatever price the lord can find. An
average price is 1 gold per food unit, but this price may go up and down
depending on the season and the circumstances.
Example:
A city has 500 food units it wishes to sell. Another city offers
it 200 Gold for the 500 units. This is below cost but the only offer.
The lord may choose to refuse the sale and hold onto the surplus but then
must suffer the consequences of food losses.
The other city counter-offers 300 gold for the the food. This is deemed
acceptable and the deal is made. Obviously traders, merchants and caravans
must be used to transport the goods, but baring difficultlies the gold
and food are transferred accordingly.
If surplus food is not traded it can be stored for some time. Supluses
suffer losses of 10% per month in storage of the oldest food surplus there
is unless the food is stored in Silos in which case there are no losses
up to the maximum amount of storage in the silo.
Example:
Month one a surplus of 500 Food units is generated. It is stored.
Month two, the same amount is added for a total of 1000 units minus
10% of the total. Giving a total of 900 units.
Month three, the same amount is added for a total of 1400 units minus
20% of the total. Giving a total of 1120.
Month four, 250 Food unit is added for a total of 1370 minus 30% of
the total. Giving a total of 959.
Month five, the same amount is added for a total of 1209 minus 40%
of the total. Giving a total of 725.
Seeing the rotting grain and diminishing returns, and having no buyers,
the lord chooses to destroy this grain and start afresh.
A silo of 1000 units would have prevented much of this loss.
Go to Realms Rules
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