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Agriculture, Food, and Water

Design Goals

If hunger and thirst matter, the world needs a real food system behind them. Scavenging and monster drops can supplement food, but they cannot support towns, caravans, armies, or a real economy.

Player Survival States

Track at least:

  • hunger
  • thirst
  • fatigue
  • temperature exposure
  • injury burden

These should affect mission eligibility, travel speed, combat efficiency, and recovery.

State Bands

Use readable bands instead of hidden penalties:

  • fed or hydrated
  • stable
  • low
  • strained
  • critical

The player should immediately understand whether they are expedition-ready.

Food Categories

  • staple grains and bread
  • meat and fish
  • preserved rations
  • cooked meals
  • medicinal food and tonics
  • luxury or morale food

Each category can influence different outcomes such as duration support, morale, healing, or climate resilience.

Water System

Water should be a separate supply class from food. Desert routes, disease zones, and winter travel should stress water access differently.

Water sources include:

  • wells
  • rivers or safe springs
  • caravan stores
  • water merchants
  • rain capture or snow melt in advanced systems

Farming System

Farming should be an async profession, not a click-heavy minigame.

Recommended production types:

  • crop fields
  • orchards
  • ranches
  • fisheries
  • herb gardens
  • mushroom caves

Player Farming

Players should be able to lease plots or operate specialized production sites. They choose crop, seed quality, tools, labor, and storage strategy, then wait for timed growth cycles.

NPC Agriculture

Towns should have baseline NPC producers so the world does not collapse when player numbers are low. Player farming should improve supply, variety, and quality rather than being the only source of food.

Food Chain

Raw output should usually require processing before it becomes expedition-grade supply.

Examples:

  • grain to flour to bread or ration packs
  • fish to dried fish or stew stock
  • livestock to meat, hides, fat, and preserved cuts
  • herbs to medicine, spice, or tea

Spoilage and Storage

Food should have storage classes:

  • fresh
  • preserved
  • durable travel ration

This creates demand for smokehouses, salt, ice storage, barrels, mills, and granaries.

Town Consumption

Each town should consume food and water based on:

  • population tier
  • climate
  • current projects
  • militia activity
  • refugee pressure
  • festivals or disasters

If food falls short, quests, prices, and town condition should react.

Technical Model

Core Data

Store:

  • town_stockpile
  • farm_plot
  • production_job
  • crop_template
  • food_item
  • water_source
  • spoilage_state

Production Jobs

Every farm, fishery, orchard, and ranch operation should be represented as a timed production job with inputs, modifiers, and expected outputs.

Town Demand Engine

A daily or half-daily town tick should:

  • subtract food and water consumption
  • apply spoilage
  • add completed local production
  • add player deliveries
  • evaluate shortage or surplus bands

Quest Hooks

Shortages should generate quests such as:

  • grain delivery
  • wolf cull near fields
  • escort flour convoy
  • repair irrigation
  • hunt diseased livestock threat

Public Recovery Floor

Every town should maintain emergency public rations and water at poor efficiency. This prevents hunger from turning into a hard progression lock.

  • town simulation and condition
  • cooking, alchemy, and farming professions
  • caravan trade and storage
  • disease, weather, and seasons