On food, population, and housing
Linking food production to population, not housing
I would like to suggest a (IMHO) small but crucial change in the way food, population, and housing are handled in the game. Instead of having food determine how many houses you can build, have it determine how many people can live in your towns.
Currently, farms don't produce food but rather give you an abstracted 'food production capacity'. I like this, it is an elegant solution that removes the hassle of distributing individual units of food every turn, problems with food spoiling, etc. Now, when you build a hut it costs you two of these food production points, and it gives you housing for 32 people. So 1 food point feeds 16 people. When the hut is automatically upgraded to a house, this same building can now house 64 people. This seems like a lot, but if you factor in a certain level of abstraction with the house actually representing a few houses, and the fact that houses are more solidly built and can have more storeys, its not so strange. So far, so good. However, the cost in food for this house has not gone up. It is still consuming the same 2 food points. So now 1 food point feeds 32 people, even though these people now live in better houses and have presumably better lives overall. If anything, it should be the other way round.
This just feels very strange to me. Apparently these people that the day before lived in lowly huts, become very much concerned about their figure the day they move into their new houses. I know that the numbers above can be balanced, but that doesn't change the underlying principle; that a certain amount of farmland can somehow feed twice the number of people it could the turn before when housing is researched.
So I propose changing the mechanics a little. Farms will still provide a food production capacity rather than an actual amount of food per turn. This can be an abstracted number like it is now (so 1 food point feeds # people), but I would prefer it to be 1-to-1. Added benefit is that a % increase in food production at the farm (from technology, champions or magic) gives an equal % increase in maximum sustainable population. Remove the food cost from houses, let me build them as long as I have the space and materials. If I have enough food, people will come live there (I'm ignoring other factors like prestige obviously).
I know these suggestions have been made before, both recently and longer ago before we had beta's. The current mechanics just bothered me when playing 2A.
So to sum up, I have these 3 suggestions, in order of importance;
1) Remove food cost from houses. Change food consumption to one food point per person, and change farm production correspondingly.
2) Do not automatically upgrade housing to a 'better' level. This gives the player more control over where he wants people to live.
3) Do not increase the number of people per house when they are improved from houses to villas. The increase in population is fine when going from huts to houses as I have said above. But the point of upgrading from houses to villas should be that they produce more taxes and prestige, not that they house more people which just doesn't make any sense.