Sorry I don't have earlier save that the screenshots were taken from. This save is from much later, many years, but they are still raiding Tevea.
Whole world has an alliance against Khuzaits, and it's been a stalemate for a couple of years, fighting over the middle of the map.
If you watch Mesui's army, she is starving and heading to Myzea, but the army will break up on the way, and some of the lords will head to Tevea. Sometimes only one or two, sometimes five or more of them.
https://mega.nz/file/6P4zUAob#SrE9UyJ3vFcbzfV6WmTxP2iWLM2CIcNOkNXzHBhiuQo
Good thanks. I will examine and return you with numbers why they do this behavior.
Also I will examine all posts and pictures here. We will fix this issue today and tomorrow. This is an important problem and reported before too but there were tons of issues these days.
I will go step by step. Examine formulas and will try to find out problems and explain you what is happening.
For example Argoron case :
Buying Item Formula (1)
foreach item category
(prosperity x item demand constant) gold is spent for buying that item.
I examined formula and every town spend (prosperity x 0.04) + if prospeirty > 3000 then ((prosperity - 3000) x 0.04) for buying fish every day.
Argoron's prosperity is 369 so Argoron will spend 369 x 0.04 = 14.76 for buying fish (fish cost is 5 so town buy 2 fish)
Similarly for buying grain they spend (prosperity x 0.12) + if prospeirty > 3000 then ((prosperity - 3000) x 0.03)
Argoron's prosperity is 369 so Argoron will spend 369 x 0.12 = 44.28 for buying grain (grain cost is 9 so town buy 4 grain)
Previously there were additional 10 food bonus for towns and 5 food bonus for castles named "lands around town" this is removed and a project is added for this, I see Argoron has not gotr this project so Argoron's expected change is not much even it has cheap foods. If we look formulas because demand is directly effected from prosperity if prosperity is low then town buys less food. This make surplus food less and town cannot grow if it lose its prosperity once. At least it cannot get surplus food bonus even food is cheap.
Currently surplus food bonus is :
surplus food amount / 20
In Argoron example daily prosperity change from surplus food is only 4 / 20 = 0.2
We cannot make it x / 5 or x / 10 otherwise some towns get huge prosperity increase like 5-10 daily from only surplus food
5 x 82 = 410 in one year
10 x 82 = 820 in one year
But you are right this town has cheap food and less prosperity so it should grow fast at least it should grow fast until some point. Actually every town with less prosperity (like < 1500) should grow fast for the health & balance of game.
Problem is every town has 100-200-300-400 garrison inside. So they consume food too. It is fixed consumption and there is fixed food addition from villages. In terms lets assume these two balance themselves. We can take these two out of formula. However if prosperity is less surplus food become less and if prosperity drop 0 then there is no consumption at all no surplus food. Thats why current design has problems. If prosperity drops once it is so hard to get it back without projects.
What I see in first look is :
-Removing lands around castle / town make things worse because when town has low prosperity somehow surplus food should increase to balance things. Of course this is not only problem. Even food is cheap it is bought less because buying item formula(1) is directly effected by prosperity.