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.
@mexxico, I don't know if you've already accounted for this or not, but as the game progresses the average party size increases as well, because clan ranks rise, stewardship levels grow, Noble Retinues and Royal Guards policies pass, the player adds new companion parties to the map, etc.
There are approximately 64 noble clans in the game. If each clan contributes an average of 2.5 vassal parties, that makes 160 total vassal parties on the map. If the average party size is 80 at the beginning of the game then there would be a total of 12800 troops max in the world at a time (not counting garrisons). If the average party size then increases to 120 after 10 years then that makes a maximum of 19200 troops in the world at a time. If that 6400 troop difference consumes 0.05 food a day that's an extra (6400*0.05)
320 food consumed
per day by year 10. That's like adding an extra 3-4 medium sized towns to the map that don't contribute any production of goods and don't have any bound villages or orchards. Also, when a party is defeated I don't know if most of their food gets destroyed with them, but if it does that could add another unaccounted for food sink.
Maybe food production and/or consumption rates need to have a dynamic scaling element to account for these changes.
One thing that could maybe happen is that this number could decrease as the filled portion of the food stocks drops:
So when the food stocks were half full it could drop by, say 15%, to -119. Then at a totally empty food stock the number could drop by 30% to -98. It would represent a form of "rationing" by the town population when food is low. That might give food stocks a chance to recover without completely nullifying the effect of starvation. Of course those numbers could be tuned to find a proper balance. That
wouldn't prevent a town from growing over the limit to prosperity that its food supply can handle, but would help with the issue of NPCs buying all the food.
Now that you mention daily defaults I can`t hold myself back and have to ask - is it intended that they don`t have an effect while you have building projects going on?
I can answer this. Yes, it's intended. It gives towns a place to dump their unused construction points everyday after they have completed all of the construction projects they want. It's a very common mechanic in 4X type games.
OH MY GOD mexx.... if you have chimed in just a lil' bit earlier, it would have probably saved us of like 3 pages from this thread!!!! LOL
The daily defaults being overpowered was mentioned on the very first page though lol

! The next three pages were all just discussion on the way the rest of the system works. I was trying to bring people up to speed with the current mechanics.
I generally don't think people appreciate how much thought has gone into the current system. It's not just a jumble of random ideas thrown together without a plan. Just because it still has issues doesn't mean it's fundamentally flawed and should be scrapped. Those issues can be overcome with less effort than it would take to totally overhaul the mechanic.
I think you're missing my point a little. Increasing production rates will not increase stock levels, because the towns will just grow bigger and end up consuming more. That's the problem. Arbitrarily tweaking production/consumption rates will not help.
Sure, you could accomplish it by doing it that way. But the stock levels absolutely
can be increased by tweaking the consumption rates. Take tool consumption in a 3100 prosperity town for example. With the formula and multipliers mexxico provided we can see that they would spend [(3100 x 0.035) + ((3100 - 3000) x 0.07)] = 115 denars on tools each day. Here is the price of tools at low quantities in a ~3100 prosperity town:
So because 115 < 186 they won't buy/consume any tools that day (no idea if partial consumption is a thing. They might have 230 denars to spend on the second day). But as the stock of tools increases, the price will fall and eventually they will cost <115, so the town will consume one tool a day until the price rises back over 115. If the price falls to 57 denars a piece because of a large surplus of stock, then the town will buy/consume
two tools a day because (57 x 2) =
114 is less than the
115 they are willing to spend on tools a day. If they tweak the multipliers for tools so a town is only willing to spend 80 denars a day on tools at 3100 prosperity, then the stock will accumulate until the price of tools falls below 80 and they begin consuming them (assuming caravans don't cart them away first). You can also raise the production rates of tools to increase the amount there are to spread around in the world. They've specifically set it up this way so they can easily tinker with the numbers.
Edit: After a little bit of testing, it does appear that towns will roll over their budget for an item to the next day if they don't have enough allocated for an item. For example, if a town of 3000 prosperity has a budget of 24 denars a day for wine, but the price of one bottle of wine is 90 denars, then the town will consume it after the 4th day.
Edit 2: There may be some bugs with consumption budgets though. I had a period where my town consumed a bottle of wine multiple days in a row when the budget should not have been able to afford that according to the formula. It went back to normal consumption eventually though. Might be worth investigating a bit more. It's also possible there's more to the consumption mechanic than the above equations.
When going deeper I see it raiding Tevea is set to -1000000 because it is tutorial village and someone tried to disable raiding to there but they did it for all game unfortunately.
@Badcritter Looks like you called it haha!