Thanks.
I examined this problem deeply in last 4 days. Currently in our game influence system and prosperity system is a bit broken. I collected datas. There are several problems and I will give information about these problems. First lets start with datas :
Data 1 (total food change by time) :
As you see total food amount in world do not change so much. It changes between 30K and 40K. This is good. However because 1.4.1 has lots of wars currently these food do not distributed homogenously. Some kingdoms lack of food more than others because in all their borders they have wars. So caravans cannot travel and distribute food equally. I hope this war problem will be fixed soon. By the way in my all tests northern empire is first kingdom destroyed. This is another problem not related to food problem.
Actually there are not much towns starving. At least it was less than my expectations. It is about 25% (changes between 0%-50%) in 1.4.1, with fix of lots of war problem this value will decrease to 10%s probably. You can see at data 2 :
Data 2 (starving towns) :
In my test runs I could not see any towns going below 1000 prosperity but it is possible of course. I see when a town lose its prosperity somehow and drop below 1000 it is very hard for them to get high values back. Most important reason of this is even this town has very less prosperity AI continue to stock there high numbers of garrison, these garrison eat food and stable food income of town like villages barely feed garrison. I will add a code block for AI to stock less garrison in towns with less prosperity probably this will help much. So a town with 0-500 prosperity will get 25% of ideal expected garrison. For example if a town with 3000 prosperity ideal garrison strength is 300 a town with 1000 prosperity's ideal garrison strength will be 150, for 500 it will be 100 and go on...
Another problems I see is in long gameplays king and 1-2 big clans collect nearly all settlements. Especially king override all decisions and take settlements. Thats happening because town projects are nearly all completed in first 15 years. We have a project named forum and it give settlement owner high daily influence gain. At game start king clan have more settlements compared others after some time these settlements make their forum level 3 and they get very high daily influence and then they start to override all decisions. They collect more towns abd they get more influence. This causes king clan to have lots of settlements. For example in long gameplay king clans owns nearly 50-60% of towns. They get very rich because of taxes so they add more men to garrison. This also cause starving problem. Because it is hard to feed big garrisons. They make big food consumpiton. Please see example picture from year 1110.
Picture 1 : Year 1110 (King of Khuzati has 50K influence and 7 towns, 10M money) :
As you see in picture king have lots of settlements and lots of money and lots of influence all together. Because all variables feed each other in a spiral. There should be a penalty for having lots of towns. Even this seems less related to starving problem it is related.
Chart 1 : Ratio of completed projects chart with current construction formula (prosperity x 0.01) and my new suggestion formula (10 + prosperity x 0.005) :
Data 3 : Change of settlement datas according to time at 1.4.1 (projects are counted as level, 3 for level-3 as example)
As you see in datas castle projects are already built slowly but town projects are not because construction is only effected by prosperity which is very high (average 8x) in towns compared to castles. What I suggest is :
1-Changing construction formula to slow down construction of town projects. (10 + prosperity x 0.005 instead of prospertiy x 0.01)
2-Adding daily influence penalty -(number of towns x number of towns) to clans owning towns.
3-Workshop project at towns are OP. Their effect should be as small constant addition not multipication (currently increasing construction of town by 20%, 40%, 60% according top level 1-2-3). It should be additional 2-4-6 or 3-6-9 only.
4-Project costs also need to be doubled especially workshop, forum and aquaduct can be 4x. Not only changing construction formula to 10+prosperity x 0.005 is enough.
5-AI to stock less garrison in towns with less prosperity.
6-Of course there should be less wars in world, 4 in average not 10 like at 1.4.1.
These 5 small developments and 1 fix will make game better in lots of terms.
With influence penalty king or other clans will not want to get new towns after 2nd, 3th or 4th towns. Getting very much towns will cost you. So towns will have also influence penalty and this will stop influence inflation. So there will not be sceanrios where king clan has 7-8 towns but other clans have 0-1. These suggestions are not accepted yet. But I will try my best to make some accepted.
So all problems are connected. Starving-unbalanced influence/money. These problems are very important and need to be fixed soon.