I'd like to throw my 2 cents out there about the Prosperity/Food Production system.
I think the key issue here is that there is one trade commodity that is leagues above the rest:
GRAIN.
There seems to be a disconnect between grain's value as a commodity and it's impact to a settlement.
Quick recap first; when you look at a town's Food Production tooltip you'll see all the numbers that add and subtract together to get the 'Expected Change' in a town's food supply. Prosperity is the main negative to this number with 2% of total Properity being subtracted from the Food Production and a variety modifiers on the positive side, such as: food items based on a consumption budget, passive bonuses from operational villages, town improvments, and a flat passive for 'lands around settlement.'
If you look at the tooltip of a healthy settlement you'll notice one number that usually dwarfs the others:
+Grain. This number is actually how much of that item the settlement consumes daily from the town's Trade Menu. The breakdown of the foods consumed is based on a Consumption Budget (invisible to the player) and overall Prosperity (see mexxico's post
here). The consumption of grain is 2-3x higher than the next best food item, fish, and it only gets worse from there (that is, 500 grain may give a high prosperity town a +90 food modifier, while 500 fish will only give +35 or so). High consumpetion actually
adds to a town's food stores. The higher the settlement prosperity the more weigh grain holds relative to the other modifiers, especially because the passive modifiers don't scale with town Prosperity.
So, where does grain come from? Well, caravan's trade up to a few dozen per trip if you are lucky (many times none at all), and villagers will bring roughly 12-17 with them to market when they bring other goods,
except in the case of Grain Villages, which bring
120-150 most times. This effectively makes Grain Villages
8-10x more valuable than other villages for the purposes of Food Production. When your food stocks hit the max cap, then the Expected Change is added to Prosperity as a bonus modifier at a rate of 10% of the value (decimal truncated) which is called Food Surplus.
This makes towns such as Zeonica or Sanela the cool kids on the block because they have multiple villages bringing huge amounts of grain to them very rapidly. The further you get from these grain producing centers of the map the less prosperous towns are (poor Sturgia) because
caravans simply don't place enough value distributing this grain to the towns far from the grain producing centers, and the grain concentrates in certain towns it's 'made in.' This leads to a prosperity runaway effect as,
more grain available =>
higher Food Surplus properity bonus =>
greater prosperity growth =>
higher grain consumption =>
even greater properity bonus, and so on (other foods have an effect to a lesser extent). Places that have been besieged
only really start to recover once grain villagers start showing up with bunches of 120, and those who have none nearby simply don't recover fully naturally (fish won't quite cut it; anything else isn't even close).
So, I think in order to balance this either: the food consumption budget needs to be reworked to place less importance on grain and more on other food items,
or the grain villages need to be redistributed more evenly to reach towns which currently don't get visited by them,
or non-grain villages need to carry more grain with them to the market with the other items,
or the caravans need to put much higher value in getting grain out to towns without at least a few hundred in stock (could be others too or a combination of the above).
TL;DR: Grain is the golden goose of Calradia. It's disproportionately beneficial to towns compared to other food items, those with it get richer, those without do not. The citizens of the kingdom are picky eaters who scoff at fruits, fish, and meats and will only eat Wonder Bread with the crust cut off.
Sorry I for the wall of text haha. I actually have more to point out if anyone is interested, but I decided to cut it off because it was getting long.