E.g. harvesting wheat, the maximum production value is 1/2420 utt. (Units per tick per tile). Measuring in utt seems a bit nonuseful, as the numbers are rather small to work with. Rather going by uutt (micro-utt) seems a good way to express efficiency, so I'm going with that and list it in this way. Of course, the maximum production value is only reached if there are enough townies doing nothing, and townies are kept as close as possible to the wheat seeds at all times, so that these are immediately harvested when they pop up into full-growth.
Here's a listing of relative production values in uutt, measured per tile. Now there is some calculus involved to getting the numbers. I do assume that the actual probability is a constant chance of all real values in between the average and the average +/- half the dice size, which for our purposes will be good enough (within 0.01% of the actual answer), to prevent having to do lots of work.
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Formula used:
f[p, v] := 1/(2 v) (Log[p + v] - Log[p - v])
p is the average production (base plus half die size), v the max. variation (half the die size). p-v>0!
Log is the base e logarithm
For v=0, the formula goes to 1/p.
Divide by 9 for meats (the building takes up 9 tiles!)
Eggs, Milk: Infinite
Radish: 481.4
Wheat: 426.1
Mushroom, Cave Mushroom: 322.1
Apple, Pear, Banana, Snowcherry: 129.0
Cactus: 128.3
All Meats: 38.6
Now we can use these numbers to look up the production of dishes, e.g. how many % filling can we make off of one tile per 1,000,000 ticks with each dish?
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Formula is, simply:
P/ (N1 / I1 + N2 / I2 + ...)
where N1 is the amount of I1 you need, N2 of I2, etc. And I1, I2 are the numbers for the ingredients ( so 426.1 for wheat, etc.), and P the fill percentage. Eggs/milk have infinite I so can be left out.
90 (i)Omelette: INFINITY
5, 15 (i): RAW eggs/milk: INFINITY
50 (i)Cookie: 21300
75 Bread: 15978.8
75 Mushroom Soup*: 12078.8
130 Banana Bread: 10444.5
20 RAW radishes: 9628
90 Jungle Salad: 9156.4
110 Snowcherry Pie: 8838.4
115 Baked Banana: 7417.5
85 Apple, Pear Pie: 6829.7
80 Banana Pie: 6427.9
100 (i)Cactus Soup: 6415
120 (i)Ham and Eggs: 4632
105 Pork, Steak: 4053
125 Mountain Stew*: 3892.1
100 Poultry: 3860
90 Badger: 3474
100 Meat Pie: 3267.8
150 Special Roast: 1930
*Desert only, unsustainable in other climates (bushes run out, snow for water runs out).
(i) Inflated due to the potential of eggs and milk. Stew is not since I expect obtaining water to be fixed.
There's a point to be made here, the lower filling foods should generally be more efficient, and/or easier to craft, while a high-fill food can have rare ingredients (snowcherry?). Note how bread is more space-efficient than even banana bread, contrary to what you might expect! Note: The wiki is wrong about jungle salad being much worse than banana bread. It's fairly close, and it's BEST, apart from those eggs, in jungle maps where there ain't wheat available. Also interesting is how good radishes are. Just eating raw radish allows real good land use. Too bad there aren't good recipes with them, because banana grows so slowly. Not that raw radish is a good option because townies spend too much time eating.
Now, I don't know if you've noticed, but the production seems a little too high for meats relatively, and massively off for eggs/milk, as well as too high in general. Farming requires too little space is the general issue. Now an animal farm, when used for meats, takes up actual space, as it takes up 9 tiles of land to produce an animal every X ticks. Just up X and we get balance with other types. Eggs/milk are the big issue and that's where the suggestion comes in.
Currently, a single chicken farm can theoretically sustain the maximum amount of townies you can possibly have on the map. (map is 256x256x10 = 655360 tiles, so you're looking at around 60,000 townies), by piling on a metric tonne of chickens in a small pen. The chickens will produce eggs every so many ticks and there's no limit to the amount of chickens that can fit in one tile. This just seems off somehow. Chickens also don't die, and even if everything had realistic lifespans, chickens can produce 1,000-2,000 eggs in their typical lifespans, so this would not really matter.
I suggest that animals till the tile they stand on when producing an egg or a milk. Grass grows back automatically in X ticks. Animals cannot spawn eggs or milk unless standing on grass / jungle / etc.
Would fix this and add a space requirement to this type of food. The exact space requirement can be balanced with X. If one is looking for somewhat harder gameplay still than this, growth can only happen iff there is grass in a neighbouring tile. For the optimalization freaks out there it just means for number purposes we can halve X. This is an interesting addition, as it will not harm a small farm with a few chickens, but large farms will need strips of fences to optimize egg throughput. What if a layedeggchicken is about to turn into a chicken? It can only do so when standing on actual grass.
The second thing, balancing meat versus wheat, is very well done.
And thirdly, perhaps the more important one, would be some difficulty setting for farming efficiency, which multiplies all the growth speeds by a factor to increase land use by just that factor. E.g. this would increase the growth speed of grass, the amount of ticks it takes for fruit to spawn, the growth speed of wheat and, last but not least, the speed at which animal farms generate animals. The user that wants to have a town with a more realistic land use (and really hard to start up) could have his way, as can the user that just wants food production small and simple. For me I'd like a factor of x100 or so, as I find I can supply quite the number of townies off of even a small meat farm, let alone what happens with bread.
Fourth: Why can't I obtain a bucket of water from the river in my jungle or desert map? That seems weird. It would make stews and soups possible in jungle maps, because you run out of bushes real fast.

