Seen an earlier post about food and had a thought on how it might be kept simple (I think), while still adding something meaningful.
Instead of making food a tangible resource the player has to manage directly, it could work more like wealth. Colonies generate a local food stockpile via a base + installations, population consumes it, and any surplus feeds into an abstract civilian shipping trade goods pool. Each colony then uses its available food level in unrest and population growth calcs.
Where this might add something is in the decisions it creates.
Local production would be the safer option, but less efficient. It requires more installations (which have to be built or transported) and performs worse on higher colony cost worlds, so pushing colonies toward self-sufficiency comes at a cost, especially on high CC planets.
Centralised production would be more efficient with a stacking bonus, focusing food production on a smaller number of core worlds and relying on civilian shipping to distribute it. That creates a situation where a highly efficient, centralised setup in peacetime becomes more vulnerable in wartime if those routes are disrupted, and means shipping lanes may need protection. Loss of food stocks would impact population and unrest.
This should naturally lead to a mix of self-sufficient and import-dependent colonies, with the player balancing resilience vs efficiency rather than following a single default optimal approach. Centralised would be easier for the player, but would open them up to trade disruptions.
For each colony it becomes a simple decision:
Do I build farms here or rely on imports?
Do I have the minerals and population to support local production, or is it easier to import and rely on protected shipping routes?
Or is this a longer-term colony that I plan to make self-sufficient later?
Because this uses the existing civilian shipping system, it wouldn’t add direct micromanagement save for building the farms mostly just new strategic decisions.
It might also lead to profitable routes for the civs. I know there was a change to how they decide which trade routes to take but can’t remember it now, but maybe this could factor into that.
One open question would be how to handle overproduction—whether excess simply remains unused, or gradually decays at high stock levels to avoid unnecessary civilian traffic or as another player dicision to try maintain balance in supply/demand.
Also, if it adds complexity for players who don’t want it, it could just be optional at game start. I think removing the link between food and pop growth/unrest is all it would take to disable it.