[I make no apologies for the multilingual pun in the title.]
I find bread very disappointing in FF on both historical-immersion and mechanical grounds. Bread, in medieval diet, was the most important food by far. In FF however, bread is a tiny part of the diet that’s only worth making to get extra food diversity for Manors and Mansions - it’s almost as much of a luxury as sweet pastries. Instead, our villagers gorge themselves on vast quantities of milks and cheese, which kills some of the vibe the for me.
I think that it would be better if bread was balanced to be a high-investment high-reward food. It should be relatively hard to setup mass production of bread but, once you have it, it ought to out produce any other farm crop. Would it not be nice if a well developed village was surrounded by grain fields and full of bakeries, with a little meat, cheese, veg and fruit on the side to complement the diet? I think we can accomplish this with small tweaks that improve the weak points of bread making.
Farming
The three grain-producing crops are all kind of weak in the game. Buckwheat has a low yield; and an awkward seasonal, disease and duration combination that makes it really hard to fit into most crop rotations. Wheat and Rye both have a huge negative effect on fertility for yields that are just okay.
One solution would be to give grain crops a much longer growth period (so higher final yield) by having them be an over-winter crop: planted in fall, harvested in spring. That would be a big change to the game however. Simpler would be to massively reduce the time it takes to plant / harvest grain, so that the same number of farmers could manage far larger farms; which historically makes sense. The simplest would be to increase the yield and/or lower their fertility impact.
Mills and Bakeries
All other foods can be eaten straight away, but grain needs to be milled and baked to become edible. That’s nice, it’s the high-investment side of things, but it is lacking on the high-reward side of the equations. Mills and bakeries are pretty expensive, need a lot of workers, and produce food relatively slowly. When all is well, 1 windmill and 1 bakery (so 6 workers in total) can make about 1000 bread per year. By contrast, a single smoker in a much cheaper building can smoke the same amount of meat, and an equal number of preservists can pickle 3 or 4 times as much.
Instead of going 10 grain → 10 flour and 10 flour → 10 bread I think that going 10 grain → 15 flour and 10 flour → 12 bread would be fairer. Doubling the amount of workers a windmill can house might also be justified.
Food Reserves
In the comparison of work time above, the other examples involved making food longer lasting. Bread, of course, works the other way, starting with long lasting food is supposed to be its key advantage. Except that grain doesn’t count towards food storage! You could have 10,000 grain in your granaries, and your villagers would still be unhappy about having only 2 months worth of veg and meat available.
The solution, naturally, is to allow grain and flour to count towards your food reserves despite them not being edible. I made a mod (not yet uploaded) which does just this. To prevent exploiting this by storing lots of grain and never bothering to bake it, I capped the amount of grain/flour that counts as food reserves by the amount of bread consumed in the last year. The justification being that nobody is impressed by your stockpiles of wheat if it never got turned into food!
This is a nice boost, but not as game changing as I expected. Because of how hard it is to grow grain, even with this changes having the bread-production-line contribute more than a couple of months of my food reserves is really tricky.
Food Distribution
Even if you make enough bread, the way villagers chose what to eat and what to stock residences / markets with means that it’s pretty hard for bread to get chosen. So a lot of what you make is likely to spoil.
This is part of a broader problem with the logistics of the game IMO, and especially the way it handles individual food vs the broader food types. Not to blow my own trumpet too hard, but Balanced Diet fixes this issue pretty comprehensively for me.
I think that putting all these changes (or even just the last 3) might make mass bread production a feasible, desirable, and rewarding goal for the late game. In fact, there’s a risk that it makes late game food production too easy and upsets the balance of the game. Addressing this increase in late-game food without hurting early game balance might be tricky. Perhaps a 5% appetite increase (as a reverse teeth-of-the-ascetic effect) per house tier for the villagers who live in that house might be about right? It makes sense that more affluent villagers would want to eat more (not just in diversity, but in amount).
That turned out to be more of an essay than I expected. I’m curious if people agree that bread production is rather lacklustre at the moment, and whether that’s actually an issue, and if my proposed changes sound like a good solution. Or have other ideas to contribute to the brainstorm breadstorm.




