this highlights the problem with the food system: either you have enough food to expand almost all the time and food becomes redundant (and indeed, if you have more food than you need at any one time then you gain no benefit vis a vis having just enough), or you don't have enough to expand which leads to a catch-22 where you don't have the food to expand your population so that you can afford to grab more food (or solve the problem in other ways). before the beta the former happened more often and we got city spam. now the latter happens and we get paralysis. neither is fun. the system is far too rigid and the only real solution is to move to a more gradual, food based population growth system as i have argued repeatedly
https://forums.elementalgame.com/397376
it wouldn't be so bad if they removed the food maintenance for outposts with no housing. this would actually make a hell of a lot of sense, because towns with no peole shouldn't consume food. this would allow people to grab resources in the early game without massive penalties. while on the surface this might appear to encourage settlement spam, settlement spam is not actually the problem: the problem is that all settlements end up exanding to similar sizes. any potential "resource rush" could be fixed by giving these 0-pop outposts 0 influence and the ability to only develop adjacent resources; then if they're swallowed by another faction's influence, destroy the outpost and give the resources to the new owners. this way instead of penalising people for expanding you're encouraging them to develop their settlements. building a settlement should just be the equivalent of placing a flag; it's the people that should matter. it's not like you can do anything with a settlement with 0-pop anyway.
if we still had essense, i would argue that sacrificing essense to create food resources would also be a great way of making the system more flexible. however, we don't, so.....
but yes, i would agree with the general idea that early game elemental is simply no fun. to be at a stage where i can train units i actually want to build, harvest shards and generate enough food and gold to do anything interesting usually requires me to be about 30 techs into the game. that's notwithstanding the requirements to get my cities to the level where they can build the troop training buildings to build any of these things i have researched (level 3 is too long a wait to be able to put 3 guys together, though i'd argue that barracks units would be better focused on reducing training times (increase base training time if need be) than being required for groups: there are too many individuals running round tactical maps as is). usually my sov's children are coming of age by this point.
similarly, i do not enjoy watching my supposedly powerful and infuential sovereign failing to defeat level 1 bandits in easy mode, nor having to wait round until he can even afford a weapon to attack with (i'll be damned if i waste valuable char creation points on equipment; these two systems should have been separated from the get go). nor do i enjoy monster armies with 85CR attacking my settlements on easy mode, when all i could possibly train at that point is a couple of peasants. this is effectively the game randomly decided to nuke my settlements (again on easy mode).
but the saddest thing is, that once i finally feel like i can train both militia quality groups of 3 (and maybe some archers for support) and enough mana for one or two summons, i find i can roll into enemy towns virtually unapposed: not only does the early game feel incredibly dull, it also seems to be most of the game 