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Philipp
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Instead I'd rather encourage having planting a variety of crops, since people like having a selection and not eating the same food all the time.

One common solution to encourage this is to give some bonus for food variety. The more different kinds of food are available to the colonists, the happier and healthier they are, which improves their performance in some way.

On the other hand, I'd rather abstract away different kinds of food as much as possible, to not overwhelm the player with tracking a multitude of near identical resources.

This is mostly an UI problem.

A common solution to this problem, as seen in many successful colony builder games like Dwarf Fortress or Rimworld is to design the inventory UI as a tree view with multiple levels of subcategories the player can expand and collapse. That means a player can see that they have 120 "Food". But if they want to know more precisely they can expand that "Food" node to see that they have 82 "Meat" and 38 "Vegetable". And then expand the "Vegetable" node to see that they have 12 "Strawberry", 21 "Lettuce", 4 "Pumpkin" and 1 "Grapes".

Similarly, the player can create stockpiles or item orders on any of these level. So they can designate a storage for "Pumpkins", "any Vegetable", "any Food" or "anything". That means the player can micro-manage by setting very precise designations if they want to, or macro-manage if they don't care what their colonists eat as long as they don't starve.

Note that if you intend to make micro-management optional, then you need to make sure that the macro-management settings still lead to acceptable results. For example, if reaching a large food variety bonus is important in your overall game design, then setting a food stockpile to "any food" should result in the colonists automatically filling it with a wide variety of food instead of just filling it to the brim with nothing but cabbage because there happens to be a cabbage patch nearby.

Philipp
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