How important is mood in the game and how many factors can effect it
mood < 20 (on a a scale of 0-100) means you can only gather and eat food - nothing else. You are not motivated enough to do anything more.
everything affects mood, and i do mean _everything_. the weather, illness, injury, events, social interactions, successes, failures, pursuing interests, combat results, actions - you name it.
In general everything in the game affects everything else (where it makes sense). So almost everything in the game can have an effect on variable stats, skills, inventory, relations, etc.
If it's a important stat then I would like a few meals that can have a lasting positive effect on it to counter any negative effects that could happen with out me noticing. These food can have a high difficulty and still work.
More complex meals generally boost both food and mood more. So a nice meat and veggie soup will make up for a couple meals in a row of the same old same old eaten previously. The game already does that.
This should work, maybe it should also give a small boost, I always feel better after eating my favorite food.
All foods give both a food and mood boost. And some boost water slightly as well - things like fresh fruit. The game already does that.
An extra mood boost if its your favorite vs the mood boost everyone gets makes sense.
If you are going to have that many then it helps to have some incentive for players to try new ones
Tell me about it! <g> I started with 31 types or so, and all anyone ever ate was nuts and berries - including me! It was just easier, and it didn't bother my character that they ate the same thing all the time, so there was no reason not to, other than for role-playing sake. So I added "mood nuke from same food all the time".
The penalty for eating the same thing will help, although I find that if each food has it's own stat boosts it also helps as a incentive.
Well, the game already does both, so I think I have that covered! :)
In your game if trading is possible, random selecting what items will be sold at a higher profit would mean that if players stored different food types, there is a better chance of having one that sells for a high price.
The game has trading, but not really variable "prices" per say. Its more like you put out one or more items, and indicate which of their items you which to exchange for yours, and they say yes or no, based on the general value of the items - never making an unfavorable trade.
So they will accept pretty much any items in trade, as long as the total value equals what you want from them. And like everything else in the game, needless to say, variable stats, skills, relations, the price of rutabagas in Outer Mongolia, the kitchen sink, etc. all affect whether they accept a trade offer. <g>