3 Food Economy
Food is the primary constraint in Caverna. Every harvest, each dwarf must be fed \(2\) food (plus \(1\) per offspring). Failure to feed produces begging markers worth \(-3\) points each. This chapter formalizes the food conversion system and proves the universal food crisis that shapes all viable strategies.
3.1 Food values
Sheep convert to \(1\) food, wild boar to \(2\), cattle to \(3\). Donkeys have a superlinear pairing bonus: \(1\) donkey gives \(1\) food, but pairs give \(3\) food (a \(+1\) bonus per pair).
\(\text{donkeyFoodValue}(2) = 3\) and \(\text{donkeyFoodValue}(2) {\gt} 2 \cdot \text{donkeyFoodValue}(1)\), confirming the superlinear pairing bonus.
By computation: \(3 {\gt} 2 \cdot 1 = 2\).
Cattle gives strictly more food than wild boar and sheep per animal.
\(3 {\gt} 2 {\gt} 1\).
Vegetables give \(2\times \) the food of grain (2 vs. 1).
By definition of food values.
3.2 Gold-to-food conversion
Converting \(n\) gold to food yields \(\max (0, n-1)\) food. This is lossy: \(1\) gold is wasted as overhead.
\(\text{goldToFood}(2) = 1\) and \(\text{goldToFood}(1) = 0\).
Direct from the formula \(\max (0, n-1)\).
3.3 Feeding costs
\(\text{feedingCost}(d, o) = 2d + o\) where \(d\) is the number of adult dwarfs and \(o\) the number of offspring. Only dwarfs consume food; animals never do, so the breeding phase that follows feeding has no effect on the cost paid in the same round.
Per the rulebook, a player may convert goods to food in the feeding phase but is never required to. Any food still missing after the chosen conversions becomes begging markers (\(-3\) points each). The convertible set covers grain, vegetables, all four farm animals (sheep, donkeys, wild boars, cattle, including the donkey pair bonus), rubies, and gold. The formal model captures this choice via a FeedingPlan (Definition 1.7) rather than fixing a deterministic conversion order.
\(\text{feedingCost}(2, 0) = 4\).
\(2 \cdot 2 + 0 = 4\).
\(\text{feedingCost}(5, 0) = 10\) and \(\text{feedingCost}(5, 1) = 11\).
By computation.
3.4 The universal food crisis
Player 1’s starting food (\(1\)) is strictly less than the first harvest feeding cost (\(4\)): \(1 {\lt} \text{feedingCost}(2, 0)\).
\(1 {\lt} 4\).
\(\text{feedingCost}(2,0) - \text{startingFoodP1} = 3\). Every player faces a 3-food deficit at the first harvest.
\(4 - 1 = 3\).
Both players face a food deficit at the first harvest: \(\text{feedingCost}(2,0) - \text{startingFoodP1} = 3\) and \(\text{feedingCost}(2,0) - \text{startingFoodP2} = 2\). This structural constraint forces every viable strategy to solve the food problem within its first \(3\) actions.
Player 1 starts with \(1\) food and needs \(4\), a gap of \(3\). Player 2 starts with \(2\) food and needs \(4\), a gap of \(2\).
Rubies can be converted to at least \(2\) food each, serving as an emergency food source.
By the ruby conversion rules.