Once you start cooking food, though, every 2, 3, or 4 (depending on the meal) will result in one prepared meal. So 1 seed = 1 plant = 2 food = 1 meal...
Then why would anyone cook? Just leave it as raw food, it feeds two dwarves.
Well why does anyone cook now? You can leave your food as raw food and it feeds two dwarves anyway. The 2, 3, and 4 food items per meal is in the game now, it isn't anything new that's being suggested. Personally, I never cook plump helmets as I like having a large backlog of seeds in case of emergency. I think, though, that dwarves should prefer cooked meals and, after a certain point, should get unhappy if they aren't available. Of course, this would compound with the "no seeds from cooking" thing...
Perhaps it would be nice if we could use Process Plants to extract seeds from plants like Plump helmets, letting them be cooked while we get to keep the seeds? :3 Novice or dabbling processors would fail more often than not, though, with legendary possibly being able to retrieve two or three seeds.
WHY "shouldn't" it be needed, I need considerable space for everything else in the game? Your just asserting your position without any actual argument. As for making some some 'new mechanics' pops up mid to late game I could see things like drought, locusts, crop blights etc etc afflicting the Fort but their random not something that just happens because the population is larger. Thats called changing the rules during play and will throw off the player. Farm output should be consistent and based on properties of the soil/water/weather and the Planter. Early game we get Plant gathering, abundant hunting and most importantly a wagon full of food to start with (I could certainly see more food being in that start wagon and the first years trade wagon just giving you a big load of food for free) so we are running a food deficit until farming ramps up.
It shouldn't be needed as a fix itself. Larger farm size or more farms should be an effect of the solution, NOT the solution itself. I asserted my position while making an argument, I suppose I just failed in properly linking the argument to be a reason as to why my position is valid.
See, I don't think the fix for farming should be "Just make us need larger fields" as that's a shaky fix at best. There should be hard mechanics in place that put the need in place to have larger fields. Forcing people to have 10x16 farms is all well and good, as long as there's some mechanic that is in place that makes that efficient. Although I think it's still an absurdly large farm size, so be it if a mechanic makes it efficient.
There should be some reason
in the game as to why a larger field or more fields should be necessary. Just increasing the space needed per plant (or the base farm plot size) is like using your finger to plug the hole in the dam. It's a weak fix, at best. At least on its own... Of course, paired with upkeep and a few other things, you likely wouldn't even need to modify field size. It would just be a natural progression that players would need more or larger fields later on in the lives of their fortress.
Personally, I like the one seed for one crop idea. It has the most plausibility and would work the best early AND late fort. For 7 crops for 7 dwarves, you'd need 7 seeds and 7 tiles. For 200 crops for 200 dwarves, you'd need 200 seeds and 200 tiles. Makes sense to me. That's a 10x20 farm just to produce one plant per dwarf. Food produced would be based on base fruit return (which I think should be 1, possibly 2 or 3 for quarry bushes as a 1-leafed bush is kind of odd) minus any mishaps and multiplied by the skill of the dwarf. Legendary planters should be able to get up to three times the base food return and should be able to avoid most mishaps. Novice or dabbling should frequently return with nothing.
See, I think an idea that was suggested that is along the lines what I've been saying is the 3x3 farm plot base idea... A "plot" would be 3x3 and one bunch of seeds would be used to plant. Skill level and care given to plants would then result in 0 to 9 plants growing, the fruits of which would be consolidated into one stack. An alternative is having creatable stacks or whatnot, like making a "maximum stack size" that all of the stacks would get like-quality food added to them until they were "full"... So if the max stack size was 5 and you harvested one group of 4 plump helmets and one group of 6 plump helmets, you'd end up with two stacks of 5 plump helmets in the stockpile.
I really don't get how we can have such nonfluid stack numbers anyway. I look at a "stack" as being a "bundle" of something. Now, I don't know what you all think, but a bundle should be modifiable... If there are only four onions in the mesh bag at the grocery store and there are supposed to be five, you don't get that one. You get the one with five.
Sorry for any confusion.