dtgreene: I think there should be some mechanic to make it not completely efficient [...] WIthout such a mechanic, one could end up not worrying at all about the location of new cities
Some kind of limitation, sure makes sense. There are other ways.
Imperialism limited the quantity of food that could be transported at any given time. How? Taking into account the capacity of the existing transport network. Improvements in technology helped as well, making eventually possible to build railroad bridges over rivers or swamps.
The game also echoes the revolution on transports in the XIX, with clippers and steam ships: they help greatly with sea transportation of food.
This limitation stands also for fast movement of troops, as was the case in the XIX in Europe, especially with the development of German railroad being a concern for the rest of European powers at the time, allowing fast movement of troops between the potential Eastern and Western fronts.
By the way. Imperialism had a nice food model that distinguished between cereal, produce, fish and meat.
Another way to make it:
Master of Orion 2016 allows for food redistribution among planets. The limitations are: only within the same solar system, only once an interplanetary system government has been built in one of the planets of the system and, of course, reaching the technology that allows said infrastructure to be built, around the middle game. That is, the limitation here happens via infrastructure and technology.
dtgreene: food spoils as it travels.
Not necessarily, at all.
Actually the real world largest limitation is
transportation cost and infrastructure. Thence the limitation is better modeled via the transport network or incurring in a cost per turn.
dtgreene: advances in transportation (such as flight) would help
Shipping food by air cargo is generally a terrible way of moving food around, beyond emergencies. Only highly-priced perishables can make it cost effective. However, the basis for world food lies with cereals, directly and indirectly. Produce and vegetables are substitutive goods and complementary food. They never make the difference in regards to undernourishment. They can be relevant for malnourishment, in a limited way.
On a side note, in the middle ages, a large part of the European peasant population was able to live on a diet based on wheat almost solely. The protein it contains was enough to survive when other sources were not available, occassionaly mixed with wild vegetables and fruit. For many native peoples in America, easily stored grain such as maize supplemented with beans made the local combo, as it is known.
Returning to the topic of
climate change, right now I do not recall whether
Civ II-IV took into account the effect of transportation, for example considering the length of track and road built. Probably not? Same with (intensive) agriculture? World population and city sizes? (this one maybe?). If not, that would mean that a part of diffuse sectors would had been out of the ingame mechanism.
By the way, transport is responsible for near the 30% or total emissions of greenhouse effect gases.
Edit: The two examples, Imperialism and MOO16, are next to each other now.