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Possible using triggers. Except that an upgrade cannot be researched multiple times. Maybe you mean different levels of the upgrade, if you say "each time it is researched".
Food
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to More Food
Actions
Player - Add 1 to Player 1 (Red) Food cap
Player - Add 1 to Player 1 (Red) Food max
Food cap and food max: one of them is the total food limit (100 by default) the other one is the food limit depending on number of farms. I don't know which one does what.
(Researched tech-type) Equal to Iron Forged Swords
Actions
-------- Total Limit: --------
Player - Add 1 to (Triggering player) Food max
-------- Farm Food: --------
Player - Add 1 to (Triggering player) Food cap
Food max = total limit
Food cap = current limit depending on farm number
If you want to change the total limit, you first have to enable it to be higher than 100 in the gameplay constants: Food Limit set to 300 for example
Now you use a trigger to set the default food limit to 100: (do so for every player)
Init
Events
Map initialization
Conditions
Actions
Player - Set Player 1 (Red) Food max to 100
Your default food limit is now 100 for every player, but because of the gameplay constants you can increase the food limit to up to 300 with triggers.
Whenever the upgrade is researched the food limit is increased by 1 for that player. So you also don't have to worry about upgrade levels in the trigger.
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