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Though bread by itself kind of sucks as food, you'll want to grow Greenfruit or Cactus so you can make Foodcubes or Dustwiches since those have higher NU values.
You'll probably still need to buy food until you get the situation under control and you start producing more food than what you are eating.
You should aim for foodcubes or gohan production eventually although this will require hydroponics for most of the map..
Like cacti, meat can be combined with bread to make "longer lasting" food once you've got enough grain fields going. I figure adding one farmer for every four fields works out about right.
How many people do you want to feed on 1 what level fertility field?
Race matters too, not all eat the same amout.
You didn't build a field and think you don't need food until after the first harvest?
Do you have light? Darkness ruins the harvest even with high skill.
That is if you have good farming skills to begin with. If yours is low, they'll ruin most of the harvest with their lacking skill.
I know that someone made a good lists for such calculations.
Keep only few guys assigned to harvesting. Low skill means they will mess up and you wont get much from the harvest.
I settled in the Okran's Plains, or whatever the name is, near Blister Hills, so I first trained my farmers by harvesting the fields from the Holy farms. Now in my base, with 3 L wheatstraw fields and all the meat I gather from the river raptors, I can make more than enough food for about 20 not-Skeleton guys, about 1/3 being Sheks.
I'd say, for starting, stealing from farms lets you gather the ressources to build your first farms and train your farmers at the same time
Dedicated farmer recruits seem to be pretty rare - I've only found one, and she was a unique. Doesn't take all that long to train a new recruit to a workable level yourself, though. Just don't get too many, or they'll all gain too slowly due to a lack of work.
You do need to keep buying food while you wait for them to git gud, but eventually you'll be making more nomnoms than the vendors can provide. In the meantime, training weapon and armour smiths will get you a ton of excess equipment to trade.
Beds may help. Sleeping team members drain their hunger bars much more slowly than standing ones.
While a full backpack isn't exactly accurate (size and food used), it sounds like quiet some chars.
The guy who mentioned that darkness ruins the harvest, I think what he really meant to say is that your characters who are actively harvesting the crops suffer a large penalty if they are working in darkness. This is true for all crafters whether its an armor smith, medicine crafter, etc. The way to get around this for farming in early game is to just make sure you harvest the crops during daylight. If you have around 10 guys or so you will need a lot of farms it can be difficult to try to light it all during early game.
Its been awhile since I played but if I recall its about 3 XL farms of each type per 10 characters for steady production. If in a climate where the crop yield is less than 20% then you probably want at least double that. It will take a lot of water. It also takes a few cycles for the skill gets decent to where you aren't losing a ton of crops. Start with just 1 or 2 guys on farming then when their skill gets high mix in one new guy at a time.
Ah. Right.
So the game's non-modded maximum is 30, and it's balanced accordingly. You want a high level of food production already. It's a bit late to start thinking about it now.
So instead of "a xl wheat farm (arid)", you really want about five or six of those, and nearly as many cactus farms. Throw in a few hemp (since cotton won't grow, and you need fabric), and that'll be around enough to keep about four farmers busy. Stop turning plants into food until you've got those extra plots built - you'll just have to rely on meat and purchased eats until then.
Upgrade your wells if you haven't already - one won't cut it, and you don't want a bunch of workers stuck on them, so you need the automatic pumping versions. Build a few, assign a hauler to a water storage, and to storages for each of your crop types. One hauler can typically keep up with a bunch of destinations.
A lot of other jobs are periodical. Your researcher could also be an engineer, medic, and corpse hauler, for example, and would probably still spend a lot of time idle. Having characters that're "just" medics is terribly wasteful.
Likewise, start thinking of everyone as a fighter. When you go out campaigning, there's no need to leave people behind at your base.