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3a. don't eat raw food. simple or fine meals have the same nutrition as 18 raw food (and take only 10 to cook). For even better effect, Nutrient paste meals have the same nutrition as 18 raw food and take only 6 to make.
3b. Make bigger fields. You want to be producing more food than you'll eat. You also want a buffer. If you make too much food, you can sell it or store it. If you consistently make too much food, you can repurpose some of the growing tiles for non-food crops to sell or use. You don't want your fields producing "just enough" because a blight or raid can ruin significant portions of your food supply.
3c. Make sure that as your colony grows, your food supply grows with it. Also make sure that as your colony grows, each person is actually contributing. If you already have a great crafter, getting a new pawn who's pretty good at crafting, but won't do other jobs looks ok at first...hey, 2 crafters, make stuff twice as fast. But your first crafter probably wasn't crafting 24/7 anyways, so the second one won't actually bring anything to your colony except another drain on your resources.
Mostly 3b.
Nice point about the corn vs potato sensitivity, i had a lot of potatoes on rich soil (140% fertility) now i see it was a mistake, should have planted the potatoes on normal soil and focused the corn on the rich soil.
Any explanation on why "corn plant" has .40 nutrition while "corn" has 0.05? You answered but i don't think i get it, because the yield and growth speed are entirely different stats from nutrition, so i don't understand how that clarifies the disconnect between .4 and .05
3c(1). Don't be afraid to add a night shift. Night owls get mood debuffs for being active during the day, but normal pawns do not get those for being active at night. I've found it so much easier to have my cook working the night shift so that he/she can clean the kitchen and then get meals prepared for the coming day without interruption. Setting a person to sleep from 10am to 6pm (1000 - 1800 hours), the same sleep cycle as a typical Night Owl, is best.
3c(2). Setting up two shifts of crafters is great if you're mass-producing a product. Growing that sweet smokeleaf and winding up with too much to conveniently process quickly? Set up two Make Smokeleaf Joint bills on your drug lab, and assign one of those bills to your day crafter and another to your night crafter. This works even better with mass-produced items that take a while to make, like components and advanced components. With two bills, both shifts can work equally well. With only one bill, if a component is half-completed, then no one will start to make another one until that first component is completed.
That said if you are determined to live on a knife's edge you can just look up how much nutrition a pawn needs per day, look up the nutritional value of your food item of choice, and do the math. If your colony needs 580 nutrition a day and a potato is 0.05 then you know how many tiles you'll need soon enough.
Small note. I think even talentless pawns can be useful. You can disable everything on them except moving things and cleaning and flipping switches etc, and disable those tasks on your useful pawns. That will free up the talented ones to do more essential work. There's so much hauling in this game it can definitely quickly become a full time job.
The 0.4 on the corn plant is what animals get from it, since they can eat it off the ground. The 0.05 nutrition we see on the actual corn is how much nutrition for a human if eaten raw. Since it makes 22 units, then each plant gives 1.1 nutrition for a human (raw), or only 0.4 for an animal since the animal eats the plant whole and not the individual units.
Heck a horse produces a ton of meat if you up for that. Also now you can be a cannibal via religion or just set it so they accept human meat as any other form of meat.
I mean the crops are only a pain when its harvest time they spend a day picking a feild clean and replanting then days where at best they put out a fire if lighting strikes near it.
Rice remains the most efficient source of nutrients on 100% or better fertility soil. Each tile of rice planted used to yield ~0.06nu per day on average on 100%, and 0.08nu per day on average on 140%. This is going to be slightly reduced now.
I don't have the numbers handy so I'm just gonna make up some simple numbers for easy calculation. You need a total of 2 nutrition per day to prevent going hungry.
Well rice, raw, has .25 nutrition. So you need 8 rice to eat for a day per person.
Potatoes have .33 nutrition, so you can also alternatively eat 6 potatoes.
Corn has .5 nutrition so you only need 4 corn to avoid going hungry.
The nutrition is how many of that crop you need to satisfy your hunger, which is independent of how many are yielded when you pick one from the field. So if you subsist entirely on rice you will go through 500 rice a whole lot faster than going through 500 corn.
The catch is the low nutrition foods also grow faster. You can get 2.5 to 3 harvests of rice in by the time that first harvest of corn finishes, it's just much more labor intensive harvesting and planting over and over; and takes up more storage space.
Cooking meals is also more efficient for nutrition vs resources. You get more nutrition for the same input, meaning you'll go through your stored food faster if you make sure to cook it all first rather than eat it raw.
IIRC the math showed potatoes as the optimal crop if you are looking for the most nutrition in the shortest growing time. Corn has more nutrition per crop, but is offset by the additional time it takes to grow it. No idea if that's been rebalanced though.
Just going to be blunt, no offense meant, but none of what you said is accurate. All raw food (other than eggs) has the same nutrition value, 0.05. The difference in plants is pretty subtle, rice is the best nutrition per day by a small amount, but is the most work, corn is almost as good but takes a long time to grow which also means it's less work, potatoes are worse than rice and corn slightly but grows better in gravel, berries are the worst by a small amount but can be eaten raw without a mood debuff.
Actually cooking a meal doesn't seem to make a diffrence if its rice or corn in it. They still eat same amount of meals a day, and it takes same amount of plat and meat to make them. Like what Astasia said you get more rice faster, but corn is slower to grow and makes about same amount of meals. Issue is more about work load rice is best in hurry, but means you got harvest and replant way more often, corn you get about same amount of food but you harvest and replant less.
having corn fields that harvest one or two times a year and that is your entire food supply, you'd be making a lot of corn fields for that. Dangerous way to play though since blight can hit and random events during a year. but the huge benefit is labor cost.