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They are inevitable if your dome looses power or water during their cycle.
In farms, they'll also occur if your firtility is low and you should make use of firtility increasing crops in your rotation (like soybeans).
Any of that actually helpful?
Hydroponics actually take up 3/10ths the space of a full farm, but they produce less per hex than a farm. Still, a hydroponics farm with 3 workers can feed your founders until you've cleared the founder stage and bringing in more people to work in a second dome specialized for farming.
Once you have either a farming dome or a medium dome which has enough space for a 10-hex Farm, admittedly the hydroponics farm is a waste of space and inefficent on workers.
Regarding crops in the Farm, I like to start out with a soybeans until the soil quality reaches 100% (or if I've already got the Utility Crops tech, do soybean > cover crops) and then switch to a soybean > potatoes rotation.
Ya I meant one farm produces more food than 3 hydroponics. On paper I had originally though hydroponics would be better food, since they have high upkeep and require more staff, and I figured 3 hydroponics was probably going to be a lot better than 1 farm, but that's simply not the case. It seems hydroponics are just for very early game food if you don't have farms or fungus farms researched yet. Then again there is probably a breakthrough that makes them amazing.
If the root cause is that there aren't enough farmers, then we need a way to tell colonists to stop moving out of the dome to the "fun dome" and stay there and FARM.
I've never seen a Farm crop fail, even with only 1 non-spec or off-spec worker and I use them exclusively because they're just better than every other option.
1. Hydroponics requires no tech to build.
2. Hydroponics can be set to fast producing crops to cover the gaps between farm harvests.
3. Hydroponics is an inside job vs outdoor fungi farm (so gains immunity to outdoor events)
4. What do do with left over 3 hex space?
5. It still produces oxygen.
6. The job slots count towards training botanists at academies to have spares.
7. You try keeping 3000 colonists employed.
Yep, that about covers it.... End of story...
Move on. Nothing more to see here.
I have found that setting my Farm to full priority & then limiting the number of worker slots will eventually get any Botanists in those slots & keep them there. Setting the dome filter to prefer botanists (thumbs up) will keep any in the dome from leaving for a better dome if they have a job already... usually :P
If I haven't got farms then one hydroponic building for the first dome then replaced as a dedicated farming dome with 2 farms. 2 well staffed farms can support a pretty decent number of people.
For crop rotation I go with soy beans - soy beans - potatoes on rotation, this will improve the soil from the starting 50% and get it up to 100 without it ever going below 90%.
I've found building a "breeder" dome (basically a very plush dome that doesn't do any "work") with the Martian University as early as possible has worked well. I find that the shuttles quite often run low on botanists so I bring a whole shuttle of non-specialists and feed them through the university.