Aven Colony

Aven Colony

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Is there any reason to build a farm vs. greenhouse nanites being equal.
If you have the nanites, does a t3 farm eventually outproduce a t2 greenhouse, including the lose of winter production?
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Showing 1-15 of 29 comments
ForgeTec Jul 30, 2017 @ 5:13pm 
personally I use green houses I do find it odd 50% reduction in winter I think there power should go up but over all I tend to play frozen worlds more often
Knoxx212 Jul 30, 2017 @ 5:51pm 
Less natural lighting so reduced growth in the winter makes sense. A nice feature would be an edict "Artificial Lighting" that would double the power requirements but eliminate the -50% growth in winter.
Meister_Leuchte Jul 30, 2017 @ 6:06pm 
i never use farms. they are too messy with their half random field placement plus they don't produce anything during winter. so you need way more nanites and space to build storage for a bigger supply.
and the worst thing is: during winter the workers just stay in there doing nothing anyway.
terrible building. may be good at the very beginning of a mission but after that recycle asap.


Originally posted by Knoxx212:
Less natural lighting so reduced growth in the winter makes sense. A nice feature would be an edict "Artificial Lighting" that would double the power requirements but eliminate the -50% growth in winter.
Originally posted by ForgeDrake:
personally I use green houses I do find it odd 50% reduction in winter I think there power should go up but over all I tend to play frozen worlds more often

http://steamcommunity.com/app/484900/discussions/0/1471966894878133210/
LadyAquanine735 Jul 30, 2017 @ 6:12pm 
In the tropical and desert locations, I use farms in addition to greenhouses, mainly due to the fact that early on in the game, I won't have a lot of nanites to spend on, and I don't want my people to starve immediately. It also boosts food production in the warm hours of the "day." It's a way of saving on nanites early in building your colony, and can sometimes help in survival, like in Cerulean Vale or Eden Crater.

Now if you are in a polar area, farms are kinda futile in the climate. Eden Crater can also be a pain, but if you're desperate for food, go for it. You can also upgrade the farms to Tier 2 and 3 later on when you have more nanites to spend.
Alexandra Lorular Jul 30, 2017 @ 7:02pm 
Honestly I'm having trouble with the 90% approval mission in the artic zone.
spark.milanders Jul 30, 2017 @ 7:33pm 
Originally posted by Alexandra Moldovia:
Honestly I'm having trouble with the 90% approval mission in the artic zone.
That one is hard to get I needed to use a lot of drugs, plenty of food,etc. I found what really helped was to put in extra Bar & Grill's and set them to food quality instead of entertainment. Then also make sure you have hospitals spread out, at least one VR center, and a few shopping places.
Blackdragonbird Jul 30, 2017 @ 8:05pm 
No point at all. Some buildings in this game are totally desnecessary.

Maybe the devs add some advantage to farms, right now a tier 3 farm produces LESS than a tier 2 greenhouse, and the greenhouse keep producing in winter.
Narkulus Jul 30, 2017 @ 9:10pm 
Originally posted by Blackdragonbird:
No point at all. Some buildings in this game are totally desnecessary.

Maybe the devs add some advantage to farms, right now a tier 3 farm produces LESS than a tier 2 greenhouse, and the greenhouse keep producing in winter.
I think the point of farms is to get your colony up and running, and then you can dismantle them in favor of greenhouses later if you want. Power is the same way, wind turbines become too weak as your colony grows and larger power sources are required.
Alexandra Lorular Jul 30, 2017 @ 10:04pm 
I'm actually curious to the devs thoughts on this, why did they make it the way they did.
Blackdragonbird Jul 30, 2017 @ 10:16pm 
Originally posted by Narkulus:
Originally posted by Blackdragonbird:
No point at all. Some buildings in this game are totally desnecessary.

Maybe the devs add some advantage to farms, right now a tier 3 farm produces LESS than a tier 2 greenhouse, and the greenhouse keep producing in winter.
I think the point of farms is to get your colony up and running, and then you can dismantle them in favor of greenhouses later if you want. Power is the same way, wind turbines become too weak as your colony grows and larger power sources are required.

You always starts with enough nanites to build a full infrastructure. Even playing in sandbox with low starting resources.

Like I said, in this actual state, farms have no meaning. Maybe if the devs make them produce, like 25% more than a greenhouse in the summer, they became worth it.
windfinder21 Jul 30, 2017 @ 11:18pm 
Windmills always give you .666 power per nanite
level 3 Solar panels give you ether 0.8666 power per nanite or 0.4333 power per nanite

They both also do not require any workers so work great in locations far from a Hab, or in the ocational lone spot that is not connected to a tunnel as they will not require a worker to walk though a building to get to them.

Think of them as ways of offseting the power demand of infristructure (tunnels, Lightning towers, Plasma turrnets.

If you think of the solar pannel at its winter value (13 power not 26 power) each one still offsets the cost to run one plasma turrent. so if you only ever build a Solar and a plasma turrent at the same time together that is 52 nanites a installation, throw in 1 extra wind turbine and you can power up to 9 tunnel sections to push that defence enplacment out away from your base and give your self room to grow for 61 nanites. throw in 2 windmills instead of 1 and you can power 2 plasma turrents and 5 tunnel sections for 92 nanites

for 48 nanites you get power for 2 plasma turnnets and 5 tubes

Or you can look at as for that cost you enable one of your workers to LEAVE a geo-thermal plant and go work someplace else. and workers, unless you expand your jobs slower then you bring in people so that you always have some unenployment, are the most valuable commodity in this game as they make each building they work in produce (and/or more then if they where not in there.
morpheus Jul 31, 2017 @ 12:00am 
Originally posted by Alexandra Moldovia:
Honestly I'm having trouble with the 90% approval mission in the artic zone.


Originally posted by spark.milanders:
Originally posted by Alexandra Moldovia:
Honestly I'm having trouble with the 90% approval mission in the artic zone.
That one is hard to get I needed to use a lot of drugs, plenty of food,etc. I found what really helped was to put in extra Bar & Grill's and set them to food quality instead of entertainment. Then also make sure you have hospitals spread out, at least one VR center, and a few shopping places.


If you talk about the first arctic mission (not counting tutorials), i did it yesterday on insane, before i got 100 or 200 people. Build an intake fan next to the geothermal vent and upgrade it to 3.
Last edited by morpheus; Jul 31, 2017 @ 12:21am
Alexandra Lorular Jul 31, 2017 @ 12:03am 
I think it's the second, but I got passed it.
draconins Jul 31, 2017 @ 11:20pm 
Greenhouse outproduces farm, and the worst part, farm basically stays on through winter (power and workers are still on) doing nothing. I thought farm would be more useful if it is off during winter, so it reduces power consumption, making Solar Panel more useful.
morpheus Aug 1, 2017 @ 12:42am 
Originally posted by draconins:
Greenhouse outproduces farm, and the worst part, farm basically stays on through winter (power and workers are still on) doing nothing. I thought farm would be more useful if it is off during winter, so it reduces power consumption, making Solar Panel more useful.

Yet a T1 farm costs less than half of a T1 greenhouse. (9 vs. 21 iirc)
Also the farm uses the best tiles for the crop as far as ive seen, not 4 specific ones.
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Date Posted: Jul 30, 2017 @ 4:15pm
Posts: 29