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You also need wheat of course to make xeno bread (I'm guessing you already know that?).
If you up click the checkbox in crops, those few are edible when grown.
When you select the type of stuff to grow you have the choice between edible and non-edible produce. I would always start out with edible food. Its not very complex but it gets the work done so brokkoli, rice and barley.
If you dont habe any storage room your farm/greenhouse output has nowhere to go so make sure you have enough space available.
Thats pretty much all I can think of
If you have problems with people not getting to work, build the hover car stations near the major workplaces and the residences.
You want to grow what is best for the soil for your first edible crop. Some maps it is Broccoli. Others are Melons and the final map type I think is Barley / Rice. Whichever crop it is that has mostly bright green "fertile tiles".
Processed foods, like Bread, do provide more overall food per unit of production. But as bread requires you to Mill Floor, then Bake Bread, and Mills are costly to build (in Nanites, Power and Workforce) its only really an option for a mid-tier colony. I believe the alien foods provide the most food, but require you to first research it and then you must farm it and then mill it.
With farms too, if you build on a tile with a farm tile on it, the farm will automatically place a new farm tile nearby. That way if you need to place some structure near the farm, such as a hover car station, you can do so.
You can make the enhancer Xenoglow from xenosage, but that just increases happiness, but doesn't do anything for hunger. You can add xenosage to the other alien stuff to make the other enhancers.
None of the alien stuff is edible without mixing it with something Terran, usually flour.
The thing that tickles me is... somehow potash works on alien plants too. :D
probably a balancing decision rather than capability ^^
That's a good suggestion, but, it is probably too much work. Might be handy for a faster getting started though!
I normally try to farm every different type of crop fairly fast. The higher yield gets the greenhouse, the low yield gets the tier 1 farm.
There is really only 2 useful Alien crops, which i usually try to research fairly fast. All the rest are hamstrung by needing flour, so they wont get researched until much later on.
Then i will have 1 mill specialised on primary foods - Flour, groji beans and the other one (i forget) and a second mill doing everything else, + flour, that is usually enough.
You have to be careful farming too much alien crops though, because some of them love to pile up in your storage, and it can be a freaking pain!
Food can also run out if your morale is low... because building efficiency is so freakishly sensitive to morale in this game, once morale gets too low, your colony will experience a morale cascade failure from which there is no recovery.
Mind you, not using t3 farms is a mistake. Because with the same 5 people, you can work the plots of land equal to two t2 greenhouses in terms of raw production. And, a single T3 farm will cost you about 15 nanites, whereas a T2 greenhouse will cost 35 nanites (or so; haven't played in a while). Add potash on top, and you get tons of production during the summer. But again, idling and reactivating is extremely tedious, so I don't bother with it the full length of a campaign session.
And the 2 useful alien crops includes the one that can be turned into Nanites, right (Keiko Sludge)? I generally avoid creating alien crops until mid-late game, unless it is a map that only really supports alien crops.
I'm assuming two mills at mid-game right? By late game I have usually 6-7 mills running.
If you have a huge excess of alien crops, use the chemical plant to create drugs, and then send those drugs to dispensaries. Get rid of excess storage wastage and get a huge morale boost by dispensing drugs.
Typically with morale, you have plenty of warnings, before you do reach a cascade failure. It is true, once you enter into the cascade, it is virtually impossible to escape it (I think out of the 40 some times it happened to me, I avoided it 1 or 2 times). But like most things, being observant, routinely pausing the game, and trying to be proactive, helps to avoid them.
Interesting, thanks.
Kelko sludge? Hell no, never use it except for challenge maps. Because it lays out your chemical plants something shocking, and that is allot of labour to waylay.
I usually have no issue getting a remote settlements/factories before my mines run out, that solves the nanite issue.
Like i said, there are two and only two Alien food types that you can directly produce from the 2 Alien crops with a mill. Then there are another 3 or 4 Alien food types that are blocked behind the firewall of needing flour, so that makes them exceedingly useless until mid to late game and by then you don't need them at all, same with drugs, but they are there, so, why not eh?
I only ever had 1 cascade failure, and it was on a challenge map.
I noticed some perplexing shortfalls in food and power and simply tried building more food and power structures without understanding how freakishly sensitive production is to morale .... i mean, who would anticipate that when you have a 'logical' mind and not the Alice in wonderland mad hatters mind?? lol
But this is the type of game where problems need to be anticipated and dealt with 'before' they become problems, but i like that style of game - a bit chess like, you gotta be thinking ahead, responding will never work.