You hardly need 12 farms as several of them fulfills all colony food needs and more
You hardly need 12 farms as several of them fulfills all colony food needs and more
Passages mean you don't even need the people to live in the farming dome. So the only wedge that can't be a farm is the one you attach the passage to. Botanists like Luxury so make sure a casino is in the connecting dome, as well as all the needed services and voila a small dome with 5 farms plus 3 small wedge buildings.Lol, seriously? You would build 5 more Moisture Farms over manning a structure requiring no power and no advanced resources for maintenance? Indeed you clearly have not done any math or meaningful analysis given that you are posturing with the long disproven myth that colonists are expensive.
Colonists are instead incredibly cheap - only requiring 0.2 food/day, and around 0.2 power/day for living space and services (infirmary, grocer, and diner) in a basic dome with two living quarters. So 6 colonists is 1.2 food/day, and 1.2 power per day. This is literally less than a single Moisture Farm which needs 5 power. Colonists only become expensive if you rely on inefficient buildings like Apartments.
Moreover what other spire would a dedicated farming Dome need to have? Nothing else boosts farm production.
In short you have been spreading misinformation. By contrast folks have figured out long ago that Water Reclamation works fine:
https://forum.paradoxplaza.com/foru...-reclamation-system-spire-is-useless.1143982/
The water reclamation system spire is not balanced for regular domes. It's balanced for dedicated farming domes.
A Mega Dome with 12 farms running a Fruit Trees-Corn rotation consumes an average of 35.6 water/hour. In this case, the WRS is saving you 25 water/hour, or 16 upgraded moisture vaporators.
Even a medium farming dome can typically fit 6 farms, for which a WRS is saving you 12.5 water/hour, or 8 upgraded moisture vaporators.
Incidentally, once you get Biome Engineering, comfort in dedicated farming domes soars, meaning better morale and higher productivity.
Note that even a basic farming Dome would have three farms, so you can save 6 water or four Moisture Farms. It is not even a contest.
I find the issue with a water spire and a dedicated farming dome isn't a question of efficiency but one of delivery logistics. A centralized farming dome requires a bunch of shuttles to deliver that food to where it is needed. Dispersed farms in each dome might use more water but that is easy to get with evaporators and makes food delivery simple as its where the people are. You even get a comfort boost. This then lets you run Hanging Gardens with an ecologist ruler which makes apartments high comfort.
Extreme situations should never be the goal of developement. Starcraft was no balanced to make marine-only or no-gas challenges. Or Dwarf Fortress was not designed for no-iron games.
It is useful for thousands of colonists but for common casual games it is not.
Final note remember that with Space Race you can trade food for other materials. Generally they are only willing to trade it for metal or concrete but honestly that is enough. I can never get enough metal once I am established. So throwing 50 food every few sols out for 15 metal is a mega bargain to me.
I would suggest going even a bit further. Anyone remember the game Stronghold, where part of the happiness of your peasants was the variety of food (apples/cheese/bread/meat). Ever since I started playing Surviving Mars, I thought "Would it not be great to have something similar here?"Another idea to help Hydros and Fungals: introduce some small comfort bonus for a varied diet that will require food produced in those two.
Well they nerfed farms by giving them a competitor. I'll need to do a proper test but it looks like turkeys will devastate crops in cost and output. The out dome ranch is also a massive producer. I wouldn't be surprised if a full set of botanists will be able to make cows produce over 1,000 food.
No.Question, ¿Does the water spire affect buildings outside the dome but within its range, i.e. the fungal farm and outside ranch?
Make them start with 0% soil quality, after all it's Martian barren soil.I do not have Laika yet, so I cannot comment on animal farms. But with open (plant) farms, it is IMO fine if they replace the other food options as the best one, because they are the result of a lot of investment into terraforming (and space and water).
The main problem is that you can (and I often do) make farming your first tech, and that's that for all other options before they ever appeared. Farms are not your best large-scale option, they are your best option in every scenario.
So yeah, IMO up the water upkeep and lower yields at low soil. Farms should be best with water reclamation and time, otherwise fungal/hydro.
You're going to need to back that up, because I basically always go for at least 1000+ colonists, and it's a rule-of-thumb that a medium farming dome covers a mere 600 colonists. On top of that, you can almost always trade food for polymers and metals, the first of which is very much appreciated early-game, and the second of which is basically the most limiting late-game resource.Extreme situations should never be the goal of developement. Starcraft was no balanced to make marine-only or no-gas challenges. Or Dwarf Fortress was not designed for no-iron games.
It is useful for thousands of colonists but for common casual games it is not.