TL: DR: gyms, parks and amphitheaters can often replace food buildings, comfort is much more expensive and usually less important than (high) health and sanity, and smart homes and gyms are better than infirmaries (but not medical centers)
Comfort mainly has two effects: First, a +5 morale /performance when high and -10 when low, same as health and sanity. Second, colonists will start having children at 70 comfort (55 comfort with active shift in a medical building). The first important thing to note is that apart from children, which you will not need in the beginning, high sanity and health are more important than high comfort. Infirmaries will keep them from dipping in the red, but not in the green. So a colonist that has medium comfort but heals health and sanity damage via gyms and smart homes will have higher performance than one with high comfort that heals in an infirmary (+10 vs +5). Medical spires heal to high values and give high comfort even without relaxation upgrade, but are later tech and need staff. In the early game, I would definitely care more about health and sanity than comfort, and your main goal will only be to avoid low (red) comfort.
Colonists usually have 3 interests depending on their specialization, but I find it more helpful to think of all daily sources of comfort together. These are:
Housing, food, interest (one random of usually 3)
A few observations:
To keep colonist comfort at a stable level, you want to have a net increase in comfort every day. As seen above, food, housing and interests are roughly of equal importance for this. Consider the example of 90 unspecialized colonists again: You can keep them at 50-60 comfort either just with 30 food capacity (-10 every day for no interest, +10 every day from food) or via housing (at 50+ comfort) and 10 low comfort capacity for 2 interests, i.e. social (gym) and relaxation (park): -9 for no food and -10 for no shopping every 3 days but +18 from housing and +10 from gym when below 50.
The main drawback of satisfying the food need is that all of the buildings need to be staffed, but they still are fairly low comfort. E.g. for colonists with social, relaxation or luxury interest, an amphitheater is better than a grocer in every way without needing staff.
Indeed, with the new patch unstaffed buildings can satisfy 2 of 3 interests for most specializations, which will be enough to to keep them at reasonable comfort even without food:
I like to have a single food building in larger domes as backup for loners and workaholics, but apart from that, unstaffed buildings will be a better deal for medium comfort and other high comfort buildings for high comfort. Gyms specifically are also just fantastic for keeping social colonists' health high for 0 maintenance, and as soon as a colonist becomes fit, they even satisfy two of their interests (social and exercise).
A colonist will first try to use the highest comfort building for each interest, so if you want to make sure colonists heal via gyms, use other buildings with social interest sparingly (not more than 1 amphitheater/space bar).
So, overall: Especially before you have universities,living complexes, gyms, parks and amphitheaters will keep most colonists happy enough for very low cost and keep their health up as a bonus. When you do want high comfort, a spacebar, medical center or hanging gardens will almost always be a better investment than a food building. I would use food only very sparingly as backup for loners and workaholics, in tourist domes where you want ALL comfort, or in very specific situations (e.g. a single grocer/diner will keep 28 colonists in a micro dome at 50/60 comfort by itself).
Comfort mainly has two effects: First, a +5 morale /performance when high and -10 when low, same as health and sanity. Second, colonists will start having children at 70 comfort (55 comfort with active shift in a medical building). The first important thing to note is that apart from children, which you will not need in the beginning, high sanity and health are more important than high comfort. Infirmaries will keep them from dipping in the red, but not in the green. So a colonist that has medium comfort but heals health and sanity damage via gyms and smart homes will have higher performance than one with high comfort that heals in an infirmary (+10 vs +5). Medical spires heal to high values and give high comfort even without relaxation upgrade, but are later tech and need staff. In the early game, I would definitely care more about health and sanity than comfort, and your main goal will only be to avoid low (red) comfort.
Colonists usually have 3 interests depending on their specialization, but I find it more helpful to think of all daily sources of comfort together. These are:
Housing, food, interest (one random of usually 3)
A few observations:
- If you want to to satisfy food, you need about 3 times the capacity of a normal interest, or the same as all interests combined. E.g. to fully satisfy 90 colonists with 3 interests, you need 30 food capacity and 10 capacity for each interest: Every shift 30 people eat and ~10 go for each interest.
- On average, the penalty for not having food is slightly lower than the for not satisfying an interest: -3 every day vs -10 every 3 days
- High comfort, i.e. a comfort source that increase a colonist's comfort, is worth twice as much or more than low comfort. E.g. a colonist visting a spacebar at 50 comfort will gain +15 and avoid a -10 for an effective +25 instead of just avoiding the -10 loss when visiting a park. This is especially true for food that has the potential to give a colonist +10 every day: For 20 colonists at 50-60 comfort, a fully staffed diner (+10 comfort for 10, -3 for the other 10) will usually be better than two grocers ( 0 for all). If the colonists are below 50 comfort, 2 grocers are better.
High housing comfort is worth about as much as high comfort for a normal interest: +6 every day vs +20 every 3 days. It's a bit less with smart complexes (+5) and appartments (+4). The fact that housing comfort is so reliable and cheap is one of the mainy reasons to avoid apartments most of the time.
To keep colonist comfort at a stable level, you want to have a net increase in comfort every day. As seen above, food, housing and interests are roughly of equal importance for this. Consider the example of 90 unspecialized colonists again: You can keep them at 50-60 comfort either just with 30 food capacity (-10 every day for no interest, +10 every day from food) or via housing (at 50+ comfort) and 10 low comfort capacity for 2 interests, i.e. social (gym) and relaxation (park): -9 for no food and -10 for no shopping every 3 days but +18 from housing and +10 from gym when below 50.
The main drawback of satisfying the food need is that all of the buildings need to be staffed, but they still are fairly low comfort. E.g. for colonists with social, relaxation or luxury interest, an amphitheater is better than a grocer in every way without needing staff.
Indeed, with the new patch unstaffed buildings can satisfy 2 of 3 interests for most specializations, which will be enough to to keep them at reasonable comfort even without food:
- Unspecialized and scientists: Gym and parks or amphitheater (social, relaxation)
- Botanists: Amphitheater and parks (luxury, relaxation)
- Medics: Amphitheater and gym (luxury, social)
I like to have a single food building in larger domes as backup for loners and workaholics, but apart from that, unstaffed buildings will be a better deal for medium comfort and other high comfort buildings for high comfort. Gyms specifically are also just fantastic for keeping social colonists' health high for 0 maintenance, and as soon as a colonist becomes fit, they even satisfy two of their interests (social and exercise).
A colonist will first try to use the highest comfort building for each interest, so if you want to make sure colonists heal via gyms, use other buildings with social interest sparingly (not more than 1 amphitheater/space bar).
So, overall: Especially before you have universities,living complexes, gyms, parks and amphitheaters will keep most colonists happy enough for very low cost and keep their health up as a bonus. When you do want high comfort, a spacebar, medical center or hanging gardens will almost always be a better investment than a food building. I would use food only very sparingly as backup for loners and workaholics, in tourist domes where you want ALL comfort, or in very specific situations (e.g. a single grocer/diner will keep 28 colonists in a micro dome at 50/60 comfort by itself).
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