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YertyL

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Jun 9, 2016
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So, seeds are the new ressource introduced in green planet. They serve two purposes: Mainly, they can be converted to food in outdoor farms, at a rate ranging from 10 food/seed for herbs to 30 food/seed for wheat. They can also be used to increase local and later global vegetation via the forestation plant and the infamous seed rocket project.
To produce seeds, you have several options: You can produce them at farms and hydroponic farms, both of which will output 1 seed/sol base production. Or you can use seeds to produce more seeds using cover crops, bushes or trees.

I really like this idea in theory: You transition from indoor farming, to outdoor farming supported by indoor farming, to self-sustained outdoor vegetation in the endgame. The problem in practice, however, is that the game currently transitions from pure indoor farming to self-sustained seed production with almost no in between:
Below 10% global water, 20% global temperature, seeds are almost pointless, as you cannot use them to produce food, or more seeds.
But as soon as you get to 20% water, 30% temperature, a single forestation plant with bushes will basically take care of all your seed problems forever, and a single open farm will do the same with food. If you use cover crops, you will not even need the forestation plant.

So, to make the transition from seed scarcity to seed plenitude a bit less abrupt, and give more incentive to use indoor farms for seed production over a longer time, I think a few tweaks would considerably improve the mechanics:
  1. Cover crops produce, and need, 0.1 seeds. They are just there to improve soil quality while being seed neutral. Their existence in the current form invalidates the use of forestation plants and indoor farms to support open farms way too early.
  2. Bushes and trees can only be harvested once for seeds, or take a much longer time (10 sols?) to produce new seeds. This way, bushes would also only improve soil quality in a seed-neutral manner, while your primary source of seeds would remain indoor farming. It would give trees and mixed trees an actual point, since your seed worries would not be over with a single bush plant.
So yeah, I believe a much heavier use of indoor seed production was intended in theory, and would make for a lot more interesting gameplay, not least by giving hydroponic farms a niche -- but this is currently a bit botched by some numerical imbalances. Thoughts?
 
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In the example below, I turned off all my farms and seeders and then let everything run for ~10 sols. What you see is all the green I have on the map. It's not exactly a sprawling forest. But it's already complete overkill for supporting an open farm (and most likely anything else you can think of).
In those 10 sols, my food climbed from ~3.7k to ~4.5k from the open farm alone even with almost 1000 colonists. But more importantly, my seeds climbed from less than 200 to almost 1000 just from those ~20-30 trees and bushes without any other input, while supplying the open farm.

With 10 water cost, open farms should be powerful, but if you can supply the all the seeds you will ever need after letting a single forestation plant run for a few sols, it gets a bit ridiculous.
I am not sure to which degree this is WAD, but I believe it would make for a much more interesting gameplay if innate bush/tree/cover crop seed production was significantly toned down. A farm is manned and has upkeep, and produces 1 seed/sol. So this small patch is as productive as ~80 farms, when it should IMO be in the range of 1, at most.


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