In this guide I expand upon a topic that I covered back in march, food sharing. This time I will be focusing on a strategy recommended to me by Sedgehammer by talking about the food exploitation upgrades (buildings) that you can unlock, when and where you want to place each one.
Sedgehammer recommended in a comment on my YouTube Channel that you “Expand three times, each expansion should have one food specialization with food sharing building and one aquatic specialization with algea farms. Capital first gets food specialization with food upkeep reduction building and set food setting to "take" for the remainder of the game, then focus on production and energy. Capital pops work production, energy and happiness with expansion pops working food and happiness. Expansions "share half" food until pop 8 then share all until they get second happiness building. The capital becomes the only unit producing city with all other cities in support, providing food and resources with happiness events. I think this was viable before, but only just discovered this play style the other day and really love it.”
About 3 weeks ago, volodymyrboitchouk asked: "Could you do a video on the value of the different types of exploitation? I have labored under the assumption that food is pretty awful in most cases and should almost never be invested in (except for the starting building). People keep arguing the point on reddit so I'd like someone with more experience testing the game to weigh in. In light of your current playthrough you seem like the best person to do this. "
In that playthrough I was trying out the strategy recommended by Sedgehammer. To illustrate how good focusing on food exploitations, and their upgrades can be, I forbid myself from using research energy and production expectations.
Bioengineered Food Plantations:
You can put this upgrade in your capital in the early game around turn 15, and then in your bigger cities in the late game around turn 45 (so that they can support large populations and to get more out of happiness events).
Agricultural Export Center:
You can put this upgrade in your 2nd and 3rd colony around turn 20. You may want to put in as the colonies secondary food exploitation, if you still want to grow the supplemental colonies, or you can leave that slot for a Community Wellness Center, to get happiness events more often.
Community Wellness Center:
You can put this upgrade in your capital around turn 30 to turn 35. And in your bigger colonies that you conquer around turn 40 to turn 50. After that maybe just have the colonies generate energy (if it is not in your safe space, it can be stolen off you, making long term investments like exploitation upgrades not worth investing in). Placing on colonies with a Stadium Arcadium pays off quickly. On turn 37 I was getting happiness rewards like 500 energy every 2 turns in my capital.
General Notes:
1. Amazons get more food (from killing animals), and can terraform territory to get more food income from exploitations. While some would say that makes food exploitations less valuable, as you have plenty of food, I think it is more reason to lean into food production and food mechanics.
2. One thing you can do, to quickly grow a new colony, is have a nearby colony "prepare" an upgraded food sector, then you transfer the food sector on one turn. You can can consider setting up the new colonies next sector for when it reaches 8 pops.
Sedgehammer recommended in a comment on my YouTube Channel that you “Expand three times, each expansion should have one food specialization with food sharing building and one aquatic specialization with algea farms. Capital first gets food specialization with food upkeep reduction building and set food setting to "take" for the remainder of the game, then focus on production and energy. Capital pops work production, energy and happiness with expansion pops working food and happiness. Expansions "share half" food until pop 8 then share all until they get second happiness building. The capital becomes the only unit producing city with all other cities in support, providing food and resources with happiness events. I think this was viable before, but only just discovered this play style the other day and really love it.”
About 3 weeks ago, volodymyrboitchouk asked: "Could you do a video on the value of the different types of exploitation? I have labored under the assumption that food is pretty awful in most cases and should almost never be invested in (except for the starting building). People keep arguing the point on reddit so I'd like someone with more experience testing the game to weigh in. In light of your current playthrough you seem like the best person to do this. "
In that playthrough I was trying out the strategy recommended by Sedgehammer. To illustrate how good focusing on food exploitations, and their upgrades can be, I forbid myself from using research energy and production expectations.
Bioengineered Food Plantations:
You can put this upgrade in your capital in the early game around turn 15, and then in your bigger cities in the late game around turn 45 (so that they can support large populations and to get more out of happiness events).
Agricultural Export Center:
You can put this upgrade in your 2nd and 3rd colony around turn 20. You may want to put in as the colonies secondary food exploitation, if you still want to grow the supplemental colonies, or you can leave that slot for a Community Wellness Center, to get happiness events more often.
Community Wellness Center:
You can put this upgrade in your capital around turn 30 to turn 35. And in your bigger colonies that you conquer around turn 40 to turn 50. After that maybe just have the colonies generate energy (if it is not in your safe space, it can be stolen off you, making long term investments like exploitation upgrades not worth investing in). Placing on colonies with a Stadium Arcadium pays off quickly. On turn 37 I was getting happiness rewards like 500 energy every 2 turns in my capital.
General Notes:
1. Amazons get more food (from killing animals), and can terraform territory to get more food income from exploitations. While some would say that makes food exploitations less valuable, as you have plenty of food, I think it is more reason to lean into food production and food mechanics.
2. One thing you can do, to quickly grow a new colony, is have a nearby colony "prepare" an upgraded food sector, then you transfer the food sector on one turn. You can can consider setting up the new colonies next sector for when it reaches 8 pops.
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