I'm running out of food... on my FARMING planet

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Pragmatic

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Just for fun (and for practice), I decided to use the console commands "instant_build" and "copy_pop 0" to try to set up a farming world. I have a tendency to make my capital and all my low-pop colonies jack-of-all, with none of them specialized.

I understand that the only things needed locally are tiles, housing, jobs, and amenities.

So I started trying to build the largest surplus of food within those limitations. By the time I was done, I had a 70-pop world, with massive crime (because either of a lack of amenities or a lack of housing or a lack of jobs), and the planet was starving.

At no point, as I solved shortfall after shortfall, did I see any massive surplus of food. (Given the tech level, I would have settled for +50.)

Does anyone have any rough templates they follow in building a specialized planet?
 

Roddo

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upload_2018-12-16_13-57-24.png


and not even min-maxing properly.
Your problem must be crime, deal with it and you shall have your food.
 

Serenity84

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Do you have many specialist jobs for some reason? People prioritize those over being workers. Don't put factories or research labs on your resource planets unless you have excess pops for them
 

Roddo

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You only need farming districts and maybe one or two city districts to provide amenities/housing.
There's a building that provides those in exchange for energy and do not use up pops for it so you could push it even further with that building and just forget about the city districts.

In regards to what buildings do I have there.. well it's what I needed to cover production of goods in my empire as a whole. The only other building related to farming there is that farm like one, wich gives +15% production to every farmer in the colony. There's also an hydroponic farm building, which you could build to get even more farmer spaces.
It's just a matter of keeping the population happy and satisfied I reckon, everything else is fair game.
 

Alastor

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A hall of judgement (damn criminal syndicates), along with an entertainment forum/gene clinic/autochthon monument, is a common building in virtually all my planets. My aggri-worlds produce food in the hundreds.
 

Mavkiel

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A hall of judgement (damn criminal syndicates), along with an entertainment forum/gene clinic/autochthon monument, is a common building in virtually all my planets. My aggri-worlds produce food in the hundreds.

Shush, have you tried our skooma? We also have balmora blue, banned on only few planets. We also have great deal on second hand starships! /end sales script
 

Delthor

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Can you share a screenshot of your planet? Each farmer should put out a net of 5 food baseline. So you must have a lot of other pops or something keeping the production low.
 

Wandre

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I guess crime doesn't pay? Many factors could be hamstringing your planet but your pops are still consuming food. There's a good chance negative productivity is what's causing the shortfall. Crime and Stability both affect output so when you say crime is high it's almost certainly the problem.
 

elitesix

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Crime % doesn't do much directly (check the tooltip). It's the crime events that wreck havoc, and they are spawned by high crime %.

A good way around crime problems is just signing the deal with the crime lord. You get +10% stability and +50% crime, but most important it blocks all criminal events except 1 middling crime event, criminal underworld, which gives 3 criminal jobs at 100% crime, which is more than made up for by +10% stability.

Basically, on any specialized planet with crime, it's more efficient to sign a deal with a crime lord than losing efficiency building enforcer buildings.
 

Zsrai

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It sounds like you didn't bother building any amenity producers or housing, which is obviously a huge problem. You can't just dump all Hydroponics onto a planet with no other infrastructure and have it be a functional farming society.
 

scaper12123

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If the focus of a planet is farming, then don't ever place buildings onto the planet unless you see the unemployment alert pop up. Pops always prioritize specialist jobs over manual labor, so farms will quickly be abandoned.