Surviving Mars

Surviving Mars

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Rebalanced Food Production
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26 Mar, 2021 @ 6:44am
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Rebalanced Food Production

Description
Hydroponic and Fungal farms are more evenly balanced vs Farms and Ranches.

Hydroponic Farms begin with 2 workplaces, reduced to 1 by the Automation upgrade.
New mid-game upgrade, Improved Growing Medium: +50% Production, cost 5 polymers.

Fungal Farm base production increased to 9 food, oxygen consumption reduced to 1.
New mid-game upgrade, Improved Growing Medium: +50% Production, cost 10 polymers.
Automation upgrade reduces workplaces by 2 and allows optional operation without workers at 50 performance.

Algae and Cover Crops are unlocked from game start.
Utility Crops tech is replaced by Improved Growing Media, a tech which unlocks upgrades for Hydroponic and Fungal Farms.
Biome Engineering tech gives a comfort boost from Hydroponic Farms (+2), as well as from Farms (+5).

MOXIE base cost raised to 4 metals + 5 polymers, and maintenance changed to 2 polymers.

Notes on gameplay impact:
Hydroponic and Fungal farms are more competitive with regular Farms/Ranches in terms of production. The Improved Growing Medium (+50% production) upgrade lets both buildings keep pace with the Farm soil quality bonus. Farms are still generally more efficient in terms of raw output and food per worker and are much cheaper to build and operate, but the difference is small and is somewhat offset by their greater water usage and the time it takes to develop soil.
Hydroponic Farms also have a clear niche reducing dome oxygen consumption. With higher MOXIE costs and Algae (-1 O2 usage) available from game start, as well as a comfort bonus from Hydroponic Farms, a strategy of one or more per dome can be viable. Also, in the late-game, Hydroponic Farms with automation become extremely efficient in terms of food/worker.
The Fungal Farm keeps its niche of instant production, but adds a late-game role as a worker-free building that doesn’t require terraforming.
13 Comments
EQNish 30 Jan, 2022 @ 10:58am 
Galatian Nov 7, 2021 @ 4:39am
Yes any chance this gets updated?

and/or uploaded to Paradox
Galatian 7 Nov, 2021 @ 1:39am 
Yes any chance this gets updated?
MasterOfGrey 18 Oct, 2021 @ 6:39pm 
Hopefully this comes back
Galatian 3 Oct, 2021 @ 10:42am 
That would be awesome!
Funky.Bigodon 3 Oct, 2021 @ 9:22am 
Hey AW1145 - I really like your idea with this mod, and it plays together really well with a mod I've created. Would you mind if I implement some aspects of this mod to my mod? I'll for sure give you full credits for it.
-=Maure=- 18 Sep, 2021 @ 10:29pm 
Update please?
caseyas435943 10 Jun, 2021 @ 7:16pm 
Level one Tecs so to speak shouldn't be good all game long. If they are why have different Tecs?

Yes I know they were completely worthless before. But to make then almost on par with late game Tecs isn't a good choice either.
YertyL 31 May, 2021 @ 1:36pm 
Farms being miles better than hydro and fungal is something that has bothered me almost since the release of SM. This mod is an IMO very elegant and thought-out solution to this imbalance. Absolutely love it.
For anyone interested in furthering the oxygen management aspect of this mod, you might be interested in Silva's Oxygen Management Mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2497163542
dabeek 14 Apr, 2021 @ 4:59pm 
Absolutely love most of the changes, however I wish there was a mod option to re-enable Utility Crops tech
-=Maure=- 5 Apr, 2021 @ 8:48pm 
Thank you for the mod. I already build the fungal and hydroponics just to have some variety for roleplaying, but it's good to have them make sense mechanically-wise as well.

Regarding oxygen, based on your experience modding, do you think it could be possible to make population use up oxygen either per colonist or per residential building?