210897 = Crusader Kings II: African Portraits.210896 = Crusader Kings II: Byzantine Unit Pack.210895 = Crusader Kings II: Legacy of Rome.210894 = Crusader Kings II: Dynasty Shields II.210893 = Crusader Kings II: Songs of the Caliph.210892 = Crusader Kings II: African Unit Pack.203778 = Crusader Kings II: Sword of Islam.203777 = Crusader Kings II: Songs of the Holy Land.203776 = Crusader Kings II: Ruler Designer.203775 = Crusader Kings II: Songs of Faith.203774 = Crusader Kings II: Songs of Albion.203773 = Crusader Kings II: Mongol Graphics Pack.203772 = Crusader Kings II: Dynasty CoA Pack 1.
Unlike other food buildings, ranches do not benefit from being worked by Botanists. Animals require constant Water and Oxygen and if there is a shortage the animals will start to die, decreasing their harvest. Researching the "Resilient Vegetation" breakthrough will halve temperature and water requirements of all crops.Īnimal Breeds are a second source of Food available in from the Ranch and Outside Ranch buildings from the Project Laika DLC. It does not affect the harvest but it limits the Crops that can be grown. This works on Farms if the Dome is also turned off.Įach Open Farm has a Soil Quality rating determined by terraforming that can be increased or decreased by the grown Crops. No workers, power or water is required for this. Performance scales directly with Soil Quality and the Farm gains +50 Performance at 100% Soil Quality and -50 Performance at 0% Soil Quality.Įach Farm in a Dome can increase its Soil Quality by +2.4% each day up to 90% maximum when all the Crops are turned off. It starts at 50% and can be increased or decreased depending on the type of crops planted. Hydroponic Farm Crops CropĮach Farm has a Soil Quality rating that encourages crop rotation. Water requirements can be reduced by 50% with the Dry Farming breakthrough. Crops require constant water and if there is a shortage the crops will start to decay, decreasing their harvest. They also produce small amounts of oxygen. If unable to eat for more than 36 hours, a colonist will starve and lose 25 health per day.Ĭrops are the main way of producing food. When hungry and unable to eat from one of those buildings colonists will just take food from a nearby stockpile, although with a −3 (unprepared meal) penalty to comfort. They will eat 0.4 if they hadn't eaten in the previous Sol or they have the Glutton trait.Ī colonist will eat when visiting a Grocer, Small Grocer, Diner or Mega Mall to satisfy one of the only two interests that are shared by all colonists, food. Each colonist eats 0.2 food per meal, approximately once a day.