Food

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[edit] Overview

For most races, food is the single most important factor in determining population growth. Consequently, food is a major component of a good economy. Players should begin stockpiling food as early as possible in order to maximize growth (and, therefore, tax and city revenue). Food is also very important for training high guard.

[edit] Producing Food

Farming is by far the most popular method of producing food, but it can also be risky since each farm requires 1000 colonists (assuming default HConfig settings), and you may not have the strength to defend many farming worlds. But, there are a few other methods of getting food.


Races without special devices and structures for acquiring food will not be able to compete, population-wise, in the long run.

[edit] Consuming Food

Food stores are depleted in several ways:

[edit] Food and Population Growth

Assuming default HConfig settings, a ground base needs to maintain a stockpile of 100 food for every 100,000 colonists on the base in order to maintain maximum growth. Since populations grow exponentially, that means that your food requirements also grow exponentially! Most food sources do not scale well, almost all races will eventually have their population growth constrained by food shortages. Thus, for races who rely on their population for most of their income, food needs to be a major priority from turn 1.

For example, a ground base of 10,000,000 colonists will require 10,000 food in order to grow at the maximum rate, and must be producing or importing 750 food per turn in order to keep up with population growth (assuming average race growth rate).

Players will also need to determine for themselves the best balance between cities, which consume your much needed food for a short-term income boost, and long-term growth.

[edit] Food and Happiness

  • Lack of food will reduce the Happiness of a base.
  • For a one man base, and small base populations below 100K colonists, 101+ food will prevent your happiness from dropping.
  • Food is also used to the determine the happiness level of a newly formed base.
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