Efficient Farmhouse

Overview

The 
When planning agricultural production and food reserves in conjunction with single-item storage like the 
Carrots mature in 4 days and yield 3 carrots per mature plant.
Carrots are edible raw and require only planting, growing, harvesting, and direct consumption. They are labor-intensive for farmers but simple to produce and consume.
- Sunflower seeds mature in 5 days and yield 2 sunflower seeds per mature plant. Sunflower seeds are edible raw and follow the same straightforward production cycle as carrots.
Potatoes mature in 6 days and yield 1 potato per mature plant.
Potatoes require a grill (which consumes logs and a worker) to convert 1 potato into 4 grilled potatoes. Using potatoes effectively requires unlocking the necessary research and maintaining a steady supply of logs for grilling.
Wheat matures in 10 days and yields 3 wheat per mature plant.
Wheat processing requires a gristmill (1 worker and 60 hp of power) and a bakery (1 worker and logs) to convert wheat into 15 bread.
Wheat processing requires substantial infrastructure and research but produces high food yields.
Wheat can also be used later to make
Maple Pastries when maple processing infrastructure (tapper and related facilities) is available.
Strategic notes based on crop yields and processing requirements:
Wheat gives the maximum food per plot when processed, making it the most space-efficient crop for food production when land is limited. This efficiency is most relevant once the player has unlocked and built the required processing infrastructure.
Potatoes provide a valuable mid-game option if grilling infrastructure and a reliable log supply are available.
Grill output multiplies potato food yield but depends on researched buildings and steady fuel.
Carrots and sunflower seeds are best for early-game consumption because they require no processing and minimal infrastructure; they are useful for maintaining food supply before research and energy infrastructure are in place.
- Because the
Efficient Farmhouse stores only one item type up to 200 units, align stored goods with your current production and consumption bottlenecks: store processed foods when processing is stable, or raw crops when processing is not yet available or when raw items are being moved between facilities.
Other entities of this type
- Advanced Breeding Pod
- Agora
- Aquatic Farmhouse
- Aquifer Drill
- Aquifer Drills
- Badwater Discharge
- Badwater Dome
- Badwater Pump
- Badwater Rig
- Bakery
- Banners
- Barrack
- Barriers
- Beaver Bust
- Beaver Statue
- Beehive
- Bell
- Bench
- Bot Assembler
- Bot Part Factory
- Brazier
- Breeding Pod
- Builder Flag (Obsolete)
- Builders' Hut
... +160 (see sidebar for full list)