Farm or Hydroponics? (SOD2: This or That?)
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- Опубликовано: 9 фев 2025
- This time it's not much of a debate... One absolutely slams the competition in my opinion, but which one? The Farm or the Hydroponics? I guess we'll see. If you want to see more of this series, State of Decay 2: This or That, let me know in the comments below and if you haven't already, consider checking out some more some more of State of Decay 2 videos. I'm sure you'll find something you like!
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The Escapists, Leisure/Work Period - • The Escapists - Leisur...
The Escapists, Duct Tapes Are Forever, Roll Call - • Duct Tapes Are Forever...
The Escapists, Duct Tapes Are Forever, Leisure/Work Period - • Duct Tapes Are Forever...
The Escapists Shower Theme - • The Escapists - Shower...
Happy this popped up, cool series idea can’t wait for more
In my games, I use gardens to grow meds as outposts are limited and food is far more commonly available than any other resource. At my final base I recruit a Utilities guy to build the Hydroponics, then either return them to my legacy pool or exile them to free up that character slot as you only need them to build it, then use an Agriculture, Herbalism, or even better a Lichenologist (+2 Meds per day on top of what the Garden, Farm or Hydroponics facility produce.) to grow food and occasionally swap it to meds to top up, then swap it back to growing food.
Doing this frees up your outposts for the harder to secure resources as you finish picking the map clean.
Food, Meds and Fuel are usually pretty easily secured without outposts in the early game, but more enclaves offer Ammo income than any other resource and Materials become far less important once you build your end-game base into it's final form , so in the late game you swap to either one level three outpost per resource with a water and a power outpost, a Hydroponics facility and a Staging Area to cover all your upkeep costs and have each stockpile growing as you keep playing to finish a legacy or whatever OR you dump the Materials, Ammo and Fuel outposts to focus on covering all your Food and Meds needs for a large community via outposts to free up facility slots and trust in your allies to supply the other resources or enough items to trade using a Trade Depot to grab what's needed when your stockpile starts running low.
Personally, I prefer the Staging Area, one outpost for each resource and using Hydroponics to cover all the costs, (skipping Materials to secure Power and Water if you aren't using/don't have the Builder Boon), from the mid-game on as that lets you mostly ignore your community to focus on your personal goals, IE playing the various character's missions/progressing a legacy/exploring/looting the map.
Point in fact, I usually start selling rucksacks before I've finished eliminating all the plague hearts as my stockpile starts exceeding my storage capacity. The Staging Area sounds like a waste of a large facility, but in the late game it can save you from having to scavenge ten or more rucksacks a day between Ammo, Fuel, Materials and Meds.
Also, it should be noted that Ammo, Fuel, Materials and Meds can all be made in Facilities using chemicals, alcohol, parts and/or labor if one has a surplus of Food. Food alone needs to be found or grown, and food needs can be halved using a kitchen via rationing in an emergency.
Also having 3 meal prep characters can reduce food costs to 9 per day (I think) in LZ with the maximum of 12 survivors.
Fantastic idea for a series man! Great work!
Thanks! :)
I think you're misunderstating how important having the outpost slot is. Using an entire outpost slot for power for ONE facility that yields less isn't a great tradeoff from using a small slot as opposed to a large one. Yes, power can be used for many things but in all honesty power isn't really needed to sustain a base but water IS. You need water for gardens and farms, water for energy drinks and the kitchen, etc.
Farms (imo) are the better one in the long run due to having the outpost slot open for other things like an ammo outpost
actually base power is very helpfull in middle or late game because some facillities produce more when they have power. and you can make ammo in workbench
Could you do one on the Haven Device next?
I certainly could! What would you like me to do with the Haven Device? Compare it to another facility? Review it (rate it out of 10 or something)? Or something else entirely? It's completely up to you! Anything you say goes!
@@theoldmanandthekingsince they haven't replied a good idea could be comparing it to other defense methods in the game
@@AlexTheG.M That sounds like a great idea! I'll see what I can do
@@AlexTheG.M Only defense I can think of is a watchtower. At least base defense.
the problem is that utillities is uselles (except if you want a solar arrey witch is also a big outer slot) so you need 1 more person and he eats as well so you get less net income. and it needs base power and water to build and fanction + agriculture or herbalism for maximum production... farms are easier and gardens also help in early game. materials matter and if you begin with the free power+water buff it can be a good choice but farms are better in general