2 uses for Aquafarms:
1. New bases with Aquafarms can support more boreholes earlier, and allow you to delay building Tree Farms and Hybrid Forests.
I rarely build "pure sea bases"; I tend to go for coastal or "archipelago bases" where I can put boreholes on the limited land area and kelp/tidal everywhere else.
If your terraforming outpaces base growth, you can wind up with too many boreholes and not enough food. The Aquafarm raises the threshold at which this becomes a problem.
You could trawler, pop boom, or even pod boom your way out of this temporary problem, but sometimes it's easiest just to buy an Aquafarm. At 2 credits per mineral small buildings like the AF are super-cheap.
2. Increased population post-Habdome & Vats.
More population means more specialists and higher score, if you care about that. In addition, if you used trawlers before the late-game so as not to need the Aquafarm, when you eventually do build one your trawlers gain an extra morsel as well.
1. New bases with Aquafarms can support more boreholes earlier, and allow you to delay building Tree Farms and Hybrid Forests.
I rarely build "pure sea bases"; I tend to go for coastal or "archipelago bases" where I can put boreholes on the limited land area and kelp/tidal everywhere else.
If your terraforming outpaces base growth, you can wind up with too many boreholes and not enough food. The Aquafarm raises the threshold at which this becomes a problem.
You could trawler, pop boom, or even pod boom your way out of this temporary problem, but sometimes it's easiest just to buy an Aquafarm. At 2 credits per mineral small buildings like the AF are super-cheap.
2. Increased population post-Habdome & Vats.
More population means more specialists and higher score, if you care about that. In addition, if you used trawlers before the late-game so as not to need the Aquafarm, when you eventually do build one your trawlers gain an extra morsel as well.
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