Actually, they do demand something useful from you; manpower that could be dedicated to QOL impacting private assets, or public workforce. And there's a reason I said they needed to be expensive in terms of manpower.
The argument that it could occupy the city hex slot is just as valid for privately owned farms, and while a farm build inside the city occupies the hex slot for farms, farms build outside the city do not and still provide a tithe of food against a cost of the workforce of an equal size public asset and taxes through the production of private funds. And all they cost is workforce. The private economy doesn't even draw on a water or energy supply for the farms it has, and water can otherwise be a quite substantial resource cost.
I mean, let's look at farms, domed and open, and if they are public or private assets. We'll stick with level 3 assets, as the differences between public and private assets aren't that different across the levels and it's the highest level for private assets.
A public level 3 open farm demands 3 750 water, 1 900 workers for upkeep, 19 000 workers for production for a total workforce of 20 900 and produces 900 food.
A public level 3 domed farm demands 750 water, 1 900 workers for upkeep, 15 700 workers for production for a total workforce of 17 600, 56 energy and produces 900 food.
A private level 3 open farm demands 1 800 population for upkeep, 37 400 population for production for a total workforce of 39 200 and produces 30 pop credits, 100 food and 900 private food.
A private level 3 domed farm demands 1 800 population for upkeep, 37 400 population for production for a total workforce of 39 200 and produces 30 pop credits, 100 food and 900 private food.
So basically, private farms demand about twice the workforce of a public asset to produce about 11% more total materials, and you only have access to that 11% of materials.
If we presume for a moment you have to draw your water from a lake, that costs no manpower to run up to 5 000 water per turn per zone connected with that water source. If we presume you are using a water purifier to supply your water, it produces water at a rate of 2 water per worker at level 1, and 5 water per worker at max level. Not per worker population token, per worker. Windtraps produce at 1/10th that rate but cost no energy. Ice mining is a limited resource unless you have a glacier or permanent snowscape to tap into but produces at about half the rate of a purification plant. Rock dehydration plants at about 1 water per 4 workers at level 1, or 1 water per 2 workers at the highest level.
Energy demand for the whole set up is basically negligible, an equal level solar power field could supply it for less than 3000 workers in total even at its maximum level of 5.
Do you mean to tell me, zgrssd, that private asset food production is overpowered? Because looking at the numbers, it's actually less manpower efficient than using public assets to do the same through emergency food supplies, even accounting for the extra manpower that would be necessary to supply those public assets.
< Message edited by Hazard151 -- 7/20/2020 5:34:50 PM >