Food tech branch

From Surviving the Aftermath Wiki
Jump to navigation Jump to search

One of your long-term objectives is to unlock new technologies from the five branches of the tech tree. In the aftermath, much of mankind’s knowledge was either lost or outright destroyed. Fragments can still be recovered from various locations on the world map to aid the colony. The research locations can be searched for Science points Science points which, unlike other resources, are immediately available for the colony. And the bigger your specialists' research skill is, the faster they can extract all the usable knowledge a particular location has to offer.

Branch focus[edit]

The Food tech branch Food tech branch offers to better feeding your colonists by focusing on:

  • Food Animal breeding buildings.
  • Food Vegetable cultivation buildings.
  • Food Buildings providing better food nurishment.

Category legend[edit]

Each researched technology offer one of eight unlock effect types. These can be determined at a glance by the tech frame's top color and are as follows:

  • Building unlock Building unlock - Unlocks a new building.
  • Building upgrade Building upgrade - Unlock a building's upgrade option.
  • Decorations Decorations - Create a more charming environment.
  • Durability Durability - Improves buildings' protection against natural deterioration or elements like cold or Pollution.
  • Efficiency Efficiency - Improves the speed or amount of production.
  • Ideology Ideology - Special improvements based on your chosen ideology (hardy survivalist, visionary architect, chaotic misfit).
  • People People - Affects or improves people's lives and Happiness.
  • World map World map - Enhances actions on the World Map.

List of technologies[edit]

Technology Time Science points Type Unlockables Prerequisites Description
Tech survival skills.png Survival Skills 15h 50 Efficiency
  • Production speed +20% Production speed to:
    • Fishing Pier
    • Trapper
N/A Hunting and fishing are some of the oldest survival skills known to man. The same tricks our ancestors used to fish and hunt in the Stone Age are as valuable now as they were back in the day. Luckily, there are no mammoths or saber-tooth cats to worry about.
Tech big game hunting.png Big Game Hunting 18h 100 Ideology
  • Venison +1 Venison production to:
    • Skinner
    • Trapper
  • Tech survival skills.png Survival Skills
  • Ideology Hardy survivalist
Just because humans are (probably) the apex predators of this land doesn't mean you can hunt all animals successfully. Catching big prey needs big-brain thinking, but is well worth the effort.
Tech wider piers.png Wider Piers 15h 50 Ideology
  • Fish +1 Fish production to:
    • Fishing Hut
    • Fishing Pier
  • Tech survival skills.png Survival Skills
  • Ideology Visionary architect
A bigger Pier means more Fishers, and more Fishers means more Fish for your Colonists.
Tech pack tactics.png Pack Tactics 15h 75 People
  • Work slots +1 Work slots to:
    • Fishing Pier
    • Trapper
Tech survival skills.png Survival Skills A proper hunter pack can spot, encircle and catch their prey a lot faster than a lone wolf.
Tech skinning.png Skinning 18h 100 Building upgrade Building skinner.png Skinner Tech pack tactics.png Pack Tactics Using every bit of the animal is not only respectful but also smart. Meat can be eaten and skins turned to Fiber by processing the carcass properly.
Tech animal husbandry.png Animal Husbandry 1d 20h 250 Building unlock Building ranch.png Ranch Tech skinning.png Skinning People have raised animals since the moment they could corral them into pens. Unlock the Ranch and barter animals from Societies to grow them in your Colony for Meat and other benefits.
Tech crammed pens.png Crammed Pens 1d 20h 250 Building upgrade Building large ranch.png Large Ranch Tech animal husbandry.png Animal Husbandry Maximising Ranch efficiency by shoving in as many animals as possible might not be the ethical choice, but does provide a great production boost.
Tech ice fishing.png Ice Fishing 18h 100 Building upgrade Building fishing hut.png Fishing Hut Tech pack tactics.png Pack Tactics Fishing through a thick sheet of ice can be a hassle, unless you have access to an auger, a warm coat and some patience.
Tech aquaculture.png Aquaculture 1d 3h 150 Building unlock Building aqua farm.png Aqua Farm Tech ice fishing.png Ice Fishing Who says you can't farm fish? A well-functioning Aqua farm can provide the colony with plenty of Fish to complement other, more veggie-based farming.
Tech alternative proteins.png Alternative Proteins 1d 20h 250 Building unlock Building insect farm.png Insect Farm Either:
  • Tech animal husbandry.png Animal Husbandry
  • Tech aquaculture.png Aquaculture
  • Tech irrigation.png Irrigation
Post-apocalyptic societies must find new and more efficient sources of protein. Edible insects can provide just that. Insect Farms provide a steady Food production and an alternative to Meat.
Find new types of insect eggs to bolster yields even further.
Tech heated hives.png Heated Hives 15h 75 Efficiency
  • Energy.png −30% Energy consumption to:
    • Insect Farm
Tech alternative proteins.png Alternative Proteins Insects tend to multiply rapidly. Heating their hives instead of the entire building helps them grow fat and crunchy in a controlled environment while saving Energy.
Tech basic farming.png Basic Farming 18h 100 Building unlock Small Field Small Field Tech survival skills.png Survival Skills It sounds relatively simple to grow something in the dirt, but this age-old knowledge has been lost when most of the population moved to big cities. If it helped hunter-gatherer tribes grow into great civilizations, it might be worth learning for a post-apocalyptic society.
Tech soil studies.png Soil Studies 18h 100 Ideology
  • Planting speed +10% Planting speed to:
    • Small Field
    • Medium Field
    • Large Field
  • Tech basic farming.png Basic Farming
  • Ideology Chaotic misfit
Sometimes learning means you gotta get your hands dirty. Different Seeds behave differently in different soil types, so planting them effectively takes some thought.
Tech communal eating.png Communal Eating 22h 125 Building unlock Building cookhouse.png Cookhouse Tech basic farming.png Basic Farming A more centralized solution to keeping hunger away with warm and nutritious Meals.
The Cookhouse creates Meals prepared from raw food ingredients and requires Firewood in order to operate.
Tech line cooks.png Line Cooks 15h 50 Ideology
  • Work slots +1 Work slots to:
    • Cookhouse
  • Tech communal eating.png Communal Eating
  • Ideology Visionary architect
Flailing around next to pointy and hot things is a recipe for disaster. Line cook training helps several people work efficiently and safely in the kitchen.
Tech advanced farming.png Advanced Farming 1d 3h 150 Building unlock
  • Medium Field Medium Field
  • Large Field Large Field
Tech communal eating.png Communal Eating Takes farming to the next level as larger fields yield bigger harvests that help in feeding even the largest of colonies. Placing them on Fertile soil grants an extra production bonus.
Tech better scythes.png Better Scythes 15h 75 Ideology
  • Harvest speed +20% Harvest speed to:
    • Small Field
    • Medium Field
    • Large Field
    • Greenhouse
  • Tech advanced farming.png Advanced Farming
  • Ideology Chaotic misfit
Sharper and better balanced scythes reduce the time required to harvest the crops. The Grim Reaper would be proud.
Tech irrigation.png Irrigation 1d 8h 180 Building upgrade
  • Small Irrigated Field Small Irrigated Field
  • Medium Irrigated Field Medium Irrigated Field
  • Large Irrigated Field Large Irrigated Field
Tech advanced farming.png Advanced Farming Normal and even Barren soil can be made more fertile with a simple irrigation system. It provides a steady stream of water for the plants and thus protection from nature's whims.
Tech larger larder.png Larger Larder 18h 100 Efficiency
  • Capacity +500 Capacity to:
    • Food storage
Tech communal eating.png Communal Eating Consider yourself fortunate to have so much food that storing it becomes a problem. But, as the saying goes, an organized Food Storage is a happy Food Storage—more spacious too.
Tech protected crops.png Protected Crops 1d 11h 200 Building unlock Building greenhouse.png Greenhouse Tech larger larder.png Larger Larder Greenhouses shield crops from the elements. They can function even during Catastrophes, providing secure food production during more difficult times.
Tech junior engineers.png Insulation 15h 75 Ideology
  • Energy.png −50% Energy consumption to:
    • Greenhouse
  • Tech protected crops.png Protected Crops
  • Ideology Hardy survivalist
Thicker walls and tighter seams keep the interiors moist and warm, saving a pretty penny on energy. Don't try this at home unless you like mold!
Tech delicacies.png Delicacies 2d 5h 300 Building unlock
  • Building bakery.png Bakery
  • Building mill.png Mill
Tech protected crops.png Protected Crops There's nothing quite like the smell of freshly baked Bread.
A Mill grinds Wheat into Flour, which is then turned into Bread at the Bakery.
Tech coated hoppers.png Coated Hoppers 18h 100 Efficiency
  • Production speed +30% Production speed to:
    • Mill
Tech delicacies.png Delicacies Getting those grains to slide smoothly on a coated surface ensures that you enjoy fresh Bread that much quicker. Isn't it relaxing to just look at those grains go.
Tech communal eating.png Chef Training 2d 14h 350 Building unlock Building mess hall.png Mess Hall Tech protected crops.png Protected Crops Feeding a large number of people requires discipline and organization. Chef Training unlocks the Mess Hall where cooks prepare large amounts of Meals for hungry Colonists.
Tech organized kitchen.png Organized Kitchen 18h 100 People
  • Work slots +1 Work slots to:
    • Mess Hall
Tech communal eating.png Chef Training Kitchen's no place for chaos. Proper arrangements and organization means more Meals are produced quicker and with less cursing.

References[edit]