Hothouses
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“How can we produce more food?”
Hothouses are
Buildings that can be unlocked on the
Idea Tree. They are constructed in
Food Districts and produce
Food from Fertile Soil deposits. There are three variants with differing stats: Drum Hothouses, Biowaste Drum Hothouses, and Chemical Drum Hothouses.
Constructing any Hothouse in a district unlocks the "Excessive Fertillisation" District Ability, which increases
Food output at the cost of also increasing
Disease.
Neutral Variant[edit | edit source]
| Drum Hothouse | |
|---|---|
| Idea info | |
| Idea Unlocks | |
| Idea Cost | 50 |
| Idea unlocks | |
The Neutral variant of the Hothouses Idea unlocks the Drum Hothouse Building. It produces a decent amount of
Food but demands
Heat.
The following
Communities and Factions can develop the Neutral Hothouses Idea:
Adaptation Variant[edit | edit source]
| Biowaste Hothouse | |
|---|---|
| Idea info | |
| Zeitgeist | |
| Idea Unlocks | |
| Idea Cost | 50 |
| Idea unlocks | |
The
Adaptation variant of the Hothouses Idea unlocks the Biowaste Drum Hothouse Building. It produces more
Food and demands less
Heat than the other variants, but requires more
Workforce. It also slightly increases
Disease.
Biowaste Drum Hothouses have a Synergy with the Council#Foraged Additives Law that increases their
Food Output by 35%.
The following
Communities and Factions can develop the
Adaptation Hothouses Idea:
Progress Variant[edit | edit source]
| Chemical Hothouse | |
|---|---|
| Idea info | |
| Zeitgeist | |
| Idea Unlocks | |
| Idea Cost | 50 |
| Idea unlocks | |
The
Progress variant of the Hothouses Idea unlocks the Chemical Drum Hothouse Building. It produces less
Food than the other variants, but requires less
Workforce. It also slightly increases
Squalor.
Chemical Drum Hothouses have a Synergy with the Council#Chemical Additives Law that increases their
Food Output by 35%.
The following
Communities and Factions can develop the
Progress Hothouses Idea: