Funny package name aside, I wanted to make the case for the inclusion of animals and ranchers in PrUn.
TL;DR - WE LEFT THE ANIMALS BEHIND! I think there’s a good argument for bringing them back.
Everywhere humanity has gone, we’ve brought animals with us or tamed the ones we found. Then we set about making them useful or profitable. Yet, there are technically NO animals anywhere in PrUn, we can make FOD to feed animals, and go to the PAR to see animals, but when we build that PAR, animals are not an input. They are also not mentioned as being included in the generation ships that flee the planetkiller. Animals are not listed on the Planned or Future segments of the roadmap. The Quality Meat Meal production line mentions ‘The days of industrial livestock farming have long gone by.’
My takeaway from these data points is that even though the FOD exists and the PAR needs it, there’s no animals anywhere in space. They all died with Earth. And those PARs are doing the best they can with what they have left:
But I really hope the devs change their minds on this. I’m making an assumption here that the abysmal reputation of modern day industrial livestock farming led to it being ‘written off’ either in the lore or the dev discussions when planning what a future space economy looks like, but it’s important to remember we’re looking at a young industry. By the time the planetkiller arrives, industrial livestock farming will have grown so much (From roughly 1840 to 2146). One need only look at automobiles in 1960 vs today to see what kind of maturation happens when an industry nearly doubles in age.
Lastly, a purely anthropocentric universe feels like a more desolate and inhospitable place than the alternative.
So, that’s the lore case for why I think we should be stinking up space with our terrestrial varmints, but I think there’s a gameplay case to consider as well.
Essentially the comparison is this:
Livestock = The Agricultural Products family of materials, but for animals
Space Cowboy = Victualler/Carbon Farmer of Livestock
(Can also be split into a Processor and a Renderer to more closely mirror the VICT/CFRM split)
To me it’s important that the Space Cowboy ‘play different’ than the farmers, otherwise why not just collapse Livestock into a single Material and leave it to the farmers (or cut Livestock entirely).
Here’s how I think they play similar:
- Just rename Fertility to Hospitability, and hey presto, that metric can apply to Livestock as well
- There’s many different recipes to arrive at the same output
- Both can use Agri Experts
- The outputs of their production lines run the gamut from Workforce and Infrastructure Upkeep, to Textiles, Chemistry, and Manufacturing inputs.
Here’s where some really interesting differences crop up:
- Just by having a Space Cowboy, you create synergies with the farmers that don’t currently exist. You can double down on this by having outputs from the Space Cowboy that benefit the farmers.
- You have to simulate the acts of keeping animals alive and breeding. This could be done by treating them as something like a workforce category, but from the outside looking in, that seems like way more work than treating them as materials than can input into their own recipes. This opens all kinds of doors for recipes that ‘sustain’ the population vs recipes that grow the population. (The big argument in favor of having a livestock workforce tier is that it’s the cleanest way to handle daily consumption, but I think this can be sidestepped using the Livestock as Material setup.)
- Crops don’t require seeds as input, but Livestock requires an initial population. The collection, storage, and reconstitution of genetic material from livestock allows for a ENG/SCI tier production that creates initial populations and interesting decisions regarding shipping the whole animal or footing the bill to transport just the genes and then reconstitute it at the desired system.
- The farmers lean towards being combinatorial. Meaning they input 3 materials and get 1 and at best input 1 and get 1 different one. Whereas the Space Cowboy leans divisive, especially as a Renderer where you can input a livestock and render it into EPO, DEC, Genetics to be reconstituted, etc.
- Byproducts! You raise corn, you get corn. You raise cattle, you get cattle and PFE.
- There’s more to this list but this post and my brain are pretty full at the moment.
Thank you for reading! Hope to see you all proudly surveying your space herds in the future!
– TyG | Luceria Mersail
Below is some scratch about details.
Changes made PAR and LAB to include Livestock
Changes to MEA line to include and make use of animals
Haven’t figured out PETs yet, maybe put them in a Kennel Building?
Rebalancing to account for Livestock impact
New Starting Package Space Cowboy.
Rec Buildings: LPN, RNDx2
Example Production Line
Livestock family of materials:
- Bird BRD (Chicken, Duck, etc.)
- Pig SUI (Pigs, Hogs, Boars, Warthogs, etc.)
- Cattle BOV ( Cow, Bison, Wildebeest, Gazelle, etc.)
- Horse EQU (Horse, Donkey, Zebra - see above, etc.)
- Goat CAP (Sheep, Goat, Ram, Antelope, etc.)
- Llama TYL (Llama, Alpaca, Camel, etc.)
- Deer CER (Deer, Reindeer, Elk, etc.)
- Microlivestock MLV (Fish, Rabbit, Squirrel, Rat, miniature subspecies of larger livestock, etc.)
- Pet PET ( Dog, Cat, any animal not to be processed or rendered)
Building: Livestock Pen (LPN) - Analogous to FRM, runs on the idea of constant production. If you want to grow your livestock, choose the recipe that takes additional inputs. If you want to shrink your herd take the recipe that requires only livestock as an input, but outputs fewer livestock than it received as input.
Inputs:
- BRD, SUI, BOV, EQU, CAP, TYL, CER, MLV, PET
- FOD,GRN,MAI,NUT,VEG,HCP,MUS,PIB,ALG,BEA,PPA
- BAC,NS,OLF
- CA
- ADR, BND, PK, SEQ
- DW
Outputs:
- BRD, SUI, BOV, EQU, CAP, TYL, CER, MLV, PET
Building: Rendering Lot (RND) - Analogous to INC, but the recipes mostly take in fewer types of materials than they output.
Inputs:
- BRD, SUI, BOV, EQU, CAP, TYL, CER, MLV
Outputs:
- RCO, MTP, PPA, RSI
- BAC, REA, NS, PFE,
- EPO
- DEC
- CA, C, CL, I, MG, NA, S, ZR
- AMM, FL, H, N, O
- H2O
- AL, CU
- BOR, HAL, LST