Wheatstraw 60% or Cactus 100%?

(grammar and style edit are greatly appreciated)
== Short answer ==
When you start as The Freedom Seekers, you have Gohan, Building Materials, Iron Plates, Blueprint for Wheatstraw Farming technology and some Wheatstraw. And such, you can immediately go to Okran's Pride to start as farmers. But if you prefer to play with non human characters such as Shek and Hivers, then The Holy Nation territory is no go.
Instead, you can go and make base south or northwest of Squin. Wheat Farms in Arid Environment has only 60% crops Yield, while Cactus Farm - 100% (tech research is needed).
So, what is better to farm, considering ALL things related to Food production? Chewsticks that are made from Cactus or Bread that is made from the ingredient Strawflour which then comes from the raw material Wheatstraw?
Short answer - Wheatstraw Farming is better.
== Long answer ==
In-game measurements and FCS (Forgotten Construction Set) numbers check for theoretical calculations show that even in Arid Environment (with 60% crops Yield) Wheatstraw farming is better than Cactus farming (with 100% crops Yield).
All the estimates are based on how many man-hours are spent on production in return for Nutrition (for food), Sell value, or fueled Power generation (for bio Fuel), depending on Environment, Game stage (Skill level and Tech), including man-hours for Fuel production (Hemp&Generator@Power=100 Load=100%) for fueled Power generation in The Swamp. Man-hours for item delivery and production hauling in all calculations were EXCLUDED (unskilled additional workers were assigned as haulers).
=== Game stage ===
In calculation tables, Game stage refers to Skill level and Technology progress, that have impact on Food/drugs/fuel production. They are:
*Game stage 0: Related Skills =0; Farming skill crops Yield =50%
Beginning. We have no any levels in related Skills nor automatic Water Well or Automatic Grain Silo. Even Farming skill level =0 gives penalty to crops Yield, reducing amount of harvested crops. Each task takes 2 times more man-hours.
* Game stage 1: Related Skills =34; Farming skill crops Yield =100%
Upon reaching this Skills level, there is no more additional penalty to crops Yield. Everything is done slightly faster. 
* Game stage 2: +automatic Well
We got Technology for automatic (powered) Water Well. Yay! No more manual Water pumping.
* Game stage 3: Related Skills =55
At this Skill level; all things are done at basic speed.
* Game stage 4: +Automatic Grain Silo
We got Technology for Automatic Grain Silo. No more manual Strawflour milling. Wow! Now if we add Hydroponics, then 1 farmer would be able to feed horde!
* Game stage 5: Skills =100.
This Skill level is hardly reachable. Ultimate pinnacle.
Production nutrition and/or value
Production 	Nutrition	Value, c	Sell value, c
Chewsticks* 	20 	152 	76
Bread* 	30 	488 	244
Cooked Vegetables*	25 	318 	159
Rice Bowl* 	25 	186 	93
Dustwich* 	70 	730 	365
Foodcube* 	75 	874 	437
Gohan* 	75 	444 	222
Cactus Rum 	 	520 	520
Grog 	 	1155 	1155
Sake 	 	428 	428
Hashish** 	 	144 	720
Fuel 	 	192 	192
* All Food items have halved sell prices.
** Assumed x5 sell value at Flats Lagoon, as there are other places where it is impossible to sell it safely or places with lower/higher sell prices.
==== Nutrition per man-hour ====
Nutrition per man-hour per production type, using Farms only
Production 	Location 	Farm types 	Game stage 0	Game stage 1	Game stage 2	Game stage 3	Game stage 4	Game stage 5
Chewsticks 	@Arid (Border Zone) 	Cactus Farm XL (64x1)x(Yield=100%) 	1.77 	3.94 	6.36 	7.94 	7.94 	13.44
Bread 	@Arid (Border Zone) 	Wheat Farm XL (100x1)x(Yield=60%) 	2.61 	7.24 	13.77 	17.11 	21.16 	40.21
Bread 	@Green (Okran's Pride)	Wheat Farm XL (100x1)x(Yield=100%) 	6.04 	15.25 	20.37 	25.30 	35.26 	67.01
Cooked Vegetables	@Green (Okran's Pride)	Vegetable Farm L (49x2)x(Yield=100%) 	4.64 	9.62 	15.67 	19.30 	19.30 	28.51
Rice Bowl 	@Swamp (The Swamp) 	Riceweed Farm L (81x1)x(Yield=100%) 	6.16 	12.54 	12.47 	15.52 	15.52 	24.37
Dustwich 	@Arid (Border Zone) 	Wheat Farm XL (100x1)x(Yield=60%) & Cactus Farm XL (64x1)x(Yield=100%) 	3.39 	8.88 	13.31 	16.58 	17.93 	29.21
Foodcube 	@Green (Okran's Pride)	Wheat Farm XL (100x1)x(Yield=100%) & Vegetable Farm L (49x2)x(Yield=100%)	7.62 	16.37 	22.65 	28.06 	31.46 	50.49
Nutrition per man-hour per production type, using Hydroponics only
Production 	Location 	Hydroponic types 	Game stage 0	Game stage 1	Game stage 2	Game stage 3	Game stage 4	Game stage 5
Bread 	@Arid (Border Zone) 	Hydroponic Wheatstraw (18x2) 	4.78 	12.83 	51.18 	62.97 	212.12 	393.51
Bread 	@Green (Okran's Pride)	Hydroponic Wheatstraw (18x2) 	9.84 	24.13 	51.18 	62.97 	212.12 	393.51
Bread 	@Swamp (The Swamp) 	Hydroponic Wheatstraw (18x2) 	21.25 	44.93 	44.31 	54.61 	139.95 	238.38
Cooked Vegetables	@Arid (Border Zone) 	Hydroponic Vegetables (18x2) 	2.93 	6.30 	18.01 	22.20 	22.20 	32.07
Cooked Vegetables	@Green (Okran's Pride)	Hydroponic Vegetables (18x2) 	5.33 	10.61 	18.01 	22.20 	22.20 	32.07
Cooked Vegetables	@Swamp (The Swamp) 	Hydroponic Vegetables (18x2) 	9.44 	17.10 	17.01 	20.99 	20.99 	30.36
Rice Bowl 	@Arid (Border Zone) 	Hydroponic Riceweed (18x3) 	2.69 	5.99 	18.15 	22.41 	22.41 	32.36
Rice Bowl 	@Green (Okran's Pride)	Hydroponic Riceweed (18x3) 	5.05 	10.31 	18.15 	22.41 	22.41 	32.36
Rice Bowl 	@Swamp (The Swamp) 	Hydroponic Riceweed (18x3) 	9.91 	17.58 	17.42 	21.52 	21.52 	31.25
Foodcube 	@Arid (Border Zone) 	Hydroponic Wheatstraw (18x2) & Hydroponic Vegetables (18x2)	5.96 	14.14 	35.85 	44.18 	54.33 	80.25
Foodcube 	@Green (Okran's Pride)	Hydroponic Wheatstraw (18x2) & Hydroponic Vegetables (18x2)	10.88 	22.75 	35.85 	44.18 	54.33 	80.25
Foodcube 	@Swamp (The Swamp) 	Hydroponic Wheatstraw (18x2) & Hydroponic Vegetables (18x2)	18.57 	33.32 	33.02 	40.74 	47.92 	70.77
Gohan 	@Arid (Border Zone) 	Hydroponic Riceweed (18x3) & Hydroponic Vegetables (18x2) 	6.59 	16.68 	45.90 	56.30 	56.30 	81.88
Gohan 	@Green (Okran's Pride)	Hydroponic Riceweed (18x3) & Hydroponic Vegetables (18x2) 	12.53 	27.70 	45.90 	56.30 	56.30 	81.88
Gohan 	@Swamp (The Swamp) 	Hydroponic Riceweed (18x3) & Hydroponic Vegetables (18x2) 	23.71 	42.87 	42.44 	52.14 	52.14 	75.97
Nutrition per man-hour per production type, using mix of Farms and Hydroponics
Production	Location 	Farm & Hydroponic types 	Game stage 0	Game stage 1	Game stage 2	Game stage 3	Game stage 4	Game stage 5
Dustwich 	@Arid (Border Zone) 	Hydroponic Wheatstraw (18x2) & Cactus Farm XL (64x1)x(Yield=100%) 	4.37 	11.50 	18.54 	22.64 	25.34 	40.88
Foodcube 	@Arid (Border Zone) 	Wheat Farm XL (100x1)x(Yield=60%) & Hydroponic Vegetables (18x2) 	4.20 	11.10 	21.01 	26.01 	29.40 	47.41
Gohan 	@Green (Okran's Pride)	Hydroponic Riceweed (18x3) & Vegetable Farm L (49x2)x(Yield=100%) 	10.83 	25.89 	41.22 	50.61 	50.61 	75.53
Gohan 	@Swamp (The Swamp) 	Riceweed Farm L (81x1)x(Yield=100%) & Hydroponic Vegetables (18x2)	15.44 	33.27 	32.98 	41.48 	41.48 	64.29
==== Production's Sell value per man-hour ====
Production's Sell value per man-hour per production type, using Farms only
Production 	Location 	Farm types 	Game stage 0	Game stage 1	Game stage 2	Game stage 3	Game stage 4	Game stage 5
Chewsticks 	@Arid (Border Zone) 	Cactus Farm XL (64x1)x(Yield=100%) 	6.73 	14.99 	24.19 	30.17 	30.17 	51.07
Bread 	@Arid (Border Zone) 	Wheat Farm XL (100x1)x(Yield=60%) 	21.19 	58.85 	111.98 	139.19 	172.07 	327.03
Bread 	@Green (Okran's Pride)	Wheat Farm XL (100x1)x(Yield=100%) 	49.09 	124.04 	165.67 	205.77 	286.79 	545.05
Cooked Vegetables	@Green (Okran's Pride)	Vegetable Farm L (49x2)x(Yield=100%) 	29.51 	61.16 	99.69 	122.72 	122.72 	181.31
Rice Bowl 	@Swamp (The Swamp) 	Riceweed Farm L (81x1)x(Yield=100%) 	22.90 	46.63 	46.37 	57.73 	57.73 	90.66
Dustwich 	@Arid (Border Zone) 	Wheat Farm XL (100x1)x(Yield=60%) & Cactus Farm XL (64x1)x(Yield=100%) 	17.63 	47.66 	71.48 	88.88 	96.12 	150.06
Foodcube 	@Green (Okran's Pride)	Wheat Farm XL (100x1)x(Yield=100%) & Vegetable Farm L (49x2)x(Yield=100%)	44.61 	96.60 	133.68 	165.52 	185.62 	297.53
Cactus Rum 	@Arid (Border Zone) 	Cactus Farm XL (64x1)x(Yield=100%) 	23.75 	59.43 	86.74 	108.56 	108.56 	196.30
Grog 	@Arid (Border Zone) 	Wheat Farm XL (100x1)x(Yield=60%) 	46.57 	122.93 	242.06 	300.70 	300.70 	523.45
Grog 	@Green (Okran's Pride)	Wheat Farm XL (100x1)x(Yield=100%) 	104.77 	250.74 	343.83 	426.73 	426.73 	717.56
Sake 	@Swamp (The Swamp) 	Riceweed Farm L (81x1)x(Yield=100%) 	69.26 	154.76 	153.72 	192.31 	192.31 	321.22
Hashish 	@Arid (Border Zone) 	Hemp Farm L (64x1)x(Yield=50%) 	68.65 	154.79 	345.45 	426.63 	426.63 	666.23
Hashish 	@Green (Okran's Pride)	Hemp Farm L (64x1)x(Yield=100%) 	152.88 	299.71 	433.09 	534.79 	534.79 	802.23
Hashish 	@Swamp (The Swamp) 	Hemp Farm L (64x1)x(Yield=100%) 	217.23 	418.28 	415.12 	516.04 	516.04 	781.52
Fuel (Hemp) 	@Arid (Border Zone) 	Hemp Farm L (64x1)x(Yield=50%) 	32.84 	89.60 	161.10 	199.00 	199.00 	325.01
Fuel (Hemp) 	@Green (Okran's Pride)	Hemp Farm L (64x1)x(Yield=100%) 	82.25 	185.92 	224.73 	277.54 	277.54 	432.25
Fuel (Hemp) 	@Swamp (The Swamp) 	Hemp Farm L (64x1)x(Yield=100%) 	110.92 	224.73 	224.73 	277.54 	277.54 	432.25
Fuel (Greenfruit)	@Green (Okran's Pride)	Vegetable Farm L (49x2)x(Yield=100%) 	65.22 	131.95 	158.54 	195.35 	195.35 	283.78
Fuel (Wheat) 	@Arid (Border Zone) 	Wheat Farm XL (100x1)x(Yield=60%) 	33.20 	80.36 	110.34 	136.68 	136.68 	214.84
Fuel (Wheat) 	@Green (Okran's Pride)	Wheat Farm XL (100x1)x(Yield=100%) 	58.10 	119.73 	131.72 	163.01 	163.01 	247.96
Production's Sell value per man-hour per production type, using Hydroponics only
Production 	Location 	Hydroponic types 	Game stage 0	Game stage 1	Game stage 2	Game stage 3	Game stage 4	Game stage 5
Bread 	@Arid (Border Zone) 	Hydroponic Wheatstraw (18x2) 	38.91 	104.34 	416.24 	512.13 	1725.22 	3200.51
Bread 	@Green (Okran's Pride)	Hydroponic Wheatstraw (18x2) 	80.04 	196.25 	416.24 	512.13 	1725.22 	3200.51
Bread 	@Swamp (The Swamp) 	Hydroponic Wheatstraw (18x2) 	172.80 	365.44 	360.41 	444.14 	1138.26 	1938.84
Cooked Vegetables	@Arid (Border Zone) 	Hydroponic Vegetables (18x2) 	18.64 	40.06 	114.54 	141.22 	141.22 	203.97
Cooked Vegetables	@Green (Okran's Pride)	Hydroponic Vegetables (18x2) 	33.91 	67.48 	114.54 	141.22 	141.22 	203.97
Cooked Vegetables	@Swamp (The Swamp) 	Hydroponic Vegetables (18x2) 	60.04 	108.76 	108.17 	133.50 	133.50 	193.12
Rice Bowl 	@Arid (Border Zone) 	Hydroponic Riceweed (18x3) 	10.02 	22.29 	67.54 	83.36 	83.36 	120.37
Rice Bowl 	@Green (Okran's Pride)	Hydroponic Riceweed (18x3) 	18.77 	38.34 	67.54 	83.36 	83.36 	120.37
Rice Bowl 	@Swamp (The Swamp) 	Hydroponic Riceweed (18x3) 	36.86 	65.39 	64.79 	80.07 	80.07 	116.24
Foodcube 	@Arid (Border Zone) 	Hydroponic Wheatstraw (18x2) & Hydroponic Vegetables (18x2)	34.83 	82.79 	209.91 	258.71 	318.13 	469.86
Foodcube 	@Green (Okran's Pride)	Hydroponic Wheatstraw (18x2) & Hydroponic Vegetables (18x2)	63.63 	133.20 	209.91 	258.71 	318.13 	469.86
Foodcube 	@Swamp (The Swamp) 	Hydroponic Wheatstraw (18x2) & Hydroponic Vegetables (18x2)	108.61 	195.10 	193.33 	238.55 	280.58 	414.38
Gohan 	@Arid (Border Zone) 	Hydroponic Riceweed (18x3) & Hydroponic Vegetables (18x2) 	19.51 	49.91 	137.34 	168.59 	168.59 	245.64
Gohan 	@Green (Okran's Pride)	Hydroponic Riceweed (18x3) & Hydroponic Vegetables (18x2) 	37.10 	82.89 	137.34 	168.59 	168.59 	245.64
Gohan 	@Swamp (The Swamp) 	Hydroponic Riceweed (18x3) & Hydroponic Vegetables (18x2) 	70.19 	128.26 	126.97 	156.14 	156.14 	227.91
Grog 	@Arid (Border Zone) 	Hydroponic Wheatstraw (18x2) 	80.67 	199.83 	728.26 	896.82 	896.82 	1332.55
Grog 	@Green (Okran's Pride)	Hydroponic Wheatstraw (18x2) 	160.86 	365.66 	728.26 	896.82 	896.82 	1332.55
Grog 	@Swamp (The Swamp) 	Hydroponic Wheatstraw (18x2) 	325.30 	652.70 	646.75 	799.08 	799.08 	1187.48
Sake 	@Arid (Border Zone) 	Hydroponic Riceweed (18x3) 	29.85 	74.74 	282.81 	349.02 	349.02 	515.07
Sake 	@Green (Okran's Pride)	Hydroponic Riceweed (18x3) 	60.49 	138.36 	282.81 	349.02 	349.02 	515.07
Sake 	@Swamp (The Swamp) 	Hydroponic Riceweed (18x3) 	138.88 	264.84 	262.71 	325.33 	325.33 	481.92
Hashish 	@Arid (Border Zone) 	Hydroponic Hemp (10x3) 	112.55 	218.44 	550.78 	679.75 	679.75 	969.26
Hashish 	@Green (Okran's Pride)	Hydroponic Hemp (10x3) 	191.60 	350.69 	550.78 	679.75 	679.75 	969.26
Hashish 	@Swamp (The Swamp) 	Hydroponic Hemp (10x3) 	297.17 	520.30 	516.79 	641.63 	641.63 	922.55
Fuel (Hemp) 	@Arid (Border Zone) 	Hydroponic Hemp (10x3) 	74.61 	181.39 	336.74 	415.49 	415.49 	599.14
Fuel (Hemp) 	@Green (Okran's Pride)	Hydroponic Hemp (10x3) 	122.07 	254.88 	336.74 	415.49 	415.49 	599.14
Fuel (Hemp) 	@Swamp (The Swamp) 	Hydroponic Hemp (10x3) 	197.41 	336.74 	336.74 	415.49 	415.49 	599.14
Fuel (Greenfruit)	@Arid (Border Zone) 	Hydroponic Vegetables (18x2) 	50.24 	112.34 	173.34 	213.81 	213.81 	305.80
Fuel (Greenfruit)	@Green (Okran's Pride)	Hydroponic Vegetables (18x2) 	74.01 	144.02 	173.34 	213.81 	213.81 	305.80
Fuel (Greenfruit)	@Swamp (The Swamp) 	Hydroponic Vegetables (18x2) 	103.33 	173.34 	173.34 	213.81 	213.81 	305.80
Fuel (Wheat) 	@Arid (Border Zone) 	Hydroponic Wheatstraw (18x2) 	52.09 	115.24 	174.08 	214.74 	214.74 	306.84
Fuel (Wheat) 	@Green (Okran's Pride)	Hydroponic Wheatstraw (18x2) 	75.71 	146.11 	174.08 	214.74 	214.74 	306.84
Fuel (Wheat) 	@Swamp (The Swamp) 	Hydroponic Wheatstraw (18x2) 	104.01 	174.08 	174.08 	214.74 	214.74 	306.84
Production's Sell value per man-hour per production type, using mix of Farms and Hydroponics
Production	Location 	Farm & Hydroponic types 	Game stage 0	Game stage 1	Game stage 2	Game stage 3	Game stage 4	Game stage 5
Dustwich 	@Arid (Border Zone) 	Hydroponic Wheatstraw (18x2) & Cactus Farm XL (64x1)x(Yield=100%) 	22.57 	59.88 	96.48 	117.52 	131.53 	210.84
Foodcube 	@Arid (Border Zone) 	Wheat Farm XL (100x1)x(Yield=60%) & Hydroponic Vegetables (18x2) 	24.50 	64.69 	122.47 	151.97 	171.78 	277.99
Gohan 	@Green (Okran's Pride)	Hydroponic Riceweed (18x3) & Vegetable Farm L (49x2)x(Yield=100%) 	33.03 	79.18 	126.06 	155.05 	155.05 	232.31
Gohan 	@Swamp (The Swamp) 	Riceweed Farm L (81x1)x(Yield=100%) & Hydroponic Vegetables (18x2)	45.97 	100.80 	99.95 	123.97 	123.97 	191.25
To explain the whole calculation, it is necessary to explain how the individual things work.
== Skills work rate ==
Skills mainly affect skill-related work rate.
At 0 Skill, work rate is =0.5, meaning that to do something, character takes 1/0.5=2x more man-hours.
At 100 Skill, work rate is =1.4, meaning that to do something, character takes 1/1.4=0.714x less man-hours.
The formula, that fits this pattern is: workrate=0.5+0.9*\left ( \frac{Skill}{100} \right )
Therefore, to have work rate exactly =1, Skill level should be = 55.555.
As example (in scope if this article), Cooking skill affects work rate for making:
* Food at Cooking Stove, Cooking Stove uses 2 Power when in use;
* Grog at Grog Machine, Grog Machine uses 10 Power when in use;
* Sake at Sake Still, Sake Still uses 10 Power when in use;
* Cactus Rum at Rum still, Rum Still uses 10 Power when in use;
Labouring skill affects work rate for:
* Water pumping at manual Well, t2 powered Well uses 8 Power continuously, t3 powered Well uses 10 Power continuously;
* Fuel making at Biofuel Distillery.
Science skill affects work rate for Hashish production at Hemp Processor, Hemp Processor uses 20 Power when in use.
Farming skill affects work rate for Strawflour milling at manual Grain Silo, Automatic Grain Silo uses 20 Power continuously.
Farming skill also affects speed for farms crop gathering, but due to the need for character to walk in the farm's premises to gather (harvest) crops, ratio for time spent is not exactly the same as for other skills.
== Farms ==
At Farming skill =0, skill crop Yield is =50%, meaning that, if you farming Wheatstraw in Arid Environment that in itself gives 60% Wheatstraw crop Yield, on average, crop Yield will be 0.5*0.6=0.3, or 30%. At Farming skill =34, skill crop Yield will gradually reach 100%, meaning that average crop Yield for Arid Wheatstraw will be =60%.
Besides Environment influence on crop Yield, there is also Fertility, that translates into crops growth rate. It is possible to place farms in locations with "dead" soil (Fertility =~1%), but this will affect growth rate only slightly. For Hemp Farms, growth rate will drop from 100% to 85%, meaning that to fully grow, crops will take 1/0.85=1.176=+17.6% more time. For all other crops, at worst possible case (Fertility =~1%), growth rate will drop from 100% to 75%, meaning that crops would need 1/0.75=1.33=+33% more time to fully grow. In all calculations it was assumed that growth rate is =100%.
Hydroponics are not affected by the environment.
Each farm has different amount of plants and crops per plot and basic growth time and Water requirement per day. Gathering (harvest) times were measured in-game for each farm type for 1 worker at Farming skill =0 (MaxTime) and Farming skill =100 (MinTime), and values in between are calculated by linear Farming skill progression formula:
EstimatedGatherTime = MinTime+(MaxTime-MinTime)*\left (1- \frac{Skill}{100} \right )
Largest Farms
1 worker 	Water per day	Growth time (@growth rate=100%), m	Gather time (MaxTime) (@Farming=0), m	Gather time (MinTime) (@Farming=100), m	Estimated gather time (@Farming=55), m	Crops	Crops harvest per day (@Yield=100%; @Farming=55	Yield (Arid)	Yield (Green)	Yield (Swamp)
Cactus Farm XL (64x1) 	-2 	1728 	728 	268 	475 	64 	41.83 	100% 	0% 	0%
Wheat Farm XL (100x1) 	-5 	1584 	571 	215 	375 	100 	73.50 	60% 	100% 	0%
Vegetable Farm L (49x2)	-10 	1440 	284 	111 	189 	98 	86.64 	10% 	100% 	0%
Riceweed Farm L (81x1) 	-10 	1080 	463 	168 	301 	81 	84.48 	0% 	0% 	100%
Hemp Farm L (64x1) 	-5 	1296 	372 	141 	245 	64 	59.81 	50% 	100% 	100%
Cotton Farm XL (121) 	-10 	1872 	697 	273 	464 	121 	74.60 	10% 	100% 	0%
To calculate Crops harvest per day (@Yield=100%; @Farming=55), we using formula:
CropsHarvestPerDay=\left ( \frac{Crops*TotalYield}{GrowthTime(100%GrowthRate)+EstimatedGatherTime} \right )*1440
1440 is the amount of minutes in 24 hours in one day, as other time units are in minutes.
For Cactus Farm, it will be:
CropsHarvestPerDay=\left ( \frac{64*100%}{1728+475} \right )*1440=41.83
Same goes for Hydroponics, except that they are unaffected by Environment Yield or Fertility/Growth rate.
Hydroponics
1 worker 	Water per day	Power	Growth time, m	Gather time (MaxTime) (@Farming=0), m	Gather time (MinTime) (@Farming=100), m	Estimated gather time (@Farming=55), m	Crops	Crops harvest per day (@Farming=55)
Hydroponic Wheatstraw (18x2)	-5 	-10 	1008 	65 	23 	42 	36 	49.38
Hydroponic Vegetables (18x2)	-5 	-10 	1080 	65 	23 	42 	36 	46.21
Hydroponic Riceweed (18x3) 	-10 	-10 	720 	102 	36 	66 	54 	98.97
Hydroponic Hemp (10x3) 	-5 	-10 	720 	58 	20 	37 	30 	57.06
So, if we have Farming skill =55 and build 3 Wheat Farm XL, then we would be able to harvest 220.5 crops per day (=3*73.5), using 18.75 man-hours.ManHours=3(Farms)*\left ( \frac{375(EstimatedGatherTimeFarming55, m)}{60(MinutesInAnHour)} \right )=18.75h
Or, it is possible to say that in this case, excluding anything else, production of 220.5/18.75=11.76 Wheatstraw is worth 1 man-hour.
== Production time ==
For all Food made at Cooking Stove (it uses Cooking skill), basic craft time is =1 in-game hour. That means that Cooking skill =0 worker would be able to cook 24*0.5=12 dishes per day or 24*1.4=33.6 dishes per day at Cooking skill =100.
To make Bread, Coking Stove is not used. Instead the first step is to make Strawflour from Wheatstraw at Grain Silo, and then Strawflour is placed into a Bread Oven with Water, where Bread is baked without character and Skill involvement. Said Bread Oven will bake 24 Bread per day.
Grain Silo basic milling time for Strawflour is 20 in-game minutes, or 1/3 hour. For work rate, it uses Farming skill instead of Cooking skill.
Automatic Grain Silo works at 100% work rate and reduces total man-hours spent on production by removing man-hours needed for Strawflour production.
This gives ratio: 720 Wheatstraw per day : 1 Grain Silo@100% : 3 Bread Oven : 72*0.25 Water per day : 72 Bread per day
For drugs, basic craft time is also =1 in-game hour.
== Water ==
Water is needed for watering farms and for food/drug cooking.
1 water Well or Rain Collector can produce 48 water per day at 100% total work rate. For a Rain Collector, work rate is determined by rain intensity. In The Swamp, rain intensity is 95%, in Vain - 65%. Rain also waters farms and hydroponics at roof, removing the need for water pumping man-hours.
Water Well work rate is determined by 3 factors - Ground water level (@Border Zone =60%, @Okran's Pride =160%), Well efficiency (t1-manual =75%, t2-automatic powered =100%, t3 =125%) and Labouring skill work rate, applied only for manual Well with worker. Therefore, for example, if we use t3 Well at Okran's Pride, it will pump 48*1.6*1.25=96 water per day. If we use manual Well at Border Zone, then 1 worker at Labouring skill =0 will pump 48*0.6*0.75*0.5=10.8 Water per day.
Therefore, for this case of manual Water pumping we can say that 1 Water cost is equal to 24/10.8=~2.22 man-hours, or that 1 man-hour is equal to 10.8/24=0.45 Water.
Automatic (powered) Wells and/or Rain Collectors greatly reduces total man-hours spent on production by removing man-hours needed for Water pumping.
== Fueled Power generation ==
All in all, there are 3 environments: Arid, Green, Swamp.
The Swamp stands out due to constant rain presence and wind absence, removing man-hours needed for Water pumping, but also making no free "place and forget" wind Power generation. This means that it is needed to use Generators that burns Fuel that is produced at Biofuel Distillery.
There are 3 possible ways to produce Fuel - Biofuel Distillery (Greenfruit), Biofuel Distillery (Wheatstraw) or Biofuel Distillery (Hemp). It takes 4 crops to make 1 Fuel - and besides crop farming possibility/efficiency, main difference is a Fuel production speed.
For Biofuel Distillery (Greenfruit) and Biofuel Distillery (Wheatstraw), basic speed production is 32 Fuel per day.
For Biofuel Distillery (Hemp) - 64 Fuel per day.
Next, there is 90% work rate for Biofuel Distillery itself and work rate from Labouring skill.
All that gives that 1 Worker at Labouring skill =0 (work rate =0.5) can produce 32*0.9*0.5=14.4 Fuel per day from Wheatstraw/Greenfruit crops, or 64*0.9*0.5=28.8 Fuel per day from Hemp crops. At Labouring skill =100, it will be 40.32 and 80.64 Fuel per day respectively.
There are 2 types of fueled generators:
Small Generator - gives basic Power =40 at 100% load/fuel consumption;
Generator II - gives 100 Power at 100% load/fuel consumption.
They will throttle down if there is reduced power consumption - although not very precisely.
There also Upgraded Small Generators (Tech) and Amplified Generators (Tech) that increases their Power output up to 70 and 130 respectively. Fuel consumption throttle in this case is applied incorrectly, as if there is no any bonuses for power production.
Regardless of these bonuses or a generator types usage, at 100% Power load/Fuel consumption rate, each generator will burn 1 unit of Fuel within ~220 in-game minutes, or ~6.55 Fuel per day. Therefore, by producing 1 Fuel and using generators with power output =100, it possible to say that we producing 100/6.55=~15.27 fueled Power per hour per 1 Fuel. Dividing this number by total man-hours spent on making Fuel (and accounting for power used to produce this fuel/power), we can estimate fueled Power cost in man-hour units.
As example: Worker with 34 Labouring skill (work rate = 0.5+0.9*34/100=0.806) works non stop at Biofuel Distillery (Hemp) with sufficient supply of Hemp, each day (24 hours or 1440 minutes) producing 64*0.9*0.806=46.42 Fuel, that is burned at rate 6.55 Fuel per day per Generator (46.42/6.55=~7.08 Generators), each Generator is outputting 130 power. Then it is possible to say that this worker produces 7.08*130=920.4 fueled Power per day, or that 1 man-hour is equal to 920.4/24=38.35 fueled Power (ignoring in this example man-hours used for hemp Farm production and Water pumping).
Fueled Power per man-hour per production type (Generator@Power=100 Load=100%), using Farms only
Production 	Location 	Farm type 	Game stage 0	Game stage 1	Game stage 2	Game stage 3	Game stage 5
Fuel (Hemp) 	@Arid (Border Zone) 	Hemp Farm L (64x1)x(Yield=50%) 	2.57 	7.00 	12.40 	15.30 	25.02
Fuel (Hemp) 	@Green (Okran's Pride)	Hemp Farm L (64x1)x(Yield=100%) 	6.43 	14.53 	17.43 	21.53 	33.54
Fuel (Hemp) 	@Swamp (The Swamp) 	Hemp Farm L (64x1)x(Yield=100%) 	8.67 	17.56 	17.56 	21.68 	33.77
Fuel (Vegetables)	@Green (Okran's Pride)	Vegetable Farm L (49x2)x(Yield=100%)	5.10 	10.31 	12.31 	15.17 	22.00
Fuel (Wheat) 	@Arid (Border Zone) 	Wheat Farm XL (100x1)x(Yield=60%) 	2.59 	6.28 	8.50 	10.53 	16.54
Fuel (Wheat) 	@Green (Okran's Pride)	Wheat Farm XL (100x1)x(Yield=100%) 	4.54 	9.35 	10.21 	12.64 	19.24
Fueled Power per man-hour per production type (Generator@Power=100 Load=100%), using Hydroponics only
Production 	Location 	Hydroponic type 	Game stage 0	Game stage 1	Game stage 2	Game stage 3	Game stage 5
Fuel (Hemp) 	@Arid (Border Zone) 	Hydroponic Hemp (10x3) 	5.27 	13.50 	24.87 	30.70 	44.33
Fuel (Hemp) 	@Green (Okran's Pride)	Hydroponic Hemp (10x3) 	8.62 	18.97 	24.87 	30.70 	44.33
Fuel (Hemp) 	@Swamp (The Swamp) 	Hydroponic Hemp (10x3) 	13.94 	25.07 	25.07 	30.94 	44.67
Fuel (Vegetables)	@Arid (Border Zone) 	Hydroponic Vegetables (18x2)	3.46 	8.27 	12.54 	15.48 	22.17
Fuel (Vegetables)	@Green (Okran's Pride)	Hydroponic Vegetables (18x2)	5.10 	10.60 	12.65 	15.61 	22.35
Fuel (Vegetables)	@Swamp (The Swamp) 	Hydroponic Vegetables (18x2)	7.12 	12.75 	12.75 	15.74 	22.54
Fuel (Wheat) 	@Arid (Border Zone) 	Hydroponic Wheatstraw (18x2)	3.62 	8.51 	12.66 	15.63 	22.36
Fuel (Wheat) 	@Green (Okran's Pride)	Hydroponic Wheatstraw (18x2)	5.26 	10.79 	12.76 	15.75 	22.53
Fuel (Wheat) 	@Swamp (The Swamp) 	Hydroponic Wheatstraw (18x2)	7.23 	12.86 	12.86 	15.87 	22.70
== Hunger or how much do they eat? ==
In FCS, there is a parameter "starvation time =60", which shows how many hours must pass for Hunger bar to be reduced by 100 points at 1.0 Hunger rate.
This means, that per day, characters eat 100/60*24=40 Nutrition at 1.0 Hunger Rate.
Besides racial Hunger rate, there are also additional Hunger rate multipliers for character states:
* Idle - x0.8;
* Encumbered - in effect only when character is moving; x1.35 at 50% encumbrance; x1.7 at 100% encumbrance;
* Sitting - x0.66 (Stool; Sitting Box - can be build outside) or x0.75 (Sitting Pillow);
*Sleeping/KO - x0.33;
* Mining/using machinery - x1.2; various other.
Tip: to reduce Food consumption, it is advisable to build Stools (interior) and/or Sitting Boxes (interior/exterior) near work places and check AI parameter "Sit when idle".
To be able to build Stool and Sitting Box, player must obtain and use blueprint "Basic furniture".
=== Food's hidden nutrition ===
When character eats Food, Hunger bar is not immediately raised by the amount of eaten Nutrition. It takes some time for eaten Nutrition to be "absorbed". During this "Hunger bar rise" time, character is unaffected by the expected usual Hunger/Nutrition depletion.
FCS parameter "fed recovery rate mult =3" determines how fast eaten Food is fully "absorbed".
It actually refers to the character's racial Hunger rate. Character with racial Hunger rate =0.5 depletes 100/60*0.5=0.833 Hunger per hour and recovers 0.833*3=2.5 Hunger per hour when it eats Food. This means that to "absorb" 50 Nutrition, this character will take 50/2.5=20 hours, during which its usual Hunger is "freezes". This means that, if during this time this character had some activity resulting in final (with character state multipliers) Hunger rate =0.5, it saved 20*0.833=16.66 Nutrition, effectively meaning that it eaten 50+16.66=66.66 Nutrition or 66.66/50=1.33 =+33% more Nutrition than it is expected.
If we take character with racial Hunger rate =1.25, then it depletes 100/60*1.25=2.08 Hunger per hour and recovers 2.08*3=6.25 Hunger per hour when it eats Food. This means that to "absorb" 50 Nutrition, this character will take 50/6.25=8 hours, during which its usual Hunger is "freezes". This means that, if during this time this character had some activity resulting in final (with character state multipliers) Hunger rate =1.25, it saved 8*2.08=16.66 Nutrition, effectively meaning that it eaten 50+16.66=66.66 Nutrition or 66.66/50=1.33 =+33% more Nutrition than it is expected. If character had activity (during Hunger bar rise) resulting in final (with character state multipliers, for example 100% Encumbered) Hunger rate=1.25x1.7=2.125, it saved 8*100/60*2.125=28.33 Nutrition, effectively meaning that it eaten 50+28.33=78.33 Nutrition or 78.33/50=1.567 =+56.7% more Nutrition than it is expected. 
All this means that Food will last a little longer and it is possible to aim for lower required amount of nutrition per day to feed characters. The more characters average daily Hunger rate modifier (Sleeping x0.33 -> 100% Encumbered x1.7), the lesser the coefficient for required Nutrition per day.
Example: We have 10 characters that eat 10*N Nutrition per day at average daily Hunger rate modifier =1.0. If they sleep, then average daily Hunger rate modifier =0.33, therefore expecting that we would require 10*N*0.33=3.3*N Nutrition per day. But at average daily Hunger rate modifier =0.33 we should also apply coefficient =0.9, resulting in 10*N*0.33*0.9=2.97*N required Nutrition per day.
If these 10 characters are in 100% Encumbered state, then their average daily Hunger rate modifier =1.7, and it is expected that they would eat 10*N*1.7=17*N Nutrition per day. But due to unexpected behavior ("Hunger bar rise -> freeze nutrition depletion"), we can apply coefficient =0.638, resulting in 10*N*1.7*0.638=10.846*N required Nutrition per day.
Character's state 	Sleeping	Idle 	Not idle	100% Encumberance
Average daily Hunger rate modifier	33% 	80% 	100% 	170%
Coefficient 	0.900 	0.789	0.750 	0.638
Real "daily Hunger rate modifier" 	30.0% 	63.2%	75.0% 	108.5%
These coefficients are not depended on racial hunger rate and calculation example is following.
Let's take character with racial hunger rate =1 that is sleeping (has 33% Hunger rate modifier). Its Hunger bar reached 250 mark, so that character eaten 50 Nutrition. To "absorb" these 50 Nutrition, character will take 50/(100/60*1*3)=10 hours. After this amount of time, Hunger bar reaches 250+50=300 mark and start to decrease. To reach 250 mark again, character will spend 50/(100/60*1*0.33)=90 hours. So, total time passed is 10+90=100 hours, out of which only 90 hours the character was actually depleting its Hunger bar, or 90/(90+10) =0.9 of all the time.
Let's take character with racial hunger rate =1.25 that is 100% Encumbered (has 170% Hunger rate modifier). Its Hunger bar reached 250 mark, so that character eaten 20 Nutrition. To "absorb" these 20 Nutrition, character will take 20/(100/60*1.25*3)=3.2 hours. After this amount of time, Hunger bar reaches 250+20=270 mark and start to decrease. To reach 250 mark again, character will spend 20/(100/60*1.25*1.7)=~5.647 hours. So, total time passed is 3.2+5.647=8.847 hours, out of which only 5.647 hours the character was actually depleting its Hunger bar, or 5.647/(3.2+5.647) =0.638 of all the time.
== Example calculations ==
Let's assume that we have 6 characters with Hunger rate =1.0, skills =34, and wish to settle in the Border Zone which has Arid Environment and 60% Ground water level. We can farm Cactus with 100% crops Yield for Chewsticks or Wheatstraw with 60% crops Yield for Bread.
=== Cactus 100% ===
Chewsticks have Nutrition =20 and Sell Value =76. To make Chewsticks, 8 Cactus and 1 Water are needed. To feed 6 characters with Hunger rate =1.0 every day, we would require 6*40*1/20=12 Chewsticks per day. To cook 12 Chewsticks per day, we would require 12*8=96 Cactus and 12*1=12 Water per day.
Cactus Farm XL (64x1) requires 2 Water per day. Cactus Farm crops Growth time =28.8 hours (~1728 minutes)(@Growth Rate =100%). After crops grew up, Farmer must harvest crops, and this also takes some time that must be accounted for. This Gathering (harvesting) time is calculated by using formula:
EstimatedGatherTime = MinTime+(MaxTime-MinTime)*\left (1- \frac{Skill}{100} \right ), where MinTime and MaxTime are values for Cactus Farm XL (64x1), taken from tables, mentioned earlier in the article.
Estimated Gather Time for Cactus Farm XL (64x1) at Farming skill level =34 is:
EstimatedGatherTime = 268+(728-268)*\left (1- \frac{34}{100} \right )=571.6minutes, or 571.6/60=~9.53 hours.
To calculate average crops harvest per day, following formula is used:
CropsHarvestPerDay=\left ( \frac{Crops*TotalYield}{GrowthTime(100%GrowthRate)+EstimatedGatherTime} \right )*1440
Cactus harvest per day for Cactus Farm XL (64x1) at Farming skill level =34 is:
CropsHarvestPerDay=\left ( \frac{64*100%}{1728+571.6} \right )*1440=40.08Cactus per day per Cactus Farm XL (64x1).
Therefore, to produce 96 Cactus per day, we need 96/40.08=2.40 Cactus Farm XL (64x1), that is rounded up to 3.
To harvest crops from 3 Cactus Farm XL (64x1), 3*9.53=28.58 man-hours are needed (28.58/24=1.19 Farmers per day).
3 Cactus Farm XL (64x1) would be giving 3*40.08=120.23 Cactus per day, enough to Cook 120.23/8=15.03 Chewsticks per day, using 15.03/0.806=18.65 man-hours on Chewsticks Cooking Stoves (# of Cooking Stoves/cooks =18.65/24=0.78 per day).
Total Water per day required is =3(farms)*2(water per day per farm)+15.03(cooked Chewsticks per day)*0.25(water per cooked Chewsticks)=21.03.
Manual water Well with Labouring =34 worker placed at 60% Ground water level would pump 48*0.75*0.6*0.806=17.40 Water per day (per 24 hours). Therefore, to pump 21.03 Water per day, 21.03/17.40*24=28.99 man-hours are needed (# of manual Well/workers =28.99/24=1.21 per day).
Total man-hours spent on production =28.58(man-hours on farms) +18.65(man-hours on cooking Chewsticks) +28.99(man-hours on Water pumping) =76.22 (Non stop workers =76.22/24=3.18).
Total Nutrition =15.03(Cooked Chewsticks)*20(Chewsticks Nutrition)=300.57.
Nutrition per man-hour =300.57(Total Nutrition)/76.22(Total man-hours)=3.94.
Total Sell value =15.03(Cooked Chewsticks)*76(Chewsticks Sell value)=1142.18.
Value per man-hour =1142.18(Total Sell value)/76.22(Total man-hours)=14.99.
=== Wheatstraw 60% ===
Bread has Nutrition =30 and Sell Value =244. To make Bread, 10 Wheatstraw and 0.25 Water are needed. To feed 6 characters with Hunger rate =1.0 every day, we would require 6*40*1/30=8 Bread per day. To cook 8 Bread per day, we would require 8*10=80 Wheatstraw and 8*0.25=2 Water per day.
Wheat Farm XL (100x1) requires 5 Water per day. Wheat Farm crops Growth time =26.4 hours (~1584 minutes)(@Growth Rate =100%). After crops grew up, Farmer must harvest crops, and this also takes some time that must be accounted for. This Gathering (harvesting) time is calculated by using formula:
EstimatedGatherTime = MinTime+(MaxTime-MinTime)*\left (1- \frac{Skill}{100} \right ), where MinTime and MaxTime are values for Wheat Farm XL (100x1), taken from tables, mentioned earlier in the article.
Estimated Gather Time for Wheat Farm XL (100x1) at Farming skill level =34 is:
EstimatedGatherTime = 215+(571-215)*\left (1- \frac{34}{100} \right )=445minutes, or 445/60=~7.5 hours.
To calculate average crops harvest per day, following formula is used:
CropsHarvestPerDay=\left ( \frac{Crops*TotalYield}{GrowthTime(100%GrowthRate)+EstimatedGatherTime} \right )*1440
Wheatstraw harvest per day for Wheat Farm XL (100x1) at Farming skill level =34 is:
CropsHarvestPerDay=\left ( \frac{100*60%}{1584+445} \right )*1440=42.58Wheatstraw per day per Wheat Farm XL (100x1).
Therefore, to produce 80 Wheatstraw per day, we need 80/42.58=1.87 Wheat Farm XL (100x1), that is rounded up to 2.
To harvest crops from 2 Wheat Farm XL (100x1), 2*7.5=15 man-hours are needed (15/24=0.625 Farmers per day).
2 Wheat Farm XL (100x1) would be giving 2*42.58=85.16 Wheatstraw per day, enough to mill 85.16/10=8.516 Strawflour per day, using 8.516/3/0.806=3.52 man-hours on manual Grain Silo (# of manual Grain Silo =3.52/24=0.146 per day).
Total Water per day required is =2(farms)*5(water per day per farm)+8.516(baked Bread per day)*0.25(water per baked Bread)=12.12.
Manual water Well with Labouring =34 worker placed at 60% Ground water level would pump 48*0.75*0.6*0.806=17.40 Water per day (per 24 hours). Therefore, to pump 12.12 Water per day, 12.12/17.40*24=16.71 man-hours are needed (# of manual Well/workers =16.71/24=0.7 per day).
Total man-hours spent on production =15(man-hours on farms) +3.52(man-hours on manual Grain Silo) +16.71(man-hours on Water pumping) =35.23 (Non stop workers =35.23/24=1.467).
Total Nutrition = 8.516(baked Bread)*30(Bread Nutrition) =255.48.
Nutrition per man-hour =255.48(Total Nutrition)/35.23(Total man-hours)=7.25.
Total Sell value = 8.516(baked Bread)*244(Bread Sell value)=2078.
Value per man-hour =2078(Total Sell value)/35.23(Total man-hours)=58.98.
=== Conclusion ===
Comparing results, it is clear to see that even with 100% Cactus crops Yield Chewsticks production is much more labor-intensive than Bread production with Wheatstraw crops 60% Yield.
Chewsticks vs Bread comparison
 	Chewsticks (100%)	Bread (60%)
Total man-hours 	76.22 	35.23
Total Nutrition 	300.57 	255.48
Nutrition per man-hour	3.94 	7.25
Total Sell value 	1142.18 	2078
Value per man-hour 	14.99 	58.98
Same calculation methodology with corresponding value changes is used to calculate everything. For swamps, it is also accounted for man-hours used to produce fueled Power, using Biofuel Distillery (Hemp) in conjunction with usual Hemp Farms (if "main" production uses usual farms = assumed absence of Hydroponic Tech) or Hydroponic Hemp (if "main" production uses Hydroponics = assumed presence of Hydroponic Tech).
Example of the full calculation table at Game stage 1.
== Tips ==
# Farms can have up to 4 workers. Instead of 4 workers doing 4 Farms in parallel, It is advisable to assign 4 workers to do 1 Farm at a time so that 4 workers gather (harvest) grown crops faster (4x faster than 1 worker but also using 4x(1/4) time = same amount of man-hours) -> but causing reduced "grow+harvest" time cycle length -> increasing crops harvest per day per Farm -> potentially reducing amount of Farms (and man-hours on Farms and Water pumping) needed to meet crops demand per day -> increasing amount of crops per day for further processing -> all in all slightly increasing production output per man-hours spent.
#Darkness will lower work-related skill level resulting in related to low skill level consequences. To reduce impact of darkness - it is advisable to equip character with Lantern of Radiance - 2 characters standing close enough to each other and illuminating themselves and each other will fully remove darkness penalty.
Category:WIP
Category:Guides