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;Hydroponic Farm (80 RP; 60 PP; maintenance 2 BC)
;Hydroponic Farm (80 RP; 60 PP; maintenance 2 BC)
Increases any planet's food production by 2, even on a Toxic / Radiated / Barren planet. For non-Creatives the alternative tech at this level is Biospheres (+2 population capacity), which most players prefer. Hydroponic Farm has one advantage: it is not affected by blockades (see below), and in fact provides some small protection against total starvation.
Increases any planet's food production by 2, even on a Toxic / Radiated / Barren planet. For non-Creatives the alternative tech at this level is Biospheres (+2 population capacity), which most players prefer. Hydroponic Farm has 1 advantage: it is not affected by blockades (see below).


;Soil Enrichment (400 RP; 120 PP; no maintenance)
;Soil Enrichment (400 RP; 120 PP; no maintenance)
Increases farmers' output by 1 food each (so not usable on no-farming planets). For non-Creatives the alternative tech at this level is Cloning Centers (+0.1 population growth per turn); that's a tough choice.
Increases farmer's output by 1 food each (so not usable on no-farming planets). For non-Creatives the alternative tech at this level is Cloning Centers (+0.1 population growth per turn); that's a tough choice.


;Subterranean Farms (1500 RP; 150 PP; maintenance 4 BC)
;Subterranean Farms (1500 RP; 150 PP; maintenance 4 BC)
Increases any planet's food production by 4, even on a Toxic / Radiated / Barren planet. For non-Creatives the alternative tech at this level is Weather Controller (see below), which most players prefer. Subterranean Farms have one advantage: they are not affected by blockades (see below), and in fact provide some small protection against total starvation.
Increases any planet's food production by 4, even on a Toxic / Radiated / Barren planet. For non-Creatives the alternative tech at this level is Weather Controller (see below), which most players prefer. Subterranean Farms have 1 advantage: they are not affected by blockades (see below).


;Weather Controller (1500 RP; 200 PP; maintenance 3 BC)
;Weather Controller (1500 RP; 200 PP; maintenance 3 BC)
Increases farmers' output by 2 food each. For non-Creatives the alternative tech at this level is Subterranean Farms (see above), but most prefer Weather Controller. Ultimately it depends on the player's strategy of food production. If they have a leader that provides a massive food production bonus then all of their food production will be concentrated on a few planets in a single system. But for a player that has most of their planets self-sufficient in terms of food (avoiding the BC cost of using freighters), it doesn't make sense to have one on every planet so Subterranean Farms is better for them.
Increases farmer's output by 2 food each. For non-Creatives the alternative tech at this level is Subterranean Farms (see above), but most prefer Weather Controller. Ultimately it depends on the player's strategy of food production. If they have a leader that provides a massive food production bonus then all of their food production will be concentrated on a few planets in a single system. But for a player that has most of their planets self-sufficient in terms of food (avoiding the BC cost of using freighters), it doesn't make sense to have one on every planet so Subterranean Farms is better for them.
   
   
;Astro University (2000 RP; 200 PP; maintenance 4 BC)
;Astro University (2000 RP; 200 PP; maintenance 4 BC)
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[[File:Moo2ColonyList400.png|thumb|right|You can manage food production from the Colony List - click "Food" at the bottom to sort colonies in order of food produced.]]
[[File:Moo2ColonyList400.png|thumb|right|You can manage food production from the Colony List - click "Food" at the bottom to sort colonies in order of food produced.]]
The easiest way to manage food production is usually via the Colony List:
The easiest way to manage food production is usually via the Colony List:
*The box at the bottom right shows whether you have a food surplus or deficit, and whether you have enough Freighters to move food around. Click "Food" in the bottom row to sort colonies in order of food produced, then:
*The box at the bottom right shows whether you have a food surplus or deficit; and whether you have enough Freighters to move food around. Click "Food" in the bottom row to sort colonies in order of food produced, then:
*If you scroll to the bottom you see colonies that are producing little food and no food. If some of these can produce more food, you may want to increase their farming in order to free Freighters for other tasks or to reduce the cost of using Freighters.
*If you scroll to the bottom you see colonies that are producing little food and no food. If some of these can produce more food, you may want to increase their farming in order to free Freighters for other tasks or to reduce the cost of using Freighters.
*If you scroll to the top you see your largest and usually most efficient food producers. These are the colonies you will most often use to help feed other colonies. And, if you have a large food surplus, these are probably the ones where you can move farmers to other jobs.
*If you scroll to the top you see your largest and usually most efficient food producers. These are the colonies you will most often use to help feed other colonies. And, if you have a large food surplus, these are probably the ones where you can move farmers to other jobs.


{{Footer Nav|game=Master of Orion II: Battle at Antares|prevpage=Growing your population|nextpage=Freight training}}
{{Footer Nav|game=Master of Orion II: Battle at Antares|prevpage=Growing your population|nextpage=Freight training}}
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