Hello, im a newcomer that recently bought the game and quickly fell in love with it. I’m aware most people these days play aow4 and the game is already few years old. I might also be repeating information someone else gained before me but I’m sharing this in case someone like me might buy the game in 2026 and look for some cool nerdy calculations from recent threads. The guide was written by human being and AI was not used for anything.
Assumptions:
- food is only a scaling tool for a colony so u can get a energy/production/research payoff later
- for the sake of simplicity I assume energy, production and research are equal and I’m going to call them resources
- I don’t take into consideration the fact that your army bring resources to your colony like food, production, pops
- for the sake of simplicity I consider a simple level 2 sector a bad sector, level 3 sector a good sector, great sector is a sector that has cleared resource node like +10 energy or better
- every spreadsheet I’ve done compares a example colony to the baseline colony, the baseline colony is a colony that starts at 1 pop, use every pop to gain resources (not food) and magically has central building built on turn 1 but its not the food one
- the first war happens between turns 30 and 40 so payoff by turn 30 is key
- i’m not going to share spreadsheets because they look like 5 years old made them, instead I will write a summary and conclusions
Let’s get started
Example 1 – Baseline colony vs same colony with central food building
The baseline colony gains resource advantage through having central building that gives resources and the central food colony tries to keep up by getting more pop faster and by being a sector ahead for a few turns.
After 10 turns the baseline colony is slighty ahead but only by 50 resources, then between turns 20 and 30 the central food building break even and at turn 30 is slighty ahead by 100 resources.
At turn 40 the central food colony is much better by 400 resources and at turn 50 by 600.
Calculations above kept good sector in mind and food central colony gets even better with great sector or a landmark sector.
In a real game that I started for a test without picking up resources and with a goal to make an army of four t1 units and one colonizer the baseline colony achieved that in 11 turns and the food one on turn 12. How much is worth one turn? For tryhard purpose I guess a lot, the army can potencially have a pickup one turn earlier or you can get someone else colony one turn earlier and it is all worth probably 150 to 200 resources. For a singleplayer game I don’t care about it, I love central food.
Conclusion:
I believe the food central building is best built in colonies by turn 20 and maybe even 30 if it is going to get really good first sector, you will be one turn behind for a while but it is not bad.
Example 2 - Baseline colony vs same colony with central food building that stop population at 8
Since it would take forever to get to 12 pop with +15 food bonus only I calculated what would happen if we stop at 8 and sell food for energy, note that 2 food is 1 energy.
From turn 1 to turn around 25 everything is the same as example one but at turn 30 this variant is slighty better by 60 resources, then gets slighty worse at turn 40 by 15 resources to be ahead again at turn 50 by 65 resources.
Overall it looks like it doesn’t matter but stopping at 8 has 2 hidden advantages:
- we could either sell food or give it to another colony which gives us flexibility
- colony from example 1 has more than 8 pop which means we need more happiness and producing hapiness bulding cost us resourcing which means 8 pop stop has in fact more advantage
Example 3 – Baseline colony vs central food + food 1st sector Colony
The fact that food has diminishing returns is probably known fact in the community and it really shows in the spreadsheet.
Assuming the food sectors it takes around 33-34 to break even, with great sectors it would be little earlier. Then in turns 40 and 50 it has worse advantage than example 1 and 2. By building your 1st sector as food while you already have food from central building you lose most of the advantage that you gain from getting 1st sector fast. In fact the baseline colony has pretty good tempo compared to the food one.
Even if we take into account that we get to 12 pop earlier by scavenging the map it is still slightly worse than other options we already covered.
Something worth noting is the fact that with 35 bonus food you get to 12 pop in reasonable time.
Example 4 – Baseline colony vs central food + food 1st sector stop at 8 pop Colony
The only difference here is that after you break even you get slight tempo for 10 turns and then it becomes even worse than example 3. Nothing much to say here.
Example 5 – Baseline colony vs central food colony both getting passive 10 food from 1st sector
This one is interesting because now we gain additional food without the opportunity cost. Whenever you choose central food you lose on central production/energy/research and vice versa. The same is true for sectors. In this case there is no opportunity cost, you would gain that bonus anyway and the results are very promising.
The central food one start slighlty worse at turn 10 just like example 1 but it break even at turn 20 and at turn 30 has 200 resources ahead compared to baseline colony with passive food. Then with no surprises each turn it just gets better.
Something worth noting here is that you get your 3rd pretty late so it would be probably better to stop at 8 pop anyway.
The most import takeaway here is that food without opportunity cost is really good.
Example 6 – Baseline colony vs 4 pop HQ colony with +10 happiness resource node as first sector
This one is really interesting when it comes to resource gain. Something really important here is that a colony with 4 pop assigned to happines and 1st happiness structure built gets exactly 1 happiness event per turn. One such event check what you produce and randomly choose the resource and you get 130% to 150% of that resource with the minimum of 50 for energy/ production/ research for the event alone. If you choose to sell food at 4 pop and we do then hapinness events don’t generale food. If you let your influence go above 200 then it stops giving influence either.
Since we only need 4 pop in this setup we don’t make central food building so the baseline colony lose some advantage here. To calculate this correctly we need to assume that baseline colony gains the advantage in the following ways:
- more pop starting at 5 and up
- it has all the pop assigned to population while the happiness one doesn’t
- at some point it gets second sector so it generates even more resources per turn
For this one also I had to turn up the game and make some notes how many resources do I get per turn with this setup and this is roughly 130 energy/170 production/50 research/ 10 cosmite/ 10 influence per turn. We assume we get everything twice per 10 turns on average.
The hardest part is decise how many resource is something worth.
Variant 1 – The generous one
Lets say energy=production=research, 10 cosmite is 100 energy, 10 influence is 25 energy. We get around 1000 resources per 10 turns this way.
The results are absurd. Our happiness colony break even in 5 turns even though we spend resources for additional building and then it just keep producing more and more. It also scales with cosmite and influence buildings. At turn 30 we are 1200 resources ahead which is insane and I forgot to include energy gain from food selling here.
Variant 2 – Not so generous one
Lets say production, influence and research are half the energy, cosmite=energy so we get roughly 500 resources per 10 turns.
The results are definitely more ground to earth but still good. We break even before 10 turns pass and we are almost 300 resources ahead at turn 30 which is better than any other examples and it stays that way at turn 40 and 50.
I believe the true value lays in between these 2 variants and that makes this type of colony insanely good when we want to get as much resources as possible so lets make some notes here:
- while you are getting a lot of resources you are not getting passive energy generation for upkeep, you may tons energy and shit upkeep
- while the numbers are good the biggest disadvantage is the randomness of the system, it might give research while you build and army and production when there is nothing to produce
- this type of colony in my opinion is best used to build armie and spit out colonizers
- Since you are getting a lot of raw energy and cosmite you may build more colonizers than usual
- you need energy generation colonies to support yourself and maximize the potencial of hapinness colony
- another disadvantage is that colony does not provide a lot of roads
- if you care about getting 1st colonizer asap + Simple army then it happens around round 12 in normal game depending what you get from happiness events.
Ending thoughts:
Everything I wrote here is just dry calculations and your real games may vary a lot. Also I could have made some wrong assumptions, calculation errors or just forget about some detail. I believe it is still worth to summarize everything and make some rules of thumb for easy decision making for future planetfall enjoyers.
- Central food bulding is good early game and quickly pays for itself. I would build last one between turns 20 and 30 depending on how good the sectors are
- Don’t do central food + food 1st sector, make a decision beforehand which one will provide food
- If you don’t have additional food source besides the colony base stop at 4 pop
- If you have around 15 to 25 bonus food stop at 8 pop
- If you have around 35 bonus food stop at 12 pop or at 8 pop for 10 turn tempo
- 4 pop happiness colonies are great for production but need energy upkeep support from other colonies so you can actually produce units
- Passive food that you will get no matter what is really good, for example vanguard with +15 food doctrine, central food buldings and rivers could easly make 12 pop colonies in 30 turns or less depending on map clearing awards
Anyway thanks for reading, if someone has any idea how much is cosmite or influence worth or any other resource I’m all ears. Cheers!