Farming: Difference between revisions
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==Gameplay== | ==Gameplay== | ||
[[Citizens]] in the players republic need [[Food]], [[Meat]] and [[Alcohol]]. The player can import these | [[Citizens]] in the players republic need [[Food]], [[Meat]] and [[Alcohol]]. The player can import these, through auto-buy or through the importing mechanics via the [[Customs house]], but to create a self-sufficient republic the player is encouraged to build the appropiate industry. The production of both [[Crops]] and [[Livestock]], first steps in the production chain, are achieved through the usage of Farms and its accompanying structures. There are two kind of farms in [[Workers & Resources: Soviet Republic]]: | ||
*Crop farm | *Crop farm | ||
*Livestock farm | *Livestock farm | ||
Line 17: | Line 17: | ||
*Livestock halls/ranges | *Livestock halls/ranges | ||
Apart from these structures some buildings need workers and/or vehicles like tractors, harvesters, trucks and resources like [[Fuel]] to power the vehicles. | Apart from these structures some buildings need workers and/or vehicles like tractors, harvesters, trucks and resources like [[Fuel]] to power the vehicles. Fields can be fertilized<ref name="patch089">''Available from Workers & resources: Soviet Republic [[Patch_0.8.9#0.8.9|patch 0.8.9]]''</ref> with [[Fertiliser]]<ref name="patch089"></ref> or [[Liquid fertiliser]]<ref name="patch089"></ref>. [[Crops]] are needed to produce [[Livestock]]: If the [[game settings]] Water management is enabled then buildings, of both storage and production of livestock, have to be supplied with [[water]] with a [[Water#Water quality|quality]] of 93% and its corresponding residue of [[waste water]] needs to be taken care of & if; If the [[game settings]] Waste management is enabled then livestock will passively produce said fertilizer. | ||
The produced products, [[crops]] and | The produced products, [[crops]] and [[livestock]], of these farms need to be processed in factories to create [[Food]], [[Meat]] and [[Alcohol]] to sell to the [[Citizens]] via [[Shops]]. Crops are also used to produce [[Clothes]]. | ||
The player | The player has to take into account that the game setting [[Seasons]] impacts crop crowth; when enabled the player will have only one harvest a year. | ||
===Fertilizer=== | ===Fertilizer=== |
Latest revision as of 16:15, 28 September 2024
Background
Farming is the act or process of working the ground, planting seeds, and growing edible plants. You can also describe raising animals for milk or meat as farming.
A farm is an area of land where livestock (animals) are raised and crops (plants) are grown for use as food, fiber, and fuel. The people who own and work on the farm are called farmers. A farm usually has buildings where equipment such as tractors and supplies are stored. Some farms also have buildings where livestock are housed. These buildings usually have different names depending on the type of livestock that lives there. For example, chickens live in poultry houses and pigs live in swine parlors.
There are many different kinds of farms. Large corporate farms grow one or two major crops or livestock. Middle-sized and small-sized farms grow many different types of crops and livestock.
Gameplay
Citizens in the players republic need Food, Meat and Alcohol. The player can import these, through auto-buy or through the importing mechanics via the Customs house, but to create a self-sufficient republic the player is encouraged to build the appropiate industry. The production of both Crops and Livestock, first steps in the production chain, are achieved through the usage of Farms and its accompanying structures. There are two kind of farms in Workers & Resources: Soviet Republic:
- Crop farm
- Livestock farm
The player has to build these buildings and provide them with accompanying structures like:
- Fields
- Storages
- Livestock halls/ranges
Apart from these structures some buildings need workers and/or vehicles like tractors, harvesters, trucks and resources like Fuel to power the vehicles. Fields can be fertilized[1] with Fertiliser[1] or Liquid fertiliser[1]. Crops are needed to produce Livestock: If the game settings Water management is enabled then buildings, of both storage and production of livestock, have to be supplied with water with a quality of 93% and its corresponding residue of waste water needs to be taken care of & if; If the game settings Waste management is enabled then livestock will passively produce said fertilizer.
The produced products, crops and livestock, of these farms need to be processed in factories to create Food, Meat and Alcohol to sell to the Citizens via Shops. Crops are also used to produce Clothes.
The player has to take into account that the game setting Seasons impacts crop crowth; when enabled the player will have only one harvest a year.
Fertilizer
Fertilizers[1] are added to crops in order to produce enough food to feed the Citizens in the players republic. Fertilizers provide crops with nutrients, which allow crops to grow bigger, faster, and to produce more food. In Workers & Resources: Soviet Republic fertiliser can be solid or liquid. Liquid fertiliser can be stored in a tank for liquid storage like in a Oil/Fuel Storage, while solid fertiliser is stored in Big garbage containers[1].
When the player places a field on the map, that field has a default fertility of 70%, over time the fertility level goes slowly up. The player can increase fertility by applying fertilizer to the fields. A tractor from the farm will start fertilizing the assigned fields when the minimum threshold of the assigned fields are passed. The fertiliser is directly applied from then tractor, the tractor doesn't need to drive back to the farm to load fertilizer.
From the farm the player has control over the process of applying fertiliser to the fields. The player can configure the minimum amount of fertility to the assigned fields of that farm. The player needs to select a farm and the Farms properties windows appear. Underneath the 'Mechanisms working for this farm' information about fertility is displayed in percentages and a button is beside it to 'Set minimal fertility'. When pressing that button the player can adjust the number, in percentages, by entering a new value. This number refers to the fertility number in the Field properties window, when a field is selected.
When the fertility of a field is under the minimal fertility setting from the assigned farm, a tractor will start fertilizing that field, which can be executed in multiple cycles.
Nutrient level
Plant growth and development are directly depended on the source of nutrients. Basically, plants need different type of nutrients. In the plant body, many nutrients influence biochemical processes as well as provide resistance against diseases and finally disturb the quality of crops. Furthermore, nutrients play a significant role in fertility of soil and make it more productive for the growth of plant. Essential nutrients nitrogen, phosphorus(P), potassium (K) and lime are required by plants in order to grow and achieve optimum production. Nutrient management plans provide farmers with information on how to grow crops to their potential from their farming system.
In Workers & Resources: Soviet Republic the fields for farms have a nutrient level. When the player selects a field the Field properties window is displayed, the nutrient level information is displayed as the last progress bar.
The nutrient level is affected by fertiliser and growth of the crops. The nutrient level increases when fertiliser is applied to fields and decreased when the crops are growing on that field.
Structures
Farming structures are divided into: fields, farms and storage units:
- Fields are structures where crops are planted, they require to be sown by sowing tractors, after which they will slowly grow. Fields can be fertilized with Fertiliser[1] or Liquid fertiliser[1] for enhancing the growth of plants. After grown, they will require to be harvested by harvesters and transported by covered hull trucks. The progress of any of these stages can be seen by the field interface in-game. They can be worked by workers, but those are not required to farm.
- Farms
- Farms for crops are structures that work the fields. They house all the vehicles used during the farming process. After trucks collect harvested crops, they will bring it to the their farms. Farms need to have at least one field assigned to work on.
- Livestock farms are structures that care for livestock such as cows. They need to be provided with crops to feed the cows and workers to take care of the cows. When a cow is raised it is ready for slaughter to produce meat.
- Storage
- Storage for crops are structures that extend farm storages. They are not required to normal operations of farms, but provide deep stores for farms and may be required depending on how many fields are assigned to a single farm. They are not the only form to store crops, as warehouses can also store it, but are the optimal way to store crops.
- Livestock hall/range are structures that extend livestock farms storages. They are not required to normal operations of farms, but provide deep stores for the livestock farms.
Fields
Name | Cost | Total area | Yield on 100% fertility | Workers | Requisites | Storage | Structure | Notes | |
---|---|---|---|---|---|---|---|---|---|
Small field |
None | 0.36 Ha | 33t | 75 | Sowing tractors, harvesters and covered hull trucks. | Unlimited* | Access | 1x road access | The smaller version of a crops field, it has about 1/3 of the size of a medium field. |
L/U | 1 | ||||||||
Medium field |
None | 1.57 Ha | 100t | 150 | Sowing tractors, harvesters and covered hull trucks. | Unlimited* | Access | 1x road access | A medium field, it can be farmed for crops. |
L/U | 1 | ||||||||
Big field |
None | 4.81 Ha | 300t | 250 | Sowing tractors, harvesters and covered hull trucks. | Unlimited* | Access | 1x road access | The largest version of a crops field, it has about 3x the size of a medium field. |
L/U | 1 |
Farms
Name | Cost | Workers | Production | Consumption | Energy | Wattage | Storage | Structure | Notes | |
---|---|---|---|---|---|---|---|---|---|---|
Small farm |
See below | None | Crops* | 10tNone | 3.0 MWh | 50 kW | Crops (export) 12t Fuel (import) 35t Liquid fertiliser (import) 40t Fertiliser (import) |
40t Access | 1x road access 2x factory connections |
|
L/U | 2 | |||||||||
Vehicles | 6 | |||||||||
Medium farm |
See below | None | Crops* | 10tNone | 3.0 MWh | 50 kW | Crops (export) 25t Fuel (import) 60t Liquid fertiliser (import) 75t Fertiliser (import) |
76t Access | 1x road access 4x factory connections 1x Pipe connection[1] |
|
L/U | 2 | |||||||||
Vehicles | 12 | |||||||||
Large farm |
See below | None | Crops* | 10tNone | 3.0 MWh | 50 kW | Crops (export) 45t Fuel (import) 110t Liquid fertiliser (import) 135t Fertiliser (import) |
144t Access | 1x road access 8x factory connections 1x Pipe connection[1] |
|
L/U | 2 | |||||||||
Vehicles | 30 | |||||||||
Livestock farm |
See below | 50 | Livestock 14.80m3/day Wastewater |
10t Crops 12m3 Water 2.30m3/day Water |
20t 3.0 MWh | 50 kW | Crops (import) 26t Livestock (export) |
60t Access | 1x road access 4x factory connections |
To keep workers in good condition, water quality must of 97% or higher |
L/U | 2 | |||||||||
Vehicles | None |
Storage
Name | Cost | Production | Consumption | Energy | Wattage | Storage | Structure | Notes | |
---|---|---|---|---|---|---|---|---|---|
Grain storage |
See below | None | None | 3.0 MWh | 50 kW | Crops | 800tAccess | 1x road access 2x factory connections |
A large grain silo, the grain storage building functions as a secondary structure to any farm. Storing up to 800t of crops, it's a must for any farming operation. It's road and factory connections are too close to one another, making the placement of one or more storages near farms challenging. |
L/U | 2 | ||||||||
Livestock hall/range |
See below | Wastewater | 11.10m3/dayWater | 11.10m3/day3.0 MWh | 50 kW | Livestock | 225tAccess | 1x road access 4x factory connections |
|
L/U | 2 |
Construction
Expansion required
This article is too short to provide more than rudimentary information about the subject and/or has missing construction stages. You can help us by expanding it.
|
- Small farm
Requirements | Groundworks | |||
---|---|---|---|---|
843 8.1t 10t 3.4t 13t 10t 0.81t 28t | 152 8.1t 13t 10t Mechanisms: Excavators (max. 4) Needs workers (max. 64) |
- Medium farm
Requirements | Groundworks | |||
---|---|---|---|---|
1140 23t 13t 4.5t 37t 29t 1.5t 39t | 437 23t 37t 29t Mechanisms: Excavators (max. 4) Needs workers (max. 113) |
- Large farm
Requirements | Groundworks | |||
---|---|---|---|---|
2575 72t 32t 10t 117t 90t 2.4t 61t | 1351 72t 117t 90t Mechanisms: Excavators (max. 8) Needs workers (max. 257) |
- Livestock farm
Requirements | Groundworks | |||
---|---|---|---|---|
1997 24t 101t 33t 39t 30t 41t | 452 24t 39t 30t Mechanisms: Excavators (max. 5) Needs workers (max. 199) |
- Grain storage
Requirements | Groundworks | |||
---|---|---|---|---|
990 9.6t 26t 9.0t 111t 9.6t 31t | 144 7.7t 12t 9.6t Mechanisms: Excavators (max. 1) Needs workers (max. 98) |
- Livestock hall/range
Requirements | Groundworks | |||
---|---|---|---|---|
491 7t 19t 6.3t 11t 8.7t 13t | 131 7.0t 11t 8.7t Mechanisms: Excavators (max. 3) Needs workers (max. 50) |
Notes
- Originally, the game only had one farm, the agro-farm. This was later divided into three sizes of farms.
- Fields don't need farms assigned. As long as workers have access to a field, they will go and sow or harvest by themselves. Only when you want to use vehicles on the field, do you need to assign a farm.
- Fields don't need workers. Vehicles alone are able to perform all the tasks that a field requires, but having both workers and vehicles helps speed up the tasks.
- A field can only have a single sowing/harvesting vehicle operating on it.
- A field can only be assigned to one farm.
- Crops can be transported out of a field using covered hull trucks parked inside an assigned farm, lines, or even a distribution office.