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 from the [[Customs house]] but to create a self-sufficient republic the player needs the build farms and other accompanying structures. There are two kind of farms in [[Workers & Resources: Soviet Republic]]:  
[[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. Some buildings need [[Crops]] to feed the cows and 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>. When in the [[game settings]] Water management is enabled the buildings also have to be supplied with [[water]] with a [[Water#Water quality|quality]] of 93% and [[waste water]] is produced that needs to be taken care of.
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 cows, of these farms need to be processed in factories to create [[Food]], [[Meat]] and [[Alcohol]] to sell to the [[Citizens]] via [[Shops]]. Crops is also being used in the livestock farm to feed cows.
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 also has to take into that the game setting [[Seasons]] may impact harvesting of the crops. When seasons are enabled the player can only harvest once a year.
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 Buildingtab more.png 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-toolbar.png
Small field
None 0.36 Ha 33t workers 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-toolbar.png
Medium field
None 1.57 Ha 100t workers 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-toolbar.png
Big field
None 4.81 Ha 300t workers 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-toolbar.png
Small farm
See below None Crops 10t Crops* None 3.0 MWh 50 kW Crops 40t Crops (export)
Fuel 12t Fuel (import)
Liquid fertiliser 35t Liquid fertiliser (import)
Fertiliser 40t Fertiliser (import)
Access 1x road access
2x factory connections
L/U 2
Vehicles 6
Medium farm-toolbar.png
Medium farm
See below None Crops 10t Crops* None 3.0 MWh 50 kW Crops 76t Crops (export)
Fuel 25t Fuel (import)
Liquid fertiliser 60t Liquid fertiliser (import)
Fertiliser 75t Fertiliser (import)
Access 1x road access
4x factory connections
1x Pipe connection[1]
L/U 2
Vehicles 12
Large farm-toolbar.png
Large farm
See below None Crops 10t Crops* None 3.0 MWh 50 kW Crops 144t Crops (export)
Fuel 45t Fuel (import)
Liquid fertiliser 110t Liquid fertiliser (import)
Fertiliser 135t Fertiliser (import)
Access 1x road access
8x factory connections
1x Pipe connection[1]
L/U 2
Vehicles 30
Livestock farm.png
Livestock farm
See below workers50 Livestock 10t Livestock
Wastewater 14.80m3/day Wastewater
Crops 20t Crops
Water 12m3 Water
Water 2.30m3/day Water
3.0 MWh 50 kW Crops 60t Crops (import)
Livestock 26t Livestock (export)
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-toolbar.png
Grain storage
See below None None 3.0 MWh 50 kW Crops 800t Crops Access 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
Range.png
Livestock hall/range
See below Wastewater 11.10m3/day Wastewater Water 11.10m3/day Water 3.0 MWh 50 kW Livestock 225t Livestock Access 1x road access
4x factory connections
L/U 2

Construction

Small farm
RequirementsGroundworks
Asphalt 8.1t Asphalt
Bricks 10t Bricks
Boards 3.4t Boards
Gravel 10t Gravel
Steel 28t Steel
Building
Asphalt 8.1t Asphalt
Gravel 10t Gravel
Mechanisms: Excavators
(max. 4)
Needs workers No
(max. 64)
Medium farm
RequirementsGroundworks
Workdays 1140 Workdays
Asphalt 23t Asphalt
Bricks 13t Bricks
Boards 4.5t Boards
Gravel 29t Gravel
Steel 39t Steel
Building
Asphalt 23t Asphalt
Gravel 29t Gravel
Mechanisms: Excavators
(max. 4)
Needs workers No
(max. 113)
Large farm
RequirementsGroundworks
Workdays 2575 Workdays
Asphalt 72t Asphalt
Bricks 32t Bricks
Boards 10t Boards
Concrete 117t Concrete
Gravel 90t Gravel
Steel 61t Steel
Building
Workdays 1351 Workdays
Asphalt 72t Asphalt
Concrete 117t Concrete
Gravel 90t Gravel
Mechanisms: Excavators
(max. 8)
Needs workers No
(max. 257)
Livestock farm
RequirementsGroundworks
Workdays 1997 Workdays
Asphalt 24t Asphalt
Bricks 101t Bricks
Boards 33t Boards
Gravel 30t Gravel
Steel 41t Steel
Building
Asphalt 24t Asphalt
Gravel 30t Gravel
Mechanisms: Excavators
(max. 5)
Needs workers No
(max. 199)
Grain storage
RequirementsGroundworks
Asphalt 9.6t Asphalt
Bricks 26t Bricks
Boards 9.0t Boards
Concrete 111t Concrete
Gravel 9.6t Gravel
Steel 31t Steel
Building
Asphalt 7.7t Asphalt
Gravel 9.6t Gravel
Mechanisms: Excavators
(max. 1)
Needs workers No
(max. 98)
Livestock hall/range
RequirementsGroundworks
Bricks 19t Bricks
Boards 6.3t Boards
Gravel 8.7t Gravel
Steel 13t Steel
Building
Asphalt 7.0t Asphalt
Gravel 8.7t Gravel
Mechanisms: Excavators
(max. 3)
Needs workers No
(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.

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Available from Workers & resources: Soviet Republic patch 0.8.9