Farming

From Captain of Industry Wiki
Jump to: navigation, search

Using farms you can grow plants. After researching crop rotation you can start farming multiple plants in a single farm. Crops need water to survive, and can be fertilized to improve the fertility threshold, which determines the amount of units you will receive from the crop. In most cases ordering of the plants in the "growth calendar" does not matter, as long as the two plants next to each other are different, as having two identical plants farmed after each other will result in growth penalty. Growing the same plant in the first and last "growth calendar" counts as the crops being grown after each other therefore it adds the growth penalty.

Fertilizer does not seem to provide any changes from the mechanical perspective. The added benefit is higher crop yields, with high fertility need crops like Soybeans benefiting more from fertilizer than low fertility need crops like potatoes. In summary, the more fertilizer, the more crop yields, although as you get closer to the maximum fertility, the smaller the benefit you get. Still, even at maximum fertility the diminishing returns are rather negligible.

Crop Schedule

Given that you can specify up to 4 types of plants to be farmed on a single farm, there are many combinations which a player can reach, and below you can find a few of them. For the sake of consistency, we consider Green Manure to be a plant as well, but not a crop.

Farm with 1 plant

Initially, farms can grow only a single plant, and later on the player can keep farming a single plant on a farm if they wish to. However, after researching the the crop rotation, if the player wishes to improve the average yield of any crop, it is always beneficial to add in a single Green Manure plant.

Farm with 2 plants

As mentioned, farming 1 crop with Green Manure always returns a better average yield, than farming a single crop. However, if the player wishes to maximize the average crop yield, growing two crops of different kind results in both plants having the highest yield possible when combined. Meaning that if you have two farms, and you decide to grow Potatoes + Vegetables in both farms, your final yield of both crops will be higher than if you grew Potatoes + Green Manure in one farm, and Vegetables + Green Manure in the other.

Farm with 3 plants

Having two plants of the same type adds a penalty, therefore it is optimal to grow 3 plants of different kinds. Having Green Manure as one of them does not make a noticeable difference in the final crop yields, therefore having 3 different crops is better. However, if you remove one of the crops, and place it into another farm, you can get higher yields by adding another crop or Green Manure.

Farm with 4 plants

They work, but you can always split them into two farms, giving you similar yields.

Soil fertility

Soil Fertility affects crop yield: the actual yield is one that the recipe of crops says times Soil Fertility. For example, the yield will be 60% of the recipe if fertility is 60% while the crop grows.

Every crop consumes Soil Fertility by growing. On the other hand, fertility replenishes naturally when below 100%. Then, Soil Fertility is settled at a value depending on the corp schedule. You can use Green Manure or Fertilizer I.png Fertilizers to increase the yield of crop(s).

Fertility needed

"Fertility needed" is the amount of extra fertility to reach and keep the target fertility level. The extra fertility needs to be supplied with Fertilizer I.png Fertilizers. When the target fertility is 100%, the "fertility needed" is the same value as fertility consumption which the recipe says. And, the "fertility needed" increase/decrease roughly 3% / 60 Clock.png per increasing/decreasing 10% of target fertility. More accuracy value is:

Fertility Needed(% / 60 Clock.png ) = FC P + 0.300 (FT - 100%)    if FT ≤ 100%
Fertility Needed(% / 60 Clock.png ) = FC P + [(1.968 FC P / 100%) + 0.062] (FT - 100%)    if FT > 100%
FT: Target Fertility (%)
FC: Fertility Consumed that recipe says (% / 60 Clock.png )
P: if lacking rotation, then 1.5, else 1.0