Farming: Difference between revisions
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Revision as of 17:56, 14 June 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 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:
- 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. Some buildings need Crops to feed the cows and fields can be fertilized[1] with Fertiliser[1] or Liquid fertiliser[1]. When in the game settings Water management is enabled the buildings also have to be supplied with water with a quality of 93% and waste water is produced that needs to be taken care of.
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 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.
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 | 10t Crops* | None | 3.0 MWh | 50 kW | 40t Crops (export) 12t Fuel (import) 35t Liquid fertiliser (import) 40t Fertiliser (import) |
Access | 1x road access 2x factory connections |
|
| L/U | 2 | |||||||||
| Vehicles | 6 | |||||||||
Medium farm |
See below | None | 10t Crops* | None | 3.0 MWh | 50 kW | 76t Crops (export) 25t Fuel (import) 60t Liquid fertiliser (import) 75t Fertiliser (import) |
Access | 1x road access 4x factory connections 1x Pipe connection[1] |
|
| L/U | 2 | |||||||||
| Vehicles | 12 | |||||||||
Large farm |
See below | None | 10t Crops* | None | 3.0 MWh | 50 kW | 144t Crops (export) 45t Fuel (import) 110t Liquid fertiliser (import) 135t Fertiliser (import) |
Access | 1x road access 8x factory connections 1x Pipe connection[1] |
|
| L/U | 2 | |||||||||
| Vehicles | 30 | |||||||||
Livestock farm |
See below | 50 | 10t Livestock 14.80m3/day Wastewater |
20t Crops 12m3 Water 2.30m3/day Water |
3.0 MWh | 50 kW | 60t Crops (import) 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 |
See below | None | None | 3.0 MWh | 50 kW | 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 | ||||||||
Livestock hall/range |
See below | 11.10m3/day Wastewater | 11.10m3/day Water | 3.0 MWh | 50 kW | 225t Livestock | Access | 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 Workdays 8.1t Asphalt 10t Bricks 3.4t Boards 13t Concrete 10t Gravel 0.81t Mechanical components 28t Steel | 152 Workdays 8.1t Asphalt 13t Concrete 10t Gravel Mechanisms: Excavators (max. 4) Needs workers (max. 64) |
- Medium farm
| Requirements | Groundworks | |||
|---|---|---|---|---|
1140 Workdays 23t Asphalt 13t Bricks 4.5t Boards 37t Concrete 29t Gravel 39t Steel | 437 Workdays 23t Asphalt 37t Concrete 29t Gravel Mechanisms: Excavators (max. 4) Needs workers (max. 113) |
- Large farm
| Requirements | Groundworks | |||
|---|---|---|---|---|
2575 Workdays 72t Asphalt 32t Bricks 10t Boards 117t Concrete 90t Gravel 61t Steel | 1351 Workdays 72t Asphalt 117t Concrete 90t Gravel Mechanisms: Excavators (max. 8) Needs workers (max. 257) |
- Livestock farm
| Requirements | Groundworks | |||
|---|---|---|---|---|
1997 Workdays 24t Asphalt 101t Bricks 33t Boards 39t Concrete 30t Gravel 41t Steel | 452 Workdays 24t Asphalt 39t Concrete 30t Gravel Mechanisms: Excavators (max. 5) Needs workers (max. 199) |
- Grain storage
| Requirements | Groundworks | |||
|---|---|---|---|---|
990 Workdays 9.6t Asphalt 26t Bricks 9.0t Boards 111t Concrete 9.6t Gravel 31t Steel | 144 Workdays 7.7t Asphalt 12t Concrete 9.6t Gravel Mechanisms: Excavators (max. 1) Needs workers (max. 98) |
- Livestock hall/range
| Requirements | Groundworks | |||
|---|---|---|---|---|
491 Workdays 7t Asphalt 19t Bricks 6.3t Boards 11t Concrete 8.7t Gravel 13t Steel | 131 Workdays 7.0t Asphalt 11t Concrete 8.7t Gravel 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.


