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Capitalism ii raising crop quality
Capitalism ii raising crop quality







capitalism ii raising crop quality capitalism ii raising crop quality

The player can research technologies like GMO but also Ecologic Farming, Meat processing standards, to provide crops flagged with these properties. Crop farming can be improved by a Fertilizer budget in the Farm unit Corporations that are exposed as water wasters in a region with water shortage might lose brand rating New technologies for protecting forest soil, harvesting technology. Certain trees have bad influence on groundwater levels. Neglecting standards might cause fires and destruction of woods. Monocrops are risking a big loss by plagues. Some woods are not suitable for certain regions. The woods with higher quality take much longer to grow than others. If trees are not planted after harvesting trees, there won't be any more after a while. Forestry changes similarly, as in simulating real Forestry processes. Water can be bought and stored in Warehouses (maybe we have one looking more like a water tower or basin?) and be sold into other regions. The player might start their own water plant in the city to provide water to the city and to factories, but it would require consent from the City (and if you own the City Economic Simulation DLC, one of your party members could be the Major.) (I will provide another Energy DLC proposal later for invoicing of Electricity and Fuels). The city will invoice the factories accordingly and the numbers can be shown in the corporate firms report. (I do not think we need to simulate pipe maintenance and infrastructure in this DLC).

capitalism ii raising crop quality

Water is provided to the factories and farms using magic infrastructure owned by city utilities. Some recipes will be adapted to reflect how much water is consumed to produce the product, for example in the real world it takes 3 gallons of water to make a sheet of paper. THE REGION is providing water to the city and it's industries. The regions precipitation and water body numbers define how much water can be consumed without causing a drop in groundwater levels - which can, as above, cause desertification. Lifestock and crops require water to flourish and the more crops and lifestock are raised in THE REGION the more water is required to support them. The amount of farming in the region can go beyond carrying capacity which would over time decay a regions soil fertility and cause soil erosion, then desertification. If the overlaps are very little, then there is a higher risk in events that destroy crops/lifestock. If for one of the condition ranges there is no overlap with the requirement ranges, the crop/lifestock is not possible there. Crops and Lifestock are defined with condition ranges that they are suitable for and the more THE REGION does support the requirements, the easier (read: cheaper) it can be to raise the crop or lifestock there. All these properties will be used to define if certain crops and animals are able to flourish in each of the regions. The description of the region will be shown in the Info screen of a selected city. It has features that are defined by the location of the city: temperature, humidity, precipitation, soil fertility, sunshine, elevation, each with a minimum, maximum and average value also the region is split up in percentages of flats, hills, mountains and water bodies, swamp and deserts. THE REGION is not visible on the city map and would be too small for the World map. The total size of all rural farming in THE REGION is calculated by properties of THE REGIONS environment (and can be further limited by City restrictions) Expenses of these farms increase with the managed rural property, but not linearly (in real world some cost factors benefit from upscaling). I would add another Farm type that would maintain rural property not displayed on the map but in THE REGION, which allows upscaling into gigantic proportions. To make Farming in CapLab more realistic there would be a few changes required to existing features, and a lot more features added:Īt the moment the Farm output is hard limited by the Farm size (Small or Large) and the Experience of the workers on it. I hope I can recover all my brainstorming. This is my second try to post a concept for a Farming DLC after my first on died the expired-session-cookie death.









Capitalism ii raising crop quality