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What is the Best Farm Setup with Fertilizer? | Tests | Workers & Resources: Soviet Republic Guides 

bballjo
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The Waste, Research and Fertilizer update was release, and it brings a huge change to farm production...what is the best vehicle ratio for Tractors, Harvesters and Trucks? Back in the day 1:1:1 was pretty good, but not now.
Are distribution offices still a good option for farms?
Lets go in the details of what the new best ratio is.
My tests, tutorials and how to guides are aimed at new players, who may have skipped the in game tutorial or found issue with the same. This game has many hidden features, and I aim to show you all of them.
WR:SR is an amazing sandbox city/republic builder, that allows you to control all aspects of your new country, from citizens happiness, health, education to production chains, vehicle and resource production, import export. You can do all this by truck, train, ship, and in the near future plane. There are a million ways to make your republic your own and that’s what we will do.
HAVE FUN!
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0:00 Intro
0:26 Test Setup
1:06 Important Vehicle Numbers
6:15 Field Assignment Hacks
8:26 Farm Setups
10:03 Fertilizer Hints
14:31 Leftover Crops
17:58 December 4th
18:33 Results Part 1
27:16 Final Results
30:32 Outro

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3 июл 2024

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Комментарии : 93   
@saltcheese
@saltcheese 6 месяцев назад
TLDR4 Numbers are for fully fertilized fields. Large farm -> 22 large fields + 1/2 large DO; can do some more with better traffic management Medium farm -> 10 large fields Possible to swap out large fields for medium fields; can improve efficiency if placed correctly. 1 combine: 1.5 tracktors : 3 trucks ratio is works 1: 2 : 4 will be best if possible
@thegenericguy8309
@thegenericguy8309 11 месяцев назад
with the addition of fertilizer it'd be really cool if we saw crop dusters added soon. it'd be really cool to have a central liquid fertilizer distribution farm connected to a small airport or helipad
@bballjo
@bballjo 11 месяцев назад
That would be pretty awesome
@plichi87
@plichi87 11 месяцев назад
Love these tests! One idea to manifest the findings for the viewers: some kinda summary/last slide overview which puts things like tractor/harvester ratio with X trucks. 1:2:4 is my takeaway ❤ Gruß aus Germany:)
@bballjo
@bballjo 11 месяцев назад
I always struggle with the: I want you to watch the video vs I want to give you an easy summary....I think I may make a short for this soon
@plichi87
@plichi87 11 месяцев назад
@@bballjo yeah understand the thought behind it..not watching the video is no option for me though 😅 the path towards a conclusion is also super interesting. Anyway shout out for all the effort 🙌
@gaborfeher741
@gaborfeher741 11 месяцев назад
Excellent test! Thank you!
@thejoker3151
@thejoker3151 11 месяцев назад
Gestern hab ich wieder angefangen zu spielen und hab verzweifelt überall eine Guide dazu gesucht! Sehr gutes Timing Genosse
@RicoX1910
@RicoX1910 11 месяцев назад
Good as Always 👍🏻
@iKellerleiche
@iKellerleiche Месяц назад
Very helpful, on point as always!
@gamingshowerthoughts9723
@gamingshowerthoughts9723 11 месяцев назад
I have been using medium farms with vehicles 2-3-7, so I'm thrilled that your test showed my feelcraft was pretty close to perfect. I love these abstract tests but something I just want to note is that there's nothing special about maximizing how many crops you can get from a single farm. What matters is how many crops you can get into a single silo. Or not even that necessarily; if a train or a food factory can pull from 2 different silos, that's just as good too. A practical example of what I mean, is you can build multiple farms around one rail-connected silo. This helps with traffic, and it also prevents farm vehicles from crossing the railway tracks, because you assign fields so that each farm only handles fields on one or the other side of the rail tracks. Another option is if you have a rail cargo station for some other reason somewhere already, you can just connect a silo and a farm and it's automatically part of the rail network so it doesn't have to be huge to pay-off.
@bballjo
@bballjo 11 месяцев назад
In the end, yes you can... But it's always nice to know some limits: 😉
@Daddo22
@Daddo22 11 месяцев назад
It may be interesting if devs allowed us to opt in (checkbox on farm) to have the tractors help transport the crops, since it seems like we're going to need a lot of them anyway. They would be slow compared to the trucks, especially if you have asphalt roads, and thus would slow down the trucks, but it'd be your choice to opt in for this compromise. Would be a no brainer for small farms wiith fields realy close by.
@chrisdebur292
@chrisdebur292 11 месяцев назад
Great Job ​​⁠bballjo, thanks a lot. One thougth about Traffic Management: maybe a parallel dirtroad to the heavy used asphaltroads ​​⁠would split Combine and Tractor from the covered Hauls. Cheers
@bballjo
@bballjo 11 месяцев назад
That could be a pretty elegant solution for some of the traffic management actually...it would still get awkward, because of blocked junctions, but it could probably work
@Master_Smurf
@Master_Smurf 11 месяцев назад
amazing job.
@frabac72
@frabac72 11 месяцев назад
As for DOs, I had good results with four of them at the corners, instead of two in the middle, each with their own grain storage. Then, one additional DO to grab grain from those storages and take it to the station. That worked nicely
@bballjo
@bballjo 11 месяцев назад
How many fields and harvesters?
@frabac72
@frabac72 11 месяцев назад
Will have to reopen those old saves. Maybe with the new fertility thing it's no longer an option. What I found it worked well with is traffic, as only tractors and harvesters go really inside, and the trucks just go in and circulate out.
@anderskorsback4104
@anderskorsback4104 10 месяцев назад
So the ideal ratio of tractors:harvesters:trucks, in integer numbers, would be 3:2:8. That would be 13 vehicles, which is bad news for medium farms, since they can hold exactly 12. With early harvesters being able to harvest just above 3 fields per season, I guess the ideal setup for medium farms (without distribution offices) would then be 3 tractors, 2 harvesters and 7 trucks, farming slightly less than 6 big fields to make up for the missing truck. Maybe 5 big fields and 2 medium fields? That way you also get the medium field advantage of getting started earlier on harvesting. edit: I should add, I prefer multiple medium farms rather than large farms due to shorter distances to the fields being possible that way. The tests shown in the video have fields all the way around the farms. In an actual game, that's not always possible nor preferable, since you might want to connect the silo building to an industrial area that uses crops.
@bballjo
@bballjo 10 месяцев назад
That ratio is good for long distances...for the shorter distances, like medium farms you can totally get away with 1 less truck so you get 12 vehicles...
@xflashu8075
@xflashu8075 10 месяцев назад
I always use the setup 1 tractor 1 harvester 1 truck for every single field
@bballjo
@bballjo 10 месяцев назад
It's the option where you don't have to think.... Nothing wrong with that :)
@afr11235
@afr11235 11 месяцев назад
I don’t know if this helps anyone’s testing, but only 30% of crops becomes fertilizer. To get started, when DOs are locked behind research, it may be necessary to kick things off. However, from an economic perspective, it is best to retrieve all the crops and lay both kinds of fertilizer.
@mikihiir8701
@mikihiir8701 10 месяцев назад
1/2/4 works for 20 large fields & 20 medium fields, large farm in the middle with 2 large silos each with its own cargo station, 10 harvesters and 20 traktors in the middle and farms around it, has a train cargo station in the middle of silos with a switch to get out, first year got about 9k crops at 140-150% fertility, only about 4t was left on some of the fields, 2nd year got me 12k with 190-200% fertility, with around 10-20t left on most fields, but that propably happened cos i got more trucks to see if i can get it all collected but forgot to set up road signs so had some traffic problems, 3rd year, 1st fertilization done by april 6th and 2nd round done by may 4th, almost 15k crops with 190%-200% fertility, with around 15-30t l left on about half the fields, added 8 extra trucks between year 1 and 2 and that seems to leave more on the fields because of the extra traffic, around 34-36 seems for be best for my setup, 4th year after changing some pick up orders and street signs got me 17k with less than 10t left on the fields total, 42 trucks atm but i think i could take it down to 36 but i m too lazy so i m leaving it like this, i also have 4 gas stations set up in the corners for trucks, so thank you for the tests, if i didnt see this i'd propably go for someting like 1-1-3 or 4 and not check, and lose out on a lot of crops.
@Ozon29
@Ozon29 11 месяцев назад
Good video. I guess my conclusion is that most of the setup works just fine. So if you have limited space or a big space you can easily adapt to that. Only remember to have more harvester and open hull then you are used to compared to the old setup.
@bballjo
@bballjo 11 месяцев назад
The old setup from forever ago was just assuming 1:1:1...I was surprised that the ratio got this far out of whack, but it makes sense, more tractor tasks and more crops to move. However, the smaller the farm, the smaller the driving distance, and you don't need the ratio to be that high, so yes, a nice 3:3:6 setup with 9 fields can totally work and still yield 9*575 t of crops, which fits much better in most spaces.
@siriusczech
@siriusczech 11 месяцев назад
Hi, Bballjo. Thanks for conduting and preparing such massive test. I really like the idea and thorough preparation. Nice to see that 1-1,5-3 is viable and effective. As a "black sheep" of your community, I feel obliged to point out one critical error in your design: Huge farms with tons of machinery and helping DOs do not underperform because they are ineffective, but because you have set them to be that way. You have even correctly pointed out that traffic flow and driving distance matters. I second that. Why on earth did you then connected those two huge silos with only one external cargo station and on top of that gave it only single access point to the road network? The result is a very predictable traffic jam and with the way ingame traffic works (and I suppose you haven´t put a priority signals on any junctions as well), it was clear from first week of harvest that the setup will fail. But it was a design fail, not machinery qualities. If I may humbly ask for a rerun with some changes, I would be really curious of how better/worse will huge farms with DOs perform. Because those driving distances WILL get larger for tractors, trucks and harvesters alike. And what I would change? Small, but important things: a) have DOs symmetricaly on both sides of field areas. There is no need of having them near each other and the farm exit; with large setups it is quite opposite. Just place them into nearest point of geometrical middle of their respective 18-19fields area. b) Robs074, author of these silos, made them one-way road connections and with through traffic. That alone helps a lot with traffic flow inside them. Use them. And even better, let DOs go to unload to them. On my map, huge silo can easily handle a traffic from 2 15-trucks harvesting DOs. If you have 4 DOs for humongous harvesting area, you can send 2 and 2 to each silo or for extra option add 4vehicle unloading station to each silo, so each get their own onloading spot (might be even interesting followup test if that´s worth it). But in general - if you set up the silo with incoming 2-lane 1-way road with waiting space for 4-5 vehicles outside, even 2 DOs connected directly to one silo work well. Tested myself through ca 12 seasons on my current map ;) _________ These would not require many changes on already saves setups, but I guarantee you that the performance of biggest farms will skyrocket compared to this test. If you would od a followup, that is up to you. I would definitely watch it, just for the curiosity if 1-1,5-3 will change with growing distance to 1-2-4 or 1-2,5-4 or whatever. Obviously smaller farming setups would benefit from this as well -> one DO comes through loading station, second from the other side unloads directly in the silo. Shorter trips = more of them. And time matters. Cheers for now and thanks for this test video again! Jan
@bballjo
@bballjo 11 месяцев назад
Yes, as we've both pointed out now, traffic management for the large setups is paramount. Using the silos as drops would indeed help, however, combines would still get stuck in traffic at times, but we would see a big increase in crops for sure. Now, I don't think I will redo this, simply because this setup seems too large to fit on a normal map, in almost all situations, there is also going to be water or a mountain or structures in the way, not to mention, I didn't even setup any rail pickup here, which will move things...on top of all that I think you will need more traffic management, comparing that to the other setups, that don't need any of those considerations, I think it's pretty safe to assume that this 45/55 field setup has very low utility in a normal game. You've also pointed out that we may need more tractors and combines because of driving distance, which then begs the question of if having 2 setups with 6/17 fields wouldn't be better for all the above reasons, plus it would fit in the same space if that was available. All that to say, I made that setup more as a scenario, but I don't feel it really has a use in game for 90% of players, and the other 10% probably don't need me to show them how to set it up :)
@siriusczech
@siriusczech 11 месяцев назад
@@bballjo Fair point :)
@paradoxbound
@paradoxbound 11 месяцев назад
I have a pattern that uses 2 large farms and 32 Stalin sized fields (from a mod) with 4 size 16 distribution offices for the trucks. I dealt with the traffic jams from the trucks with road cargo stations. Early years, I will end up with some crops left in the fields but by mid to late game with improved machinery I can sow and harvest all in a single season.
@bballjo
@bballjo 11 месяцев назад
Yes, mods change the game quite a bit
@fransmith3255
@fransmith3255 11 месяцев назад
This seemed more of a test of traffic control than that of actual set up. Seems to me that the traffic jams determined at least half the results... My takeaway: the most important thing is the design of your roads and traffic flow system to avoid inefficient traffic jams. I wonder if you'd spread out your harvesters, vehicles and delivery points so that they didn't all start and finish in the same area, which would also spread your traffic flow, whether your trucks would have been a hell of a lot more efficient. If you get traffic jams, than NONE of your trucks are really working because they're all stuck waiting, then they also hold up every other vehicle that moves between the fields...
@bballjo
@bballjo 11 месяцев назад
The traffic was really just an issue for the 2 mega farms, so 2/15 farms, everyone else was able to manage just fine...so I don't think I agree with your observation;)
@thegenericguy8309
@thegenericguy8309 11 месяцев назад
something big I haven't seen discussed much is the new ability to construct foreign power hookups. I'd really like to see an examination of if this makes power export more viable; it seems like it could cut the cost of lines pretty dramatically by allowing a plant to be constructed near the border with lines directly aligned with the plant's outputs instead of snaking around the whole map searching for the naturally generated power lines
@bballjo
@bballjo 11 месяцев назад
It's part of why Im building a huge NPP in season 8, so that I can hookup all overflow to the borders, and maybe even run near 100% power production... note that you can only build 1 export per research (if you build 1, that research button becomes available again)
@KarolOfGutovo
@KarolOfGutovo 10 месяцев назад
@@bballjo Could you do a video summarising which researches are permanent and which are repeatable for what purpose one might repeat them?
@bballjo
@bballjo 10 месяцев назад
@KarolOfGutovo border connections and birth rate +/- are repeatable.
@KarolOfGutovo
@KarolOfGutovo 10 месяцев назад
@@bballjo ah, ok. That's not enough to make a video about ig 😅
@bballjo
@bballjo 10 месяцев назад
@KarolOfGutovo exactly 😂
@masterdynamo6457
@masterdynamo6457 11 месяцев назад
This is definitely one measure of efficiency, and it's good to know that ultimately, DOs do still help with throughput for a single farm. However, the main takeaway for me is that distribution offices only make an impact if you are operating past a certain limit. Yes, a farm with more tractors and combines (because the trucks are in a DO) will be capable of servicing more fields, but consider also the idea that the farms are actually fairly cheap. Let us say that a farm with no DOs is 2/3 as effective as a farm with DOs, which is (broadly) in line with the data you have shown. Then if a farm with DOs can service 90 ha of field, a farm without can service 60 ha. If two farms with DOs are effectively equivalent to three farms without DOs, is the cost of the additional supporting infrastructure of the DOs and such, both in actual cost and in space cost, actually still less than just having a 3rd farm? You mentioned that traffic was a big problem with the DO-supported farms. Having a 3rd farm decentralises the traffic into more areas. So even if the cost per ha is slightly higher for the 3-farm setup, I think there are soft benefits to it that are difficult to quantify, but clearly exist. I believe this situation is especially prevalent for the small farms, where the farm is actually VERY cheap, cheaper than a DO, and the footprint is smaller too. Of course in this case getting the crop to a central location for transport out is a little harder, but far from impossible -- and the individual farms can have smaller storages, which cuts costs down a bit too. Granted, in the late stages of a republic, small farms aren't as useful, but early, especially in realistic mode, small farms are a great way to enter crop production without breaking the bank. Therefore, I think testing for these setups is also valuable, as peak efficiency matters most early on, and by the time you are building big infrastructure, your republic should have a strong enough economy that you can absorb small inefficiencies anyway.
@bballjo
@bballjo 11 месяцев назад
I think you are on track with most things, but the numbers are not as clear cut, because one of the biggest factors is driving distance (for the slow tractors and harvesters), so, the smaller farms can work without DOs also because of the driving distance, which in turn already reduces the need of a DO.... everything else you said I think is accurate.
@masterdynamo6457
@masterdynamo6457 11 месяцев назад
@@bballjo This is kind of what I was getting at with decentralising the traffic using more farms, but you said it much better. Decentralised traffic leads to less congestion and less driving distance (as the average distance to fields is generally lower). It is nice to see that farms operating as their own unit without support from DOs is now much more viable (as this is how it is done in reality), and gives up less efficiency. I wonder if this was done intentionally because DOs, other than the free one, are not available from the start in realistic.
@michawisniewski4654
@michawisniewski4654 11 месяцев назад
My favourite setup with recent update is: one 8000t silo per large farm, one additional cargo station as drop point, two distribution offices, one fertiliser tank, one large dropoff for solid waste. One DO serves one row of fields. there is nothing left to pickup in the middle of October. Total amount of harvested crops is typically between 6000 and 8000t, so with my industries and RDO sending train every two IGW no overflow happens.
@bballjo
@bballjo 11 месяцев назад
You said everything besides the important parts...how many tractors/harvesters/fields...silo and DO is just a peripheral in the end, they don't have an impact on the potential harvest, just the transport, and both can be artificially increased.
@michawisniewski4654
@michawisniewski4654 11 месяцев назад
@@bballjo 2x7 fields, each with own tractor and harvester (28 vehivles of 30). Lack of transport may impact you by having some of your harvested crops turning into fertiliser on the field, which will impact you in two ways: your yield will be lower and your solid fertilisier will be unused (because you just turned crops into biomass)
@bballjo
@bballjo 11 месяцев назад
What does 2*7 mean?
@michawisniewski4654
@michawisniewski4654 10 месяцев назад
@@bballjo two rows of seven large fields, one on each side of farm. It makes maximum usage of large farm. Avoiding supplies by road vehicles makes most efficient use of tractors, because liquid fertiliser goes down FAST. Also, solid fertiliser saves a ton of money, as it restores both nutrient level and fertility of the field to 150%, so you will use less of liquid one to get that sweet 200%. After all, this is mostly game of proper logistics
@AdiposeExpress
@AdiposeExpress 10 месяцев назад
For the farms with distribution offices, can you re-use the distribution offices to transport the crops to the food factory/distillery/wherever else you're using them? If so, seems like that might give them an additional edge since the trucks will be used year-round instead of only during crop season. Though not sure if they're smart enough to focus on transporting crops solely from the fields to the local grain silo while it's active, or if they'll try to take crops from the fields all the way to the food factory thus wasting time.
@bballjo
@bballjo 10 месяцев назад
I mean...if you didn't use all 20 assignments, then kinda, but they will also make those trips during harvester, which means you collect less crops, which is bad.
@frabac72
@frabac72 11 месяцев назад
How about one-way roads for all those trucks? Also, for thight quartiers I found if interesting to use smaller (but still big) trucks like Kmz 5320. Was I only imagining it?
@bballjo
@bballjo 11 месяцев назад
You need roads for trucks and tractors and harvesters, so yea?
@weltraumvogel2
@weltraumvogel2 11 месяцев назад
Thanks for the comparison. Awesome! @15:00 isn't like 50 tons per big field leftover OK, since it counts as fertilizer for the next season? Laading to less trips for the traktors (no need for solid fertilizer), allowing for more fields from year 2 on?
@bballjo
@bballjo 11 месяцев назад
50 tons? I think the yearly use of solid fertilizer is a lot lower than that, liquid is just about that number...but that requires another test. Year 2? I mean, there are 2 years of comparisons in this video, and the first year in video was the 5th or 6th total year...I think for the tests sake we should not count the setup years, although the 1-2-4 setup can easily get to 200% even in the first year.
@weltraumvogel2
@weltraumvogel2 11 месяцев назад
@@bballjo Sorry, I did edit my comment a few times while watching the rest of the video. Now it's in its final form :-D
@bballjo
@bballjo 11 месяцев назад
Solid fertilizer can only get max of 150% fertility, if you want more you will have to apply 2 rounds of liquid fertilizer... however, solid fertilizer can accumulate on the fields for many future years.
@master1941
@master1941 11 месяцев назад
Comrade Professor, i'm having a hard time understanding the new update. tutorials of how they work would be very nice.
@bballjo
@bballjo 11 месяцев назад
I mean... Can you give specifics?
@master1941
@master1941 11 месяцев назад
@@bballjo tutorial on waste management in city and industrial planning, maintenance of vehicles and buildings, these two are killing me.
@thesayerofing
@thesayerofing 11 месяцев назад
As a bonus with the do's you could potentially set them to leave 20 % crops in field and skip transporting the solid fertilizer?
@bballjo
@bballjo 11 месяцев назад
Oh boy...you opened this can of worms ,now you'll have to test it 😉
@thesayerofing
@thesayerofing 11 месяцев назад
@@bballjo 30% is the ticket. 0-60, 10-75, 20-100, 30-145. Should net 320 crops.
@bballjo
@bballjo 10 месяцев назад
30%? Thats a lot...especially considering after 1 year of leaving a lot of crops, you will always get more the next year...if I recall correctly, the fertility hits 150% annually if you have at least 50t of solid fertilizer...and someone else mentioned that crops to fertilizer ratio is about 3:1, so 150t would turn into 50t fertilizer (is that what 30-145 means in your comment??) , but then the year after that, you will only use about 10t or so of the solid fertilizer (dont know the real number, but its pretty low), so now in year 2 you would have 90t of fertilizer on the field, 40 more than you need...so if 10t would be right, you would just need a crazy low percentage to stick around, but then you have to account for the truck still picking up some below that percentage...so if 10-60, a truck would leave 47t of crops on the field, which would turn into 15.x t of crops, which is probably pretty close to what we want, right?
@thesayerofing
@thesayerofing 10 месяцев назад
@@bballjo those were my % left on farm to fertility %. With big field, each 10% left on field equating to 35t of crops. So 105t crops on field would yield 145% fertility and return 435 crops. 10t round down for error nets 320t crops. In my tests, only nutrient level greater than 35 and fertility 150% yielded any significant improvement for next year's harvest. This is on public branch so there may be different results. Probably mostly relevant when you start with farms and must keep border traffic minimal, or late game when you can expand. Interesting to see if dev are continuing to balance it!
@bballjo
@bballjo 10 месяцев назад
But you're still ignoring the most important question...what about the following years? How much solid fertilizer gets used?
@radomircita9420
@radomircita9420 11 месяцев назад
Great experiment, comrade B!what about small fields?
@bballjo
@bballjo 11 месяцев назад
Think of it in terms of fuel tanks...I think a tractor can do 2 medium fields and then 1 more field before refueling. In terms of yields, crops/ha are the same across the fields, so we just want to optimize how the slow vehicles have to drive....I'm sure you can do a small one first, then medium, then large, or ssml, or mml, or ll...I think they will have pretty close to the same yields, especially since the small field has such a small yield (60t)...
@ethanwhitehead2085
@ethanwhitehead2085 9 месяцев назад
@@bballjo The big difference between a big field and smaller ones is that crops start growing sooner on smaller fields while the bigger field is still being sown. This gives more time for harvesters and trucks to bring in the harvest, so the farm can handle more land with the same amount of equipment. The ideal use of farming equipment is to work smaller fields close to a small or medium farm building.
@bballjo
@bballjo 9 месяцев назад
Well...not quite....the yield per acre is the same...the difference is with using a lot of smaller fields, you do a lot more driving around without production, and you will have a lot more trips to refuel, as a tractor can handle a little more than 1 large field, but if you replace it with just medium fields it has to refuel after it's done with #3, which is half the production of 2 large fields...the biggest factor for the farms is driving distance, and you want to reduce that as much as possible, and as they will stay on the field they started without fuel, that is a more ideal setup that just smaller fields. What you really want to do is optimize the time spent on the field before refueling.
@ethanwhitehead2085
@ethanwhitehead2085 9 месяцев назад
@@bballjo The driving time is usually a lot less than the time growing is delayed by, as growing doesn't start until after the entire field is sown. The sooner growing starts, the sooner harvesting can begin, and since that includes two vehicles, it is usually better to minimize the number of harvesters and trucks needed by giving them more time to work. This is also cheaper because tractors cost a lot less than harvesters and trucks.
@bballjo
@bballjo 9 месяцев назад
@ethanwhitehead2085 I'm not convinced that this is true...but it's intriguing enough to maybe make a test about it....I think I have tested this a long time ago, but things have changed, so I may try again
@juniorpasini9137
@juniorpasini9137 10 месяцев назад
If I dont have distribution office, 5:7:18 is a good distribution? (1;1,4;3,6) And the fields, I saw you always use 7 meds and 20 large (I only found 6, where is the 7th??? lol) 31 minutes of video and I still had a doubt, sorry for that!!!
@thomasfrn4831
@thomasfrn4831 10 месяцев назад
I guess the farm gameplay is not final. We will probably see some use of equipments such as tractors with trailers instead of using cargo trucks to collect grains which make little sense.
@bballjo
@bballjo 10 месяцев назад
Where did you see that?
@magpie_max
@magpie_max 11 месяцев назад
What about NATO-side transport? Are fields able to be "supervised" by more than one farm?
@bballjo
@bballjo 11 месяцев назад
No...every field can only be assigned to 1 farm
@nasghul01
@nasghul01 10 месяцев назад
is there a written conclusiopn too somewhere ?
@bballjo
@bballjo 10 месяцев назад
There is not at this time
@anvilanvil7253
@anvilanvil7253 10 месяцев назад
Fields in this game are way too small then real fields.
@kotzpenner
@kotzpenner 3 месяца назад
Bruh the fields are way bigger than in any other games already, like several hectares, the big field is probably the biggest „building“ of them all.
@juniorpasini9137
@juniorpasini9137 11 месяцев назад
The fields ins W&R should be like seting a area, or infinity, like you click in points and the shape should be this shape. it will be more real and logic not this rectangle way.
@bballjo
@bballjo 11 месяцев назад
Yes, would be nice, and would also be hard to change not...
@juniorpasini9137
@juniorpasini9137 11 месяцев назад
@@bballjo You think? I think maybe it would be a simple change after all the game is already full of polygons to launch streets, and stop buildings. Can you imagine how beautiful and difficult an irregular plantation with a hill in the middle would be? It was going to be outsanding.
@bballjo
@bballjo 11 месяцев назад
Placing the field maybe simple enough (although nothing like that is currently implemented in game so simple is probably relatively expensive), but then you still need to account for pathing and probably a bunch of other things (pollution, above, below ground, gravel textures) probably forgetting other things. Im really just trying to say that if the game wasn't designed to do that in the first place then it would be pretty hard to add that now. Plus, more dynamic player decisions means more dynamic calculations which means lower framerate, even with statics like a field.
@juniorpasini9137
@juniorpasini9137 11 месяцев назад
@@bballjo Always with a really good point!!!
@Fr33zeBurn
@Fr33zeBurn 3 месяца назад
This game is so freaking complicated and there is no manual. I feel like it will take months to get to grips with everything -_-
@viking2163
@viking2163 11 месяцев назад
@2:38 wrong information, fertilizer doesn't stay for years, the fiels will lose 100% fertility per harvest they also generate 7,5% fertility per month after harvest by themself there is a detailed test in the german section of the steam forum called "Hilfreiche Kalkulationen" why this gigantic farms? there is a reason why you can only assign 20 fields per farm... simple trick - set the grain harvest only to a minimum 5-10% so there will always stay grain on the fields as fertilizer you can also set from which fertility (e.g. 75%) the farms begin to work, so fields with low fertility will not be worked on but the ones with high fertility will. And the fields will change automatically each year because they generate 7,5% fertility per month after harvest by themself... so you can keep the fields operated without fertilizer... keep an eye on the nutrient content of the field. because 2% will be generated automatically each month but the fields uses 35% per harvest Also, normal fertilizer will be added to fields BEFOR the sowing, liquid fertilizer will be added AFTER the sowing in the growing phase
@bballjo
@bballjo 11 месяцев назад
Your first comment is wrong...only liquid fertilizer disappears, I specifically pointed that out, solid fertilizer stays on the field, besides the small amount that is used each year, which is why you can start with 150% fertility easily
@viking2163
@viking2163 11 месяцев назад
not in my test, it went down from 200% to 100% after the harvest... and why should the field automatically generate 7.5% fertility per month (without fertilizer) after the harvest to sowing??? thats +22,5% from dezember to march... it would not make sense if it only loses a little bit... i trust my own test... I waited 5 months without sowing after the KOMPLETE harvest to math out the average automatic regeneration... maybe you are confused, because your rest grain on the fields turned into fertilizer...
@Coyotehello
@Coyotehello 7 месяцев назад
Boy do I need help. Please?
@bballjo
@bballjo 7 месяцев назад
I mean...you couldn't be more vague...
@Coyotehello
@Coyotehello 7 месяцев назад
@@bballjo Haha, yes. Well I did not want to just ask a few questions without asking if you had a moment to answer me, again! I will get back to you next time I get into the game and get the questions just right.
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