There are no items that impact farm inputs as farms have no inputs.įarms have a much lower workforce required than factories, the Farmer residence type is the cheapest to support as they have the least needs, those needs are cheap/easy to provide.Įach of your Grain Farm needs 20 Farmers to operate at 100%, or 60 Farmers for your 3 Grain Farms. Even for Tractors, if you run out of fuel your production is lowered, it doesn't cease entirely (same applies for animal farms and silos). they don't have inputs, the resources are extracted from the land/environment. Which makes sense when you consider in the real world, farms exploit the environment (land use), factories exploit the workers (workforce).įarms are Primary Industries - i.e. Required Inputs (no/low impact) - goods.For farms, the impact from lowest to highest is: These four factors ultimately determine how productive a building is, all of which can be altered by items - but they don't all impact on all types of industry in the same way. TLDR - Don't worry about the specific numbers so much This is because just like in real life, farms fundamentally exploit land/environment, factories fundamentally exploit workers/people - so the game broadly attempts to mimic this in how the productivity of farms is based on land under cultivation. If you do add the extra farm modules, the Grain Farm's production goes from 1 per minute to 2 per minute. ![]() If you don't add the extra farm modules, the Grain Farm's production goes from 1 per minute to 1.7 per minute. Remembering that farm modules is a max cap, not a minimum one (you don't need to add the extra modules). It's been a while since I sat down to work this one out, but if it's the Chemical Fertiliser or Expert Planter you are talking about:
0 Comments
Leave a Reply. |