Agriculture/Crop Growth and Rotation
Crop Growth and Rotation
In this image, the 0th meter has about 5%. The other meters are empty.
The upkeep has been reduced to 50%, meaning 50% less humus and seed will be required to replant this field.
From Jorb (Brother Bean@Paradox/Beanieman@SynIRC.net#Salem):
"The crops use the following meters:
takes from -> gives to
(Red) Cabbage: 2,3 -> 0
(Green) Cereals: 3,0 -> 1
(Blue) Cotton: 0,1 -> 2
{Red} Pumpkin: 1,2 -> 3
The idea here is obviously that you need to rotate your crops over your various fields, and fertilize them in an intelligent manner, in order to build up their meters and thus reach the higher output tiers. For example to reach higher tier of cereal you would need to build up meters it takes from 3 and 0, so you might rotate cabbage and cotton beforehand."
From Loftar: Currently, each cycle depletes 5% (unmodified) of the elements that the crop consumes, and fills 5% (modified by the influence boost) of the meter that the crop adds to. The harvest yields tier 1 output when the sum of the two meters it consumes is 0%-50% (of one meter), a mix of tier 1 and one of the 2nd tiers when the sum is 50%-100%, a mix of the 2nd tiers when the sum is 100%-150% and a mix of one of the 2nd tiers and tier 3 when the sum is 150%-200%. I'm open to changes on that, though.
Note: There is currently a possible bug where all crops actually drain 5% from every meter besides the one it contributes to. So for example, instead of Cabbage draining 5% from only the 3rd and 4th meters, it also drains 5% from the 2nd meter as well. The amount it contributes to the meter it produces output to seems unchanged.
Crops will produce new types as the influence gets high enough. The following is a table of the various tiers of crops (order of tiers are as given by the devs).
Growth Time
The base growth time are as follows
Plant Type | Base |
---|---|
Cabbage | 3 Days |
Cereals | 3 Days |
Cotton | 4 Days |
Pumpkin | 4+ Days |