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Ein Übersetzungsproblem melden
4 medium fields, 12 big fields,
1 farm: 4 tracktors, 8 western harvesters
1st big distributions office: fields -> 4 silos
2nd big distribution office: 4 silos -> food factory or destilery
I've got 5 farms at this moment ( 4 food and alco, 1 meat) and they don't need any micromanagement at all, supplies grains for all year. It's not the most efficient build but it's working.
So I build farms as like an extension of the factories that need them. I just pretend each factory needs a huge amount of space, and I build a farm around it. It’s pretty easy to know how many crops a farm produces, and so I know how much food/etc the associated factory will make each year. No matter how tempting it may be, I don’t transfer crops between industries.
Cows and Fabric factories have enough silo connections to fit the entire harvest of a huge farm. But for food and alcohol I need extra silos. I like to build a road cargo station connected to the extra silos, and to the warehouses where the food/alcohol is stored. A couple of trucks go back and forth between the factory and the cargo station trading the food/alcohol for crops. Using some math you can tweak how many crops they load so that all the silos will fill/empty at roughly the same rate.
Each farm would have 2 trains picking up the grain and delivering it to a massive warehouse (mod, 8 rail connections, 25,000 ton capacity).
Than more trains would take the grain to various industries that needed it.
my current farm layout for seasonal farming (1970) is:
1 agrofarm
4 tractors
8 harvesters
2 medium distribution distribution
16 trucks
7 silos (usually bundled in 3-packs) to fit 4500 tons of grain.
now on the processing and distribution side. i use trucks instead of trains because road logistics are simpler and trains are expensive. when using lots of trucks, road cargo platforms are essential not only to industrial complexes, but also in shopping centers since you can set wait until unloaded orders, those orders simplify logistics a lot since you can keep a bread and meat truck always parked at the shop or its cargo station instead of having trucks running half empty through DO orders.
In my republic I am having like 8 agro-farms with 15-17 (mostly big) fields attached to every one. Trains are delivering crops to HUGE (sic!) 43200T hub from where it is distributed across republic.
https://steamcommunity.com/sharedfiles/filedetails/?id=2464642699&searchtext=solar+
It's a factory, so doesn't require fields. The production is sometimes stopped, for lack of sun, but it is an interesting contribution, in addition to your bigs agrofarms.
You can also find a lot of fun with this mod from Novu, which allows you to build agrofarms with fields on the mountainous areas that are unused in your Republic:
https://steamcommunity.com/sharedfiles/filedetails/?id=2276020007&searchtext=farm
These are 2 avenues for reflection, and 2 Workshop items, which can help you no longer consider agriculture as a nightmare ... but on the contrary, as a real source of satisfaction :-D
import food
Import crops to make food
Raise your crops and produce your own food.
3rd is the cheapest on the long run, but needs the most management.
You need more farms, especially if you have seasons enabled. The largest farm (5ha) gives you 300 tons of crops in a year. This means that 12 big parcels get you 3600 tons, which roughly covers 10 tons daily.
What I did was gathering all the crops using industries into one place (except the chemical plant and thetextile factory), and build modded grain silos there with high capacity. I gather the harvested crops at the farms (also connected to high capacity silos) and I transport the grain via trains to the factories.
I advise you to have a warehouse for food at every one of your cities and only export food if these are full, this way you will have buffer when you run out of grain and aren't producing food.
Import crops, that is really efficient.
- You only buy what you need.
- They're available all year round, without limitations.
- No massive investments like described in other posts. The minimalist needs are: one train cargo station, one warehouse, one or two trains, tracks (of course), and power/fuel for trains. You could even push efficiency a step further by autobuying crops directly into the warehouse (autobuy is also a basic mechanic of the game). But then you'll loose some money through delivery costs, and you'ld still need some way to export surplusses. The train will quickly pay off when you avoid delivery costs.
- The same train can import crops and export your surplusses in food, alcohol and clothes on the same trip.
- You have crops available right at the start with the arrival of the first train, you don't have to wait for sowing and growing.
- You gain a lot of space on your territory, space that you can use way more profitable than with fields.
There will be hostile reactions to my post, ie that the prices will rise. Be aware that prices ALWAYS rise, be it for crops or for food. And still, the added value of food will compensate the changing price in two ways. Producing your own food, you don't have to import it, and when crops price rises, food price will do the same, making export of food more profitable.
Another reaction will be that the only way to play this game is by doing everything by yourself. Where is that written? Trade is a basic mechanic in the game, so why not use it?
You asked us how we solve the given problem; this is my solution, purely based on efficiency, but everybody plays the game the way he wants. I don't pretend to possess the only truth or wisdom.
https://steamcommunity.com/sharedfiles/filedetails/?id=2266584902
Grass fed cattle ranching.
https://steamcommunity.com/sharedfiles/filedetails/?id=2195119490
how much the export of crop can covert the fuel and how much time is requiered for refund th whole infrastructure and vehicules
since not a single worker is requiered for a full export of crop it an easy start to test
This is really dependant on if you go vanilla or not. I don't have the numbers but I did do this on a "full" farm and found that it takes around 3 years when you include vehicles, fuel, buildings and roads. This assumes that it is isolated from your republic although it rarely would be.
The full (by full I mean 18 large - 6 US harvesters - 6 Eastern tractors) farm still requires 6 silo's (hence vanilla or not) and 2 to 3 road depots, 1 distribution hub (12 trucks) and a fuel station with road connection to export. The cost of the vehicles and roads alone takes close to 2 years to pay back with buildings and fuel taking it to the third. Crop export is really not worth it.
I could run the numbers but a) vanilla and b) isolate or part of the republic really changes things. You can use the distribution trucks to fill the silos to clear the fields then re-purpose them to run them to border so your vehicles are used efficiently but still the overall cost is prohibitive. However, you buy the vehicles once and inflation makes it more profitable over time, especially if you can use your own fuel.
EDIT - I did consider running goods straight off the fields but could not avoid a traffic jam at the border so lost a lot of crops although there might be a way to do it but without a lot of micro, I don't see it and the point is no micro.
- trains I have found really are the way to go for moving massive amounts of crops to whatever factories need them; for large farm operations with multiple farms feeding multiple fields I'll have a single cargo station connected to one or more silos with enough road room to those to make one-way roads for the trucks to queue up, dump everything off, and get on their merry way
- definitely build separate distribution offices for trucks to transport crops to the silos and fill the farms to the max with sowers and harvesters (I usually have around 1.5 to 2 harvesters for every sower but this will depend on how many and what kind of fields you have)
- for expansive operations, consider a mix of medium and large fields rather than all large fields (I tend to only use the small fields where there are space constraints)
- for especially large and expansive farms, gravel roads are a must at minimum if you're going to sow, harvest, and collect all the crops before winter hits - rainstorms on those mud roads are absolute speed killers for getting all those fields prepped, especially in the early game when you have slower farm vehicles available