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Using the 12 slots in the agro farm, that would either be 3 or 4 tractors and 8 or 9 harvesters.
From my observation though, crops don't start freezing when temperature drops too low, but rather when snow first starts falling. Which usually is in late November. Even then, they aren't completely wiped out, but rather die at something like 3 tons per field per day. So it's not a hard deadline, you only lose slightly from missing it slightly.
Then, if (again only using large fields for simplicity) harvesting starts on July 30th, a single harvester would take 82 days to harvest two fields. After that we'd be at October 20th (if my math is right). That is, however, the first harvesters who get to work on the first fields sown. The subsequent fields sown would start being harvested only later. In the more extreme case of 3 tractors and 9 harvesters, we'd have 6 fields per tractor, so the last would only get sown 5*16 = 80 days later, pushing the harvest way too far back. If we instead have 4 tractors and 8 harvesters, it'd be 4 fields per tractor, and the last field 3*16 = 48 days later. That would put us at December 8th when the last field is finally harvested, so the frost would nibble at the tail end of the harvest.
So it seems like maximum absolute output per farm would be obtained for 4 tractors, 8 harvesters and 16 large fields. At some cost in efficiency as you'd suffer frost losses at the end. If you'd rather have efficiency than max absolute output, maybe exchange two fields or so for mediums. That also extends the harvesting season since mediums get sown faster and thus finish growing earlier than larges, provided that the mediums are among the first set of fields you sow.
Thats right. I forgot to mention, that crops decay over time. Your strategy sounds very valid to me :)
One thing I found - with modern vehicles it's possible to add 8 medium fields, but in specific order (disable autosearch): first 4 big fields, 4 medium fields, 12 big field, 4 medium field.
With only 16 large fields, we have a noticeable time periods while 4 harvesters are working hard, but the other 4 harvesters have no fields ready and stay home. One period at the beginning of the harvest, one at the end. During this period we have enoght time to harvest medium field (and refuel). So, we utilize harvesters idle time. Traсtors are able to seed these additional fields in time.
With 4* zt7245 + 8* dom85 and this schedule I was able to collect 5590t crops from ~5600 calculated max. Few tons seems lost, possible I needed a bit more trucks than 10x kmz 5410 (2 small DO). Not sure about the exact date when all these crops were collected.
The tractor can sow 5 big fields. But with limited vehicle count in farm 4 tractors and 8 harvesters (16 big fields and even +8 medium fields) looks better than 3 tractors (15 big fields) and 9 harversters.
When a new day starts and temperature is below +0°C a part of the already harvests crops decay. So only the temperature at the tick between the days is important. The amount of decaying crops depends on temperature aswell (about 3% per degree). I.e. you have 100t of harvested crops on the field waiting for transport and the temperature is -5°C when the next day starts -> 15% (15t) decay immediately.
I assume next thing we need is a meteorologist inside the game ;D
In my test the first "day tick" below 0°C was November 6th (-1°C). Just a few harvested crops decayed. But at November 13th I got -6°C and -10°C at November 16th. After these two days only about 50% remained. The first snow appeared at November 23th, but doesn't seems to have any impact.
I just did a short look at the unharvested fields. In that savegame the plants kinda "shrink" by mid November. I assume that you will get less when this happens, but I havent checked that.
In the end: it depends on the weather.
I will continue planning with October 31th to get the same amount each year. But you can plan with November as well, but you will have some losses depending on the weather:)
Good luck:)
Then you can harvest (with loss due to temperature) until end of November.
Then efficiency...I found 2 covered hulls can keep up with 1 harvester per field, 1 can do it, but you loose more due to frost later in the year...which means if we're speaking vanilla, the farm has 12spots. Personally I like the 1:1 ratio for harvester: tractor, because unoptimized it yields more than the other ratios, and there is a lot of room for optimization, like fuel station placement. This means 6 harvester, so 12 covered hulls per farm should do what you need. There are probably more factors you can add here, but the above gives me enough to make a decision.
Thanks. I'll take your word for it. I did not watch my fields closely enough, I just paid attention to freezing losses after snowfall. October 31st is probably a good date to plan around. I will recalculate later when I have more time.
I'm actually currently playing a self-imposed challenge not to have any natural resource production other than farming, wood and gravel. With a farm-heavy economy, I pay awful amounts for importing fuel, so every bit of efficiency counts.
In my previous games, for having tested the farms without DO and with DO, the harvest goes much better with DO.
I had done a stupid test: bus stops in the fields transporting workers there. This speeds up the sowing time and the harvest time.
But big drawback: it requires a lot of workers ... which are much more useful elsewhere, especially at the beginning and in the middle of the game.
With workshop items (1 farm: 24 slots - 6 tractors + 18 harvesters, 2 x DO: 32 slots with covered trucks 10t each, grain storage 44000t connected to a rail cargo station) and a vanilla fuel stop and 30 big fields - provided the setup ist dense/compact enough to shorten travel times - it manages to get all 30 fields done in time with basically no loss in crops (as covered trucks always already wait to pick up harvested crops from the fields) and secure a 9030t of crops for one year.
With currently 40000 inhabitants I need ~26000t of crops per year (hence ~3 times this setup) to gain total self sufficiency (2 und 3 now under construction) ...
So for any future growth in population, the 4th & 5th farmin setup should be in place
The 21-spot vehicle depot from the "Collective Farm Set" is equiped with 6 tractors and 15 harvesters. They do 6 large fields and a lot of medium fields due to my map.
2 DO with 40 10t trucks.
And the silo is not next to the farm, but next to the food factory.
So if we have 4 tractors and 8 harvesters in a farm, the first batch of 4 harvesters manage to do 8 big fields in total, starting with the 4 that first got sown. The second "set" of harvesters would begin work 15 days later, since then another set of 4 fields would get ready for harvest by then. Meaning that the other set of harvesters would finish their second fields that much later, which means November 4th.
No idea why I came up with different results before. I must have made some logical error that I am currently too tired to spot.
If not using workshop items (which I don't), 4 tractors and 8 harvesters and 16 big fields should be good.
You could even add 4 medium fields into the mix, since the first batch of harvesters would have time for them too between October 20th and November 4th.