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On 2), the farm only sends out mechanisms as it sees fit. No cause for alarm.
3) You can simply add in a grain storage then deliver from it to the factories located somewhere
1.) How? I saw no option anywhere
https://steamcommunity.com/sharedfiles/filedetails/?id=3238520419
https://steamcommunity.com/sharedfiles/filedetails/?id=3238520372
https://steamcommunity.com/sharedfiles/filedetails/?id=3238520467
https://steamcommunity.com/sharedfiles/filedetails/?id=3238520590
https://steamcommunity.com/sharedfiles/filedetails/?id=3238520553
https://steamcommunity.com/sharedfiles/filedetails/?id=3238520518
Each farm has 12 tractors and 12 combines. There are no trucks on the farm. Each farm is served by two distribution offices. After harvesting, 10% of the grain is left on the field as fertilizer.
Yes, I know it's all redundant, but it allows me to forget about these fields and not think about them while I'm doing other things.
also, if you place tie fields first and than start construction on roads and buildings needet to use them, the initial fertility from 'disturbes ground' is already ticking up again without your doing. (if you build with own workers that is, because it takes time)
however i think the better ratio is
per 1 medium + 2 big fields OR there equivalent in area:
1 Combine
2 Tractors
3 Trucks
1 Traktor per combine is enought to plant, but not to fertalize if you use solid and liquit fertilizer
its also helpful to select the fields by hand instead of autoassign.
reason is you can chose the order in which fields are worked on.
shortening traveltime and therefor enabeling to finish faster instead of driving all over the place.
its also good to start with the small fields, because groth only starts after planting is fully done. small fields are planted faster, therfor are harvested sooner and might actualy be done harvesting before the big fields are even ripe for harvesting. that way you lengthen your harvesting season and get more crops harvested than with random order.
When the traffic near the storage reached the limit, I started to untie the knot.
If you're playing realistically, then 50% fertility makes sense. Because IRL, depleted fields are left for a year to regeneration.