Realistic Farming DLC
Posted: Wed Jun 20, 2018 4:46 am
Hi,
This is my second try to post a concept for a Farming DLC after my first on died the expired-session-cookie death. I hope I can recover all my brainstorming.
To make Farming in CapLab more realistic there would be a few changes required to existing features, and a lot more features added:
At the moment the Farm output is hard limited by the Farm size (Small or Large) and the Experience of the workers on it. I would add another Farm type that would maintain rural property not displayed on the map but in THE REGION, which allows upscaling into gigantic proportions. Expenses of these farms increase with the managed rural property, but not linearly (in real world some cost factors benefit from upscaling). The total size of all rural farming in THE REGION is calculated by properties of THE REGIONS environment (and can be further limited by City restrictions)
[*] THE REGION is not visible on the city map and would be too small for the World map. It has features that are defined by the location of the city: temperature, humidity, precipitation, soil fertility, sunshine, elevation, each with a minimum, maximum and average value; also the region is split up in percentages of flats, hills, mountains and water bodies, swamp and deserts. The description of the region will be shown in the Info screen of a selected city.
[*] All these properties will be used to define if certain crops and animals are able to flourish in each of the regions. Crops and Lifestock are defined with condition ranges that they are suitable for and the more THE REGION does support the requirements, the easier (read: cheaper) it can be to raise the crop or lifestock there. If for one of the condition ranges there is no overlap with the requirement ranges, the crop/lifestock is not possible there. If the overlaps are very little, then there is a higher risk in events that destroy crops/lifestock.
[*] The amount of farming in the region can go beyond carrying capacity which would over time decay a regions soil fertility and cause soil erosion, then desertification.
[*] Lifestock and crops require water to flourish and the more crops and lifestock are raised in THE REGION the more water is required to support them. The regions precipitation and water body numbers define how much water can be consumed without causing a drop in groundwater levels - which can, as above, cause desertification.
[*] THE REGION is providing water to the city and it's industries. Some recipes will be adapted to reflect how much water is consumed to produce the product, for example in the real world it takes 3 gallons of water to make a sheet of paper. Water is provided to the factories and farms using magic infrastructure owned by city utilities. (I do not think we need to simulate pipe maintenance and infrastructure in this DLC). The city will invoice the factories accordingly and the numbers can be shown in the corporate firms report. (I will provide another Energy DLC proposal later for invoicing of Electricity and Fuels). The player might start their own water plant in the city to provide water to the city and to factories, but it would require consent from the City (and if you own the City Economic Simulation DLC, one of your party members could be the Major...)
[*] Water can be bought and stored in Warehouses (maybe we have one looking more like a water tower or basin?) and be sold into other regions.
[*] Forestry changes similarly, as in simulating real Forestry processes. If trees are not planted after harvesting trees, there won't be any more after a while. The woods with higher quality take much longer to grow than others. Some woods are not suitable for certain regions. Monocrops are risking a big loss by plagues. Neglecting standards might cause fires and destruction of woods. Certain trees have bad influence on groundwater levels. New technologies for protecting forest soil, harvesting technology.
[*] Corporations that are exposed as water wasters in a region with water shortage might lose brand rating
[*] Crop farming can be improved by a Fertilizer budget in the Farm unit
[*] The player can research technologies like GMO but also Ecologic Farming, Meat processing standards, to provide crops flagged with these properties. These flags on the raw materials can be inherited by resulting end products and then used as advertising advantage - or disadvantage (disadvantage: city rules products must be labeled with GMO, and people reject it more or less).
[*] Products can be branded to be GMO free or not, ecologic farming or not, caged or free range lifestock. Consumers might have a product awareness tendency to buy one or another depending on trends triggered by events. A GMO scandal and people would tend towards to traditionally produced crops. A meat scandal in a free range farm might cause people to mistrust their kind of foods.
[*] New Utilities: Waste Processing/Recycling and Water processing. Can be player managed or city managed. The Waste Processing facility will receive city trash and biological waste and will sell recycled products and fertilizer. The quality and amount of recycled products is roughly calculated on the cities consumed products months earlier. for example a fridge sold at that time will cause available recycled Aluminum (properly spelled: Aluminium). It would not make sense to track this for each item but it could be averaged out over all the sold fridges and so on. The recycled Aluminum in this case would have the quality of the average products contributing to the waste. There will be percentual losses on the amounts and quality of the recycling resources, and Technology can be developed to reduce losses.
[*] recycled materials, when used in industry allows to flag the products made from it a environmentally friendly due to recycled materials, as advertising advantage.
That is roughly what I remember from last time I wrote it down... I hope you like it.
This is my second try to post a concept for a Farming DLC after my first on died the expired-session-cookie death. I hope I can recover all my brainstorming.
To make Farming in CapLab more realistic there would be a few changes required to existing features, and a lot more features added:
At the moment the Farm output is hard limited by the Farm size (Small or Large) and the Experience of the workers on it. I would add another Farm type that would maintain rural property not displayed on the map but in THE REGION, which allows upscaling into gigantic proportions. Expenses of these farms increase with the managed rural property, but not linearly (in real world some cost factors benefit from upscaling). The total size of all rural farming in THE REGION is calculated by properties of THE REGIONS environment (and can be further limited by City restrictions)
[*] THE REGION is not visible on the city map and would be too small for the World map. It has features that are defined by the location of the city: temperature, humidity, precipitation, soil fertility, sunshine, elevation, each with a minimum, maximum and average value; also the region is split up in percentages of flats, hills, mountains and water bodies, swamp and deserts. The description of the region will be shown in the Info screen of a selected city.
[*] All these properties will be used to define if certain crops and animals are able to flourish in each of the regions. Crops and Lifestock are defined with condition ranges that they are suitable for and the more THE REGION does support the requirements, the easier (read: cheaper) it can be to raise the crop or lifestock there. If for one of the condition ranges there is no overlap with the requirement ranges, the crop/lifestock is not possible there. If the overlaps are very little, then there is a higher risk in events that destroy crops/lifestock.
[*] The amount of farming in the region can go beyond carrying capacity which would over time decay a regions soil fertility and cause soil erosion, then desertification.
[*] Lifestock and crops require water to flourish and the more crops and lifestock are raised in THE REGION the more water is required to support them. The regions precipitation and water body numbers define how much water can be consumed without causing a drop in groundwater levels - which can, as above, cause desertification.
[*] THE REGION is providing water to the city and it's industries. Some recipes will be adapted to reflect how much water is consumed to produce the product, for example in the real world it takes 3 gallons of water to make a sheet of paper. Water is provided to the factories and farms using magic infrastructure owned by city utilities. (I do not think we need to simulate pipe maintenance and infrastructure in this DLC). The city will invoice the factories accordingly and the numbers can be shown in the corporate firms report. (I will provide another Energy DLC proposal later for invoicing of Electricity and Fuels). The player might start their own water plant in the city to provide water to the city and to factories, but it would require consent from the City (and if you own the City Economic Simulation DLC, one of your party members could be the Major...)
[*] Water can be bought and stored in Warehouses (maybe we have one looking more like a water tower or basin?) and be sold into other regions.
[*] Forestry changes similarly, as in simulating real Forestry processes. If trees are not planted after harvesting trees, there won't be any more after a while. The woods with higher quality take much longer to grow than others. Some woods are not suitable for certain regions. Monocrops are risking a big loss by plagues. Neglecting standards might cause fires and destruction of woods. Certain trees have bad influence on groundwater levels. New technologies for protecting forest soil, harvesting technology.
[*] Corporations that are exposed as water wasters in a region with water shortage might lose brand rating
[*] Crop farming can be improved by a Fertilizer budget in the Farm unit
[*] The player can research technologies like GMO but also Ecologic Farming, Meat processing standards, to provide crops flagged with these properties. These flags on the raw materials can be inherited by resulting end products and then used as advertising advantage - or disadvantage (disadvantage: city rules products must be labeled with GMO, and people reject it more or less).
[*] Products can be branded to be GMO free or not, ecologic farming or not, caged or free range lifestock. Consumers might have a product awareness tendency to buy one or another depending on trends triggered by events. A GMO scandal and people would tend towards to traditionally produced crops. A meat scandal in a free range farm might cause people to mistrust their kind of foods.
[*] New Utilities: Waste Processing/Recycling and Water processing. Can be player managed or city managed. The Waste Processing facility will receive city trash and biological waste and will sell recycled products and fertilizer. The quality and amount of recycled products is roughly calculated on the cities consumed products months earlier. for example a fridge sold at that time will cause available recycled Aluminum (properly spelled: Aluminium). It would not make sense to track this for each item but it could be averaged out over all the sold fridges and so on. The recycled Aluminum in this case would have the quality of the average products contributing to the waste. There will be percentual losses on the amounts and quality of the recycling resources, and Technology can be developed to reduce losses.
[*] recycled materials, when used in industry allows to flag the products made from it a environmentally friendly due to recycled materials, as advertising advantage.
That is roughly what I remember from last time I wrote it down... I hope you like it.
