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Farming: Difference between revisions

From Rise: The Vieneo Province

 
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[[Image:FarmExpansions.png|thumb|right|400px]]
=== A Decent Plot ===
=== A Decent Plot ===
It is important to do an [[assay]] before deploying a new '''farm'''.  Ideally, a farm plot is "relativly flat" with at least "good" soil fertility.
[[File:Farm.png|thumb]]
It is important to do an [[assay]] before deploying a new farm.  Ideally, a farm plot is "relatively flat".


=== Expanding the Farm ===
=== Expanding the Farm ===
From now you will be able to control the farm by entering the [[Farmstead]] (menu item 3) and opening the interactive menu with "i".
You can create expansions (and destroy them) through the [[Player Portal]] in the Construction menu.  
Whenever you press the number in front of the building listed it will be build. There is no "do you really want to build?" question! (same goes for destruction btw)
  There is no confirmation for commencing construction or destruction
You can build as many of each buildings as are zoned.
You can build as many of each buildings as are zoned.
Start right away with planting the 21 [[Field Crops]].  Your [[farmstead]] included seed for these, so they are free!
Each building takes 1 minute to construct.
Press "2" and after 1 minute you will have your first [[Field Crops|field of crops]]. The [[Field Crops]] get positioned randomly by the server so you don't have to worry about the layout.
The expansions get positioned randomly by the server so you don't have to worry about the layout.


=== What should I build next? ===
=== What should I build next? ===
From now on you need to bring enough natural and fabricated materials before you can continue to expand. The needs are listed behind the building.
From now on you need to bring enough natural and fabricated materials before you can continue to expand. The needs are listed behind the building.
Also there need to be enough colonists here. I recomment 20 while expanding and 15 for running it afterwards.
Also there need to be enough colonists here. I recommend 20 while expanding and 15 for running it afterwards.
It is a good thing to have some food there for the colonists. 2 [http://en.wikipedia.org/wiki/Metric_ton MT] will last them one (1) season (90 Earth days).
It is a good thing to have some food there for the colonists. 2 [http://en.wikipedia.org/wiki/Metric_ton MT] will last them one (1) season (90 Earth days).
After the [[Field Crops]] I recommend [[Processed Storage]] (this takes form as a silo!). Otherwise the building materials needed for further expansion will have to be stored in the open where they corrode (fade away) or can be stolen.  Each [[Processed Storage|silo]] can store 3447 [http://en.wikipedia.org/wiki/Metric_ton MT] of [[commodities]] so one should be enough.
After the [[Algae Farms]] I recommend [[Processed Storage]] (this takes form as a silo!). Otherwise the building materials needed for further expansion will have to be stored in the open where they corrode (fade away) or can be stolen.  Each [[Processed Storage|silo]] can store 3447 [http://en.wikipedia.org/wiki/Metric_ton MT] of [[commodities]] so one should be enough.
The next important thing is the [[Support Structures]]. They boost the effiency of the colony: no [[Support Structures]] = max 50% eff. all [[Support Structures]] = 150% eff. To make this more clear: harvest on a 50% farm with just [[Field Crops]] = 2 [http://en.wikipedia.org/wiki/Metric_ton MT], on a 150% arround 6 [http://en.wikipedia.org/wiki/Metric_ton MT]. That is 300% more!
The next important thing is the [[Support Structures]]. They boost the effiency of the colony: no [[Support Structures]] = max 50% eff. all [[Support Structures]] = 150% eff. To make this more clear: harvest on a 50% farm with just [[Algae Farms]] = 2 [http://en.wikipedia.org/wiki/Metric_ton MT], on a 150% arround 6 [http://en.wikipedia.org/wiki/Metric_ton MT]. That is 300% more!
Next I recommend the [[hydroponics]] because they yield more at harvest than a [[greenhouse]].
Next I recommend the [[hydroponics]] because they yield more at harvest than a [[greenhouse]].
The [[Defensive Platform]]s and the [[Power Production]] are not working currently so you can decide for yourself if you want to build them.
The [[Defensive Platform]]s and the [[Power Production]] are not working currently so you can decide for yourself if you want to build them.
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''With the same techniques you will be able to build [[Township]]s and [[Mine]]s. Except [[Township]]s and [[Mine]]s require more workers then the [[Muver]] can hold, so you need a [[Passengers|passenger]] [[PODS]] with colonist on the plot also! The [[Passengers|passenger]] [[PODS]] is destroyed in the building process. ''
''With the same techniques you will be able to build [[:Category:Township|townships]] and [[mine]]s. Keep in mind that [[:Category:Township|townships]] and [[Mine]]s require more workers than the [[Muver]] can hold, so you will also need a [[Passengers|passenger]] [[PODS]] with colonist on the plot!''
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Latest revision as of 20:38, 22 February 2025

A Decent Plot

It is important to do an assay before deploying a new farm. Ideally, a farm plot is "relatively flat".

Expanding the Farm

You can create expansions (and destroy them) through the Player Portal in the Construction menu.

There is no confirmation for commencing construction or destruction

You can build as many of each buildings as are zoned. Each building takes 1 minute to construct. The expansions get positioned randomly by the server so you don't have to worry about the layout.

What should I build next?

From now on you need to bring enough natural and fabricated materials before you can continue to expand. The needs are listed behind the building. Also there need to be enough colonists here. I recommend 20 while expanding and 15 for running it afterwards. It is a good thing to have some food there for the colonists. 2 MT will last them one (1) season (90 Earth days). After the Algae Farms I recommend Processed Storage (this takes form as a silo!). Otherwise the building materials needed for further expansion will have to be stored in the open where they corrode (fade away) or can be stolen. Each silo can store 3447 MT of commodities so one should be enough. The next important thing is the Support Structures. They boost the effiency of the colony: no Support Structures = max 50% eff. all Support Structures = 150% eff. To make this more clear: harvest on a 50% farm with just Algae Farms = 2 MT, on a 150% arround 6 MT. That is 300% more! Next I recommend the hydroponics because they yield more at harvest than a greenhouse. The Defensive Platforms and the Power Production are not working currently so you can decide for yourself if you want to build them.

With the same techniques you will be able to build townships and mines. Keep in mind that townships and Mines require more workers than the Muver can hold, so you will also need a passenger PODS with colonist on the plot!

Now go out there and build them farms so the starving of the poor Vieneo colonists has an end soon!

Pages in category "Farming"

The following 7 pages are in this category, out of 7 total.