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																									报告翻译问题
							
						
											




need to use fertilizers instead of chemicals, fix water and electric etc
Any chance to make it use either liquid or solid fertilizer?
The things are next to power, so it's not a lack of connection. What am I missing?
Example lines:
$CONSUMPTION water 0.02
$CONSUMPTION_WATER_REQUIRED_QUALITY 0.75
Из-за этого загрязнения для маленькой не рассчитываются.
These figures, 2.85t/day and 7.4t/day are thus the most realistic ‘crop’ outputs for the two greenhouse models in the mod, assuming technology has roughly evenly impacted agricultural productivity in the past 60 years and that cotton doesn’t react weirdly to greenhouses.
Unfortunately I can’t say whether these figures are balanced in relation to the game without good data on the average productivity of WR:SR fields over an extended period to compare to historic figures. I’ve seen figures of 0.75t/ha on the steam forums, which would be very low compared to reality if accurate.
According to this report ( https://sustainable-farming.rutgers.edu/wp-content/uploads/2017/12/urbanfringe-v07n01.pdf ) 0.5lb/ft2/yr or 0.00074t/m2/yr of crops is realistic for the sort of crops that were grown in the greenhouses in the report I found earlier, using modern methods and open field agriculture. Also using modern methods, you can grow 4t of cotton per hectare ( https://wikifarmer.com/cotton-harvest-yields/ ), or 0.0004t/m2/yr.
I'll see if I can think of a plausible way to make the statistics neutral between different crops, like the game is.
This means that greenhouses as depicted in your mod (which are better than the historic models from 1960) the small greenhouse would output about 3.7t per day and the big greenhouse 9.6t per day. Again this would be mixed veg/food.
its game , no real life , and all no realistic tehre ) but you give good statictic, need chenge soon in mod. but no sure about chenge crops by food ... greenhouses can grow any... hm
The same document gives some detail on labour requirements which suggest a lower labour requirement than presently specified in the mod. The whole farm complex described, which included many additional ventures besides the greenhouse space, employed only 560 people.
https://books.google.co.uk/books?id=YMyu3itJdWoC&pg=PA10&lpg=PA10&dq=cucumber+tonnage+per+square+metre&source=bl&ots=SKOEvJ3cpf&sig=ACfU3U3xrbtaXByaO8rkgKZzEGhROR10tg&hl=en&sa=X&ved=2ahUKEwiQoveLg7HnAhXDYcAKHeFgCUgQ6AEwDXoECAkQAQ#v=onepage&q=cucumber%20tonnage%20per%20square%20metre&f=false
TLDR, economically, realistically, and by any other measurement the greenhouse is inefficient, I recommend a 4x increase in productivity to make it viable. (I also do not recommend raising it's import demand much either, as doing so would just require yet more output to make it viable.)
This greenhouse is very worker intensive, which means it consumes not just it's coal and chemical consumption, but also the power, food, clothes etc. needed to maintain those workers who cannot contribute elsewhere, so when you factor in all of the many costs, and build a foodplant next door to two of these (large) greenhouses, you still cannot run the food factory at a high enough production level to produce profit after expenses.
In all honesty given that it's designed to continuously produce crops, as a result of growing things with time differential's to ensure one is always at the 'harvest' stage, it should produce a sizable amount of food.