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TutorialOnFertility__fertilizersHeading
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Fertilizers
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TutorialOnFertility__part1
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Crop yield is based on <b>soil fertility</b>. If a farm has 50% soil fertility it will only have a 50% yield of products. Crops consume fertility as they grow but fertility is also naturally replenished over time (an empty farm would eventually reach 100% fertility).
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TutorialOnFertility__part2
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Note that soil fertility does not affect crop water consumption or growth duration. This means that crops growing on more fertile soil will not only yield more but also will be more water-efficient (greater yield for the same amount of water).
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TutorialOnFertility__part3
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Over time, crop fertility consumption and natural replenishment will stabilize at a value called <b>fertility equilibrium</b>. This value represents an <b>estimate of average soil fertility</b> based on the current growth schedule. The equilibrium exists because crop fertility consumption is constant but the natural replenishment speed increases as soil fertility gets lower.
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TutorialOnFertility__rotation1
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Growing the same crop more than once in a row will impose <b>{0} penalty</b> on fertility. This can be avoided by planting different crops in a crop rotation schedule. You can plant {1} which does not yield any useful products but helps to regenerate soil fertility and eliminates same-crop fertility penalty when planted between other crops.
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TutorialOnFertility__rotation2
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You can also <b>leave the field empty</b> with no crop planted. This gives the soil time to regenerate fertility naturally but it won’t eliminate the same-crop fertility penalty on its own.
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TutorialOnFertility__rotationHeading
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Crop rotation
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TutorialOnFurnace__name
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Iron Scrap smelting
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TutorialOnHealth__name
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Health & pollution
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TutorialOnHealth__part1
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Your population has health. If health is positive, your population grows and provides you with extra unity. If health goes negative, your population starts to decline.
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TutorialOnHealth__part2
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You can increase your population's health by providing them with a variety of food, water, and healthcare.
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TutorialOnHealth__part2Heading
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Positive effects
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TutorialOnHealth__part3
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Your population's health decreases if you emit pollution (air or water). Pollution on your island is global, so moving smoke stacks farther from your settlement won’t help. It is a good idea to keep your eye on how much pollution you emit.
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TutorialOnHealth__part3Heading
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Negative effects
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TutorialOnHealth__part4
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When something emits pollution, it is displayed in the right side of the recipe UI as shown below.
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TutorialOnHealth__part5a
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Your population can suffer from diseases. There are diseases that just come and go and it is not possible to completely prevent them from happening. Providing healthcare can significantly reduce their negative impact.
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TutorialOnHealth__part5b
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There are also diseases that can occur due to bad conditions in your settlement, for instance lack of clean water or too much trash. There are no diseases from pollution as pollution gives a health penalty directly.
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TutorialOnHealth__part5Heading
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Diseases
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TutorialOnIronOre__part1
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The {0} can process both {1} and {2} by toggling both recipes on. To do so, turn on the <b>{1}</b> recipe by clicking on it.
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TutorialOnIronOre__part2
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The priority of recipe execution depends on their order which can be changed using the arrows on the left (1). If you want to prioritize {0} processing over {1}, click the <b>up arrow</b> on the <b>{0} recipe</b> for it to move above the <b>{1} recipe</b>.
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