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Trees__HarvestingOptions
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Harvesting options
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Trees__HarvestingOptionsTooltip
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Allows to select at which percentage of size the trees should be cut. That affects yield of wood and consumption of saplings. The table below shows quantity of wood produced per a single tree.
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Trees__NoCut
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No cut
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TreesInMenuDescription
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A tree that can be manually positioned without having to use a forestry tower. Planting it requires a tree sapling and a tree planting vehicle.
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TruckCannotDeliverMixedCargo__name
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{entity} has no compatible sorting plant for mixed cargo
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TruckT2H__name
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Truck
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TruckT3FluidH__desc
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Large hauling truck with max capacity of {0}. This type can transport only liquid or gas products. It cannot go under transports.
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TruckT3FluidH__name
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Haul truck (tank)
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TruckT3LooseH__desc
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Large hauling truck with max capacity of {0}. This type can transport only loose products (coal for instance). It cannot go under transports.
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TruckT3LooseH__name
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Haul truck (dump)
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TurbineSuperPress__desc
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Uses super pressure steam to create mechanical power.
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TurbineSuperPress__name
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Super-pressure turbine
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TutorialOnContracts__part3
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Once your {1} modules are supplied with the correct amounts of required goods, the {0} will automatically travel to the settlement to exchange the goods. Contracts enable you to trade as much as you want without any time restriction
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TutorialOnCrisis__part6V2
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You can also give an increased priority to a storage that feeds your power plant. You must first have the <b>{0} slider</b> (1) moved away from the default location or you will not see the <b>priority selection screen</b> (2).
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TutorialOnCrisis__part8V2
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In case of the worst emergency, you can also boost a machine. Boost enables machines to work without power at the monthly cost of {0}.
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TutorialOnFertility__fertilizers3
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Note that the higher your soil fertilization target is the lower the natural replenishment is. And once fertility climbs above 100%, the natural replenishment will turn negative which will require even more fertilizer to sustain it.
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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__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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TutorialOnMining__part2
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While dumping designations can be placed anywhere on the island, mining designations must be within a {0} managed area. With a mine control tower selected, click the {1} button to outline a new area.
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