Difference between revisions of "Growing zone"
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When a growing zone is selected, buttons appear to allow the player to change the plant to be grown or to allow the zone to be renamed, deleted, hidden, or to allow/disallow sowing. When sowing is disabled colonists will still harvest. | When a growing zone is selected, buttons appear to allow the player to change the plant to be grown or to allow the zone to be renamed, deleted, hidden, or to allow/disallow sowing. When sowing is disabled colonists will still harvest. | ||
− | Guesstimating a correct size of a growing zone is not easy with so many [[Plants#Growth Rate Factors|factors]] affecting potential harvest. A quick rule of thumb is to grow 10+ tiles of food crops per colonist. If the colony hunts as well, it will accumulate some, though not excessive, food reserves, which can be saved for winter, fed to prisoners, or sold. | + | Guesstimating a correct size of a growing zone is not easy with so many [[Plants#Growth Rate Factors|factors]] affecting [[Events#Generally_Bad|potential]] harvest. A quick rule of thumb is to grow 10+ tiles of food crops per colonist. If the colony hunts as well, it will accumulate some, though not excessive, food reserves, which can be saved for winter, fed to prisoners, or sold. |
[[File:Plantation growing zone.png|800px]] | [[File:Plantation growing zone.png|800px]] |
Revision as of 11:16, 30 November 2017
Growing zone
A zone where your colonists will try to grow a certain kind of plant.
Base Stats
- Type
- Zones
Building
- Size
- 1
- Placeable
- Yes
A growing zone designates where growers will sow plants, including trees. Growing zones are only allowed in soil, rich soil, or gravel, each with an effect on growth rate. They can't be placed on sand, natural stone, mud, water, or flooring. When the mouse is over a tile, the fertility rate is shown at the bottom left of the screen. Only one type of plant can be selected for each individual zone. Trees planted in zones need a 1 tile radius in all directions free of other crops or trees, even if planted in other zones. Planters will remove wild trees next to growing zones to accommodate this radius for their sown trees.
When a growing zone is selected, buttons appear to allow the player to change the plant to be grown or to allow the zone to be renamed, deleted, hidden, or to allow/disallow sowing. When sowing is disabled colonists will still harvest.
Guesstimating a correct size of a growing zone is not easy with so many factors affecting potential harvest. A quick rule of thumb is to grow 10+ tiles of food crops per colonist. If the colony hunts as well, it will accumulate some, though not excessive, food reserves, which can be saved for winter, fed to prisoners, or sold.