Modular farms
Basically farms that work the way that settlements do. The individual unit would be maybe a quarter the size of a current farm, you'd be able to expand them the same way you expand the settlements and you would click modules onto the edge. Probably fewer different types but definitely the barn where you collect the crops and presumably the irrigation tank and the fertilizer input. Otherwise the system would be pretty much the same, the whole interconnected farm would be subject to the same crop rotation and soil fertility.
Comments: 4
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04 Jul, '22
joeThat is a very good idea. It would improve the farming system and make it more compact and easier to regulate. I think it should be relatively easy to implement if you take the modular system on houses and adapt it on farms.
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06 Jul, '22
DarkaiserIt would be REALLY nice if the Irrigated version of this had the pipes and maybe a small water storage in the middle of the four quadrants instead of having to build them along one side. I'd increase the cost of building them for this or make it some kind of option or T3 farm?
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01 Dec, '22
gurubmthe farms as they are now do not actually implement the modular style very well. This modular style makes the game fun: connect small parts together to build something big. The farms take huge space and leave nothing for the player to design/optimize/configure.
So yes, modular farms. How about assigning farms trucks to a designated area, similar to how mining works? -
29 Jun, '23
BluetoothThePirateFollow up some time later: You could rename farms to gardens, and they'd work as described above. Farms would be out in the open and worked by vehicles. So gardens would be hand-tended and able to grow anything but with a higher labor cost, while farms would be bare dirt worked by a tractor (controlled by a building like the forestry and mine towers) and could only grow a limited selection of things like grains and potatoes, but they can do so with less human labor. Only gardens could be converted to greenhouses.