Fertilised Plantations & Other Agricultural Tweaks

If you liked this item, please rate it up on Steam Workshop page.

Author: Carolean

Last revision: 22 Feb at 04:02 UTC (9)

File size: 807.16 KB

On Steam Workshop

Description:

This mod changes agriculture (both farms and plantations) to combine the PMs of both, allowing farms to use irrigation and plantations to use tools. It was born out of an early run where I started as Saxony and stole Poland/Lithuania/Ukraine from Russia (with Austria’s help) with the aim of building industry purely to produce as much grain/cotton/liquor as possible, so I recommend it not only for agriculture runs but also for building tall with agricultural subjects.

Farms and plantations now have the following PM groups
– Primary PM = Consumes Fertiliser to produce Grain or the relevant plantation crop
– Secondary PM = See below for more details, many are either new, brought back from previous versions or tweaked from the base game
– Irrigation PM = Consumes Engines to produce the primary crop, derived from the main PM of base game plantations
– Harvesting PM = Consumes Tools/Engines/Coal/Oil to reduce Labourer jobs, from the base game farms
– Transportation PM = Consumes Transporation to reduce Labourer jobs, from the base game plantations
– Working Conditions PM = Increases mortality of Labourers in exchange for more production, from the base game plantations

Secondary PMs for farms are all secondary crops, as in base game
– Rye Farms
– – Potatoes = +10 Liquor, -10 Grain (Base Game)
– – Apple Orchards = +5 Fruit, -5 Grain (Base Game)
– – Sugar Beets = +5 Sugar, -5 Grain (Base Game)
– Wheat/Maize Farm
– – Vineyards = +6 Wine, -10 Grain (Brought Back)
– – Citrus Orchards = +10 Fruit, -10 Grain (Base Game)
– – Sugar Beets = +5 Sugar, -5 Grain (Base Game)
– Rice Farms
– – Aquaculture = +30 Fish, -20 Grain (New)
– – Fig Orchards = +10 Fruit, +10 Sugar, -20 Grain (Base Game)
– – Mulberry Groves = +15 Silk, -20 Grain (Brought Back)
– Millet Farms
– – Sorghum = +5 Liquor, -5 Grain (New)
– – Fig Orchards = +5 Fruit, +5 Sugar, -10 Grain (Base Game)
– – Palm Groves = +7.5 Oil, -10 Grain (New)

Secondary PMs for plantations are more varied, either refining their crop or producing something else from it, getting better with technology. I intend to give every plantation some form of unique secondary PM eventually, so am open to historical suggestions for those not listed here
– Coffee Plantations (derived from the base game Coffee Plantations, Wet Process requires a certain geographical region)
– – Patio Drying = +5 Coffee
– – Wet Process – Manual Pulping = +10 Coffee, -5 Tools
– – Mechanical Dryers = +15 Coffee, -10 Tools
– – Wet Process – Mechanical Pulping = +20 Coffee, -10 Tools
– Cotton Plantations (representing the use of cottonseed to make oil)
– – Oil Mills = +10 Oil, -5 Tools
– – Machine Presses = +30 Oil, -10 Tools
– Opium Plantations (representing laudanum/tinctures of opium)
– – – Laudanum Tinctures = +10 Opium, -5 Liquor
– Sugar Plantations (base game)
– – Ox-Driven Rollers = N/A
– – Vacuum Pans = +10 Sugar, -2 Coal
– – Steam-Powered Mills = +20 Sugar, -1 Engines, -2 Coal
– – Centrifugal Machines = +30 Sugar, -1 Engines, -4 Coal
– Tobacco Plantations (base game, also have their unique working conditions)
– – Hand Rolled = N/A
– – Molds = +10 Tobacco, -2 Iron
– – Electric Rollers = +20 Tobacco, -2 Iron, -2 Electricity

Other Tweaks:
– Plantations start using fertiliser at Improved Fertilisers, rather than Soil-Enriched Farming.
– Working Conditions for Farms are reliant on Serfdom, rather than the Slave Trade.
– Automation/Harvesting PMs use half the input goods/reduce half as many jobs as they do in the base game, to balance for the fact that otherwise with maxed out PMs you would be going into the negative in Labourers (not an issue mechanically, just for balance) on most farms
– An additional automation PM (Cropdusting) has been added that uses aircraft. All credit for the idea/code/graphic for it goes to MasterOfGrey as it is taken from their mod with permission.
– To help offset the new increase in fertiliser demand, Logging Camps now have a variant PM in the Hardwood group that lets them produce fertiliser (aka Potash). I’ve also given them a similar PM here to produce coal (aka Charcoal). These PMs are really only for the early game/minor nations, they produce such small amounts that you’ll still need to find other sources.
– Additionally, Logging Camps have a Fur Production PM that produce Silk (representing fur trapping).

Compatibility:
– This only overwrites parts of the files for Farms/Plantations/Misc Resource (Rubber Plantations), it should be compatible with any mod that doesn’t replace these specific buildings.

Recommended Other Mods:
[1.8] Multi-line Production Methods Framework, it’s not 100% required, but due to the new PMs without it you may find some pushed under the expand building button and a bit harder to click.
Grey’s Ranch Production Rework, this mod doesn’t modifier ranches (and if it ever does it’s a bug that’s happened before and I’ll patch it) and Grey recommends pairing this one with his.
Grey’s Military Industries Rework, because you might find yourself needing a lot more automobiles. There is some overlap with the tractors change and Cropdusting especially (as the latter is taken from that mod) but I use them together and this doesn’t seem to cause an issue.
Grey’s Food Industries Rework, it’s not directly complementary (I believe) beyond being agriculture adjacent, but if you want to make a agriculture empire then it’s a good addition to this.