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if you have a lot of land and few farmers, farmers will simply plow the most fertile land giving more crops.
i cant think of a way to realistically account for both farmers and land in a 'single equation' though, in every case one of the factors becomes totally irrelevant.
Crash agrial course for kids from a big city Cheesy- plants need to "eat" 3 things: sun rays, water and minerals- land is divided into 6 classes, depending on minerals richness, acidity, ability to hold water (clay), depth of water table, presence of rocks, etc. Class V-VI is recommended for forests but can be farmed with increased effort and heavier use of fertilizers. In some countries you might be disallowed to construct buildings on class I-III land since it is considered too precious.- minerals are depleted when the same type of plant is grown, in early medieval times 1/3rd of the land was left unused so it can regenerate. Later they make a great invention, crop rotation, which is land divided into 4 plows each growing different type of plant (like plant 1 uses mineral A and extracts mineral B then you gown plant 2 that need mineral B but extracts mineral A).- viruses, bacterias, pests, funguses can ruin the crops, the chance of occurence increases dramatically in case of mass farming of the same crop (think of it as an epidemy in a huge city without severs system, it works the same with plants) and lack of cold winter (cold kills these things). The most famous one was patato hunger in Ireland. In the past the only line of defence was plowing the land before winter so all evil things burined underground become exposed to the surface and do not survive the cold. Nowadays we have fungicides (kills funguses), pesticides (kills pests), herbicides (kills bacterias/viruses) (if you ever wondered why modern agriculture required so much chemistry now you have the answer Cheesy)- other non farmed land types can affect farming in a long term, like forests prevents the land turning into desert (Hispaniola island turned partially into subdesert due to monoculture of cotton during colonial times) and soften the effects of droughts (ability to accumulate water) and marshers preventing floods.
Field output = labor^(laborExponent)
Field output = labor^(laborExponent) * landQualityModifiers
1 farmer, 2 fieldsfieldOutput = 5^0.5 = 2.5totalHarvest = 5
1 farmer, 5 fieldsfieldOutput = 2^0.5 = 1.4totalHarvest = 7.07
2 farmers, 5 fieldsfieldOutput = 4^0.5 = 2totalHarvest = 10
Picture a line graph with labor on the x-axis and crop production on the y-axis. The line has a curve on the top left side, and after tinkering with a graphing calculator, I have recalled that equations with fractional exponents behave that way. So we have this equation:Code: [Select]Field output = labor^(laborExponent)
food=min(5,(farmers*10)/fields)^0.5*fields;
food = food from previous formula * (1+min(1,fertilizers/fields))
What would be the best ratio of farmers with this system (assuming shortage of population)? I disagree with the definition of max farmers being called "ideal" number. The optimal should be something lower. The maximum would be overcrowded fields, used when you really have no land. So like dimishing returns going BOTH ways, from the optimal ratio. This would be probably the best gameplay wise.Or maybe this formula works this way (haven't checked)?
food=rounddown(min(5,(farmers*10)/fields))^0.5*fields
Are there any online graphing calculators? Would be useful...
I wonder if this is not oversimplified, since in reality the worse land benefit more from fertilizers.
food = food from previous formula * (1+min(1,fertilizer+baseFertility))