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	<title>Captain of Industry Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.coigame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=68455"/>
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	<updated>2026-06-27T10:06:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.coigame.com/index.php?title=Research&amp;diff=12725</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Research&amp;diff=12725"/>
		<updated>2026-06-09T10:51:24Z</updated>

		<summary type="html">&lt;p&gt;68455: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; allows you to unlock new buildings, [[vehicles]], [[edicts]], [[recipes]] and [[the Ship|ship]] upgrades. &lt;br /&gt;
&lt;br /&gt;
You may add more than one research to the research queue and they will be researched in the order you have added them.  The number of technologies in your current research queue are represented by the &amp;quot;+X&amp;quot; number that is located next to the current research in the research bar.  You can remove items from the research queue by selecting them, and clicking on the &amp;quot;Remove From Queue&amp;quot; button.  However, you must remove the items from the queue in the order they were added as well.  If you wish to cancel the entire research queue, simply cancel the current research and it will also clear the current queue.&lt;br /&gt;
&lt;br /&gt;
= Research Points =&lt;br /&gt;
Each lab produces an amount of RP equivalent to the amount of items it consumes (or 3 for the first one), plus a % bonus for: [[Population]], [[Edicts]], and supposedly the space station? Someone else who knows can add the amounts.&lt;br /&gt;
&lt;br /&gt;
Each research has a fixed numerical cost, visible by looking at it on the research tree. (Total RP*(1+bonuses))/research cost is how many months it will take to complete.&lt;br /&gt;
&lt;br /&gt;
= Repeatable Research =&lt;br /&gt;
&lt;br /&gt;
There&#039;s repeatable research available in the game, with the useful ones being available at the very end. They probably increase in cost as you research them? And seem to require &#039;space research&#039; from a certain point too.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Repeatable research info&lt;br /&gt;
|-&lt;br /&gt;
! ResearchID !! SR Need&amp;lt;ref name=&amp;quot;SR&amp;quot;/&amp;gt; !! Max Lvl !! Effect !! Effect at Max level&amp;lt;ref name=&amp;quot;max&amp;quot;/&amp;gt;&lt;br /&gt;
!formula(v0.8.5)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicles Pollution&amp;lt;ref name=&amp;quot;early&amp;quot;/&amp;gt;       || 15 || 20 || -4% pollution from vehicles || -80%&lt;br /&gt;
|y ≈ Round( 1152 × ( 1 + 1·(x-1) + 1.4^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Ships Pollution&amp;lt;ref name=&amp;quot;early&amp;quot;/&amp;gt;          || 15 || 20 || -4% pollution from ships || -80%&lt;br /&gt;
|y ≈ Round( 1152 × ( 1 + 1·(x-1) + 1.4^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Trains Pollution&amp;lt;ref name=&amp;quot;early&amp;quot;/&amp;gt;         || 15 || 20 || -4% pollution from trains || -80%&lt;br /&gt;
|y ≈ Round( 1152 × ( 1 + 1·(x-1) + 1.4^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Crop Yield               || 20 || 250 || +1% to crop yield, +0.25% crop water consumption&amp;lt;ref name=&amp;quot;crop&amp;quot;/&amp;gt;  || +250%, +62.5%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.2·(x-1) + 1.03^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Tree Growth Speed        || 5 || 50 || +1% to tree growth speed || +50%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Rainwater Yield          || 10 || 40 || +5% to rainwater yield&amp;lt;ref name=&amp;quot;rain&amp;quot;/&amp;gt; || +200%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Settlement Water Use     || 10 || 40 || -2% settlement water consumption&amp;lt;ref name=&amp;quot;setwat&amp;quot;/&amp;gt; || -80%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Unity Capacity           || 5 || 60 || +5% to unity capacity || +300%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Housing Capacity         || 4 || 40 || +5% to housing capacity || +200%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Focus Points             || 5 || 25 || +4% focus generated by offices || +100%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 1·(x-1) + 1.4^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Limit            || 20 || 60 || +5 to vehicle limit || +300&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.3·(x-1) + 1.07^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Vehicles Fuel Use        || 5 || 35 || -1% to vehicle fuel consumption || -35%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Ships Fuel Use           || 5 || 35 || -1% to ships fuel consumption || -35%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Trains Fuel Use          || 5 || 35 || -1% to trains fuel consumption || -35%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Rockets Capacity         || 1 || 20 || +5% to rocket payload capacity&amp;lt;ref name=&amp;quot;rocket&amp;quot;/&amp;gt; || +100%&lt;br /&gt;
|y ≈ Round( 27840 × ( 1 + 1·(x-1) + 1.4^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Maintenance Output       || 4 || 50 || +1% to maintenance production bonus&amp;lt;ref name=&amp;quot;maint&amp;quot;/&amp;gt; || +50%&lt;br /&gt;
|y ≈ Round( 23040 × ( 1 + 0.5·(x-1) + 1.14^(x-1)) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|World Mine Output        || 5 || 50 || +2% to world mine and oil rig efficiency&amp;lt;ref name=&amp;quot;WM&amp;quot;/&amp;gt; || +100%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1)) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Solar Power              || 10 || 200 || +2% to solar power production || +400%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.2·(x-1) + 1.03^(x-1) ) ÷ 2 )&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref name=&amp;quot;early&amp;quot;&amp;gt;These 3 are available much earlier than the others. And are totally useless if you switch to Hydrogen&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;SR&amp;quot;&amp;gt;You need space research, done with the space station, from this point on&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;max&amp;quot;&amp;gt;Note that the info in max effect is based on math, not ingame, so it could be wrong&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;crop&amp;quot;&amp;gt;It&#039;s unclear how this would affect green manure or empty fields&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;rain&amp;quot;&amp;gt;This affects rainwater harvesters and, surprisingly, farms, while NOT affecting groundwater refilling&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;setwat&amp;quot;&amp;gt;Decreases waste water produced in proportion as well&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;rocket&amp;quot;&amp;gt;Applies to crew as well as cargo&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;maint&amp;quot;&amp;gt;Only applies to maintenance output, does not increase inputs, or {{infoicon|Recyclables|new=yes}} output&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;WM&amp;quot;&amp;gt;Probably only increases outputs, but other factory games like to use efficiency to mean &#039;extra free stuff&#039;, so who knows?&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>68455</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Research&amp;diff=12724</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Research&amp;diff=12724"/>
		<updated>2026-06-08T12:35:36Z</updated>

		<summary type="html">&lt;p&gt;68455: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; allows you to unlock new buildings, [[vehicles]], [[edicts]], [[recipes]] and [[the Ship|ship]] upgrades. &lt;br /&gt;
&lt;br /&gt;
You may add more than one research to the research queue and they will be researched in the order you have added them.  The number of technologies in your current research queue are represented by the &amp;quot;+X&amp;quot; number that is located next to the current research in the research bar.  You can remove items from the research queue by selecting them, and clicking on the &amp;quot;Remove From Queue&amp;quot; button.  However, you must remove the items from the queue in the order they were added as well.  If you wish to cancel the entire research queue, simply cancel the current research and it will also clear the current queue.&lt;br /&gt;
&lt;br /&gt;
= Research Points =&lt;br /&gt;
Each lab produces an amount of RP equivalent to the amount of items it consumes (or 3 for the first one), plus a % bonus for: [[Population]], [[Edicts]], and supposedly the space station? Someone else who knows can add the amounts.&lt;br /&gt;
&lt;br /&gt;
Each research has a fixed numerical cost, visible by looking at it on the research tree. (Total RP*(1+bonuses))/research cost is how many months it will take to complete.&lt;br /&gt;
&lt;br /&gt;
= Repeatable Research =&lt;br /&gt;
&lt;br /&gt;
There&#039;s repeatable research available in the game, with the useful ones being available at the very end. They probably increase in cost as you research them? And seem to require &#039;space research&#039; from a certain point too.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Repeatable research info&lt;br /&gt;
|-&lt;br /&gt;
! ResearchID !! SR Need&amp;lt;ref name=&amp;quot;SR&amp;quot;/&amp;gt; !! Max Lvl !! Effect !! Effect at Max level&amp;lt;ref name=&amp;quot;max&amp;quot;/&amp;gt;&lt;br /&gt;
!formula&lt;br /&gt;
|-&lt;br /&gt;
|Vehicles Pollution&amp;lt;ref name=&amp;quot;early&amp;quot;/&amp;gt;       || 15 || 20 || -4% pollution from vehicles || -80%&lt;br /&gt;
|y ≈ Round( 1152 × ( 1 + 1·(x-1) + 1.4^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Ships Pollution&amp;lt;ref name=&amp;quot;early&amp;quot;/&amp;gt;          || 15 || 20 || -4% pollution from ships || -80%&lt;br /&gt;
|y ≈ Round( 1152 × ( 1 + 1·(x-1) + 1.4^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Trains Pollution&amp;lt;ref name=&amp;quot;early&amp;quot;/&amp;gt;         || 15 || 20 || -4% pollution from trains || -80%&lt;br /&gt;
|y ≈ Round( 1152 × ( 1 + 1·(x-1) + 1.4^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Crop Yield               || 20 || 250 || +1% to crop yield, +0.25% crop water consumption&amp;lt;ref name=&amp;quot;crop&amp;quot;/&amp;gt;  || +250%, +62.5%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.2·(x-1) + 1.03^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Tree Growth Speed        || 5 || 50 || +1% to tree growth speed || +50%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Rainwater Yield          || 10 || 40 || +5% to rainwater yield&amp;lt;ref name=&amp;quot;rain&amp;quot;/&amp;gt; || +200%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Settlement Water Use     || 10 || 40 || -2% settlement water consumption&amp;lt;ref name=&amp;quot;setwat&amp;quot;/&amp;gt; || -80%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Unity Capacity           || 5 || 60 || +5% to unity capacity || +300%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Housing Capacity         || 4 || 40 || +5% to housing capacity || +200%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Focus Points             || 5 || 25 || +4% focus generated by offices || +100%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 1·(x-1) + 1.4^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Limit            || 20 || 60 || +5 to vehicle limit || +300&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.3·(x-1) + 1.07^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Vehicles Fuel Use        || 5 || 35 || -1% to vehicle fuel consumption || -35%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Ships Fuel Use           || 5 || 35 || -1% to ships fuel consumption || -35%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Trains Fuel Use          || 5 || 35 || -1% to trains fuel consumption || -35%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Rockets Capacity         || 1 || 20 || +5% to rocket payload capacity&amp;lt;ref name=&amp;quot;rocket&amp;quot;/&amp;gt; || +100%&lt;br /&gt;
|y ≈ Round( 27840 × ( 1 + 1·(x-1) + 1.4^(x-1) ) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Maintenance Output       || 4 || 50 || +1% to maintenance production bonus&amp;lt;ref name=&amp;quot;maint&amp;quot;/&amp;gt; || +50%&lt;br /&gt;
|y ≈ Round( 23040 × ( 1 + 0.5·(x-1) + 1.14^(x-1)) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|World Mine Output        || 5 || 50 || +2% to world mine and oil rig efficiency&amp;lt;ref name=&amp;quot;WM&amp;quot;/&amp;gt; || +100%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.5·(x-1) + 1.14^(x-1)) ÷ 2 )&lt;br /&gt;
|-&lt;br /&gt;
|Solar Power              || 10 || 200 || +2% to solar power production || +400%&lt;br /&gt;
|y ≈ Round( 19200 × ( 1 + 0.2·(x-1) + 1.03^(x-1) ) ÷ 2 )&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref name=&amp;quot;early&amp;quot;&amp;gt;These 3 are available much earlier than the others. And are totally useless if you switch to Hydrogen&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;SR&amp;quot;&amp;gt;You need space research, done with the space station, from this point on&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;max&amp;quot;&amp;gt;Note that the info in max effect is based on math, not ingame, so it could be wrong&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;crop&amp;quot;&amp;gt;It&#039;s unclear how this would affect green manure or empty fields&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;rain&amp;quot;&amp;gt;This affects rainwater harvesters and, surprisingly, farms, while NOT affecting groundwater refilling&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;setwat&amp;quot;&amp;gt;Decreases waste water produced in proportion as well&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;rocket&amp;quot;&amp;gt;Applies to crew as well as cargo&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;maint&amp;quot;&amp;gt;Only applies to maintenance output, does not increase inputs, or {{infoicon|Recyclables|new=yes}} output&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;WM&amp;quot;&amp;gt;Probably only increases outputs, but other factory games like to use efficiency to mean &#039;extra free stuff&#039;, so who knows?&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>68455</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Data_Center&amp;diff=12723</id>
		<title>Data Center</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Data_Center&amp;diff=12723"/>
		<updated>2026-06-04T10:32:09Z</updated>

		<summary type="html">&lt;p&gt;68455: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Data Center&lt;br /&gt;
| Description   = Datacenter is used to host server racks that you add to it. Each added server rack provides computing as a resource that can be used on your island. Computing is used in advanced machines such as [[Assembly (Robotic)|robotic assemblers]] or [[Microchip Machine|microchip makers]]. It is worth noting that each server rack has its [[Electricity|power]], [[Chilled Water|cooling]], and [[Maintenance|maintenance]] demands. However, some people say that all it does is to persist and search in a vast collection of pictures of cats and memes - we were not able to debunk this.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts IV&lt;br /&gt;
    | Input1Qty   = 120&lt;br /&gt;
    | Input2Name  = Electronics III&lt;br /&gt;
    | Input2Qty   = 40&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = 6&lt;br /&gt;
| Electricity   = 0 - 4.08 MW&lt;br /&gt;
| Computing     = 0 - +192&lt;br /&gt;
| MaintenanceIII = 3.8&lt;br /&gt;
| Footprint     = 18x11&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Datacenter (research)&lt;br /&gt;
| Designation   = Production&lt;br /&gt;
| Variants      = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Data Center&#039;&#039;&#039; is a machine containing up to 48 server racks. Each server rack is able to provide 4 TFlops of [[Computing]]. A single server rack consists of 12 {{infoicon|Server|text=Servers|new=yes}} and can be assembled instantly in the Data Center as long as there are enough Servers in the player&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
The Data Center requires {{infoicon|Electricity}}, {{infoicon|WaterChilled|link=Chilled Water|text=Chilled Water|new=yes}}, and {{infoicon|Maintenance3|text=Maintenance III|link=Maintenance III|new=yes}}. An amount of them is shown following table and expression.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Upkeep cost of Data Center&lt;br /&gt;
|-style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Server Rack&lt;br /&gt;
! {{infoicon|WaterChilled|link=Chilled Water|text=Chilled Water|new=yes}}&amp;lt;br/&amp;gt;({{time}})&lt;br /&gt;
! {{infoicon|Maintenance3|text=Maintenance III|link=Maintenance III|new=yes}}&amp;lt;br/&amp;gt;({{time}})&lt;br /&gt;
! {{infoicon|Electricity}}&amp;lt;br/&amp;gt;(KW)&lt;br /&gt;
|- &lt;br /&gt;
|  0 ||  0.0 ||  4 ||   0&lt;br /&gt;
|-&lt;br /&gt;
|  1 ||  0.59 ||  4.8 ||   85&lt;br /&gt;
|-&lt;br /&gt;
|  2 ||  1.17 ||  5.6 ||  170&lt;br /&gt;
|-&lt;br /&gt;
|  4 ||  1.76 ||  7.2 ||  340&lt;br /&gt;
|-&lt;br /&gt;
|  8 ||  4.10 ||  10.4 ||  680&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||  5.86 || 13.6 ||  1020&lt;br /&gt;
|-&lt;br /&gt;
| 16 ||  8.20 || 16.8 ||  1360&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 11.7 || 23.2 || 2040&lt;br /&gt;
|-&lt;br /&gt;
| 32 || 15.8 || 29.6 || 2720&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 19.9 || 36.0 || 3400&lt;br /&gt;
|-&lt;br /&gt;
| 48 || 24.0 || 42.4 || 4080&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General expression&#039;&#039;&#039;&lt;br /&gt;
:{{infoicon|WaterChilled|link=Chilled Water|text=Chilled Water|new=yes}} = (0.50 &amp;amp;times; Number of Server Racks) {{time}}&lt;br /&gt;
:{{infoicon|Maintenance3|text=Maintenance III|link=Maintenance III|new=yes}} = (0.8 &amp;amp;times; Number of Server Racks + 4) {{time}}&lt;br /&gt;
:{{infoicon|Electricity}} = (85 &amp;amp;times; Number of Server Racks) KW&lt;br /&gt;
note that the numbers in the expressions of the chilled water and maintenance III are approximations and are based on a linear regression of the values in the table.&lt;br /&gt;
When the Data Center has no server, it is idle and thus consumes even less maintenance (only 0.8 maintenance).&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>68455</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Farming&amp;diff=12721</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Farming&amp;diff=12721"/>
		<updated>2026-05-23T11:31:42Z</updated>

		<summary type="html">&lt;p&gt;68455: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using farms you can grow plants. After researching crop rotation you can start farming multiple plants in a single farm. Crops need water to survive, and can be fertilized to improve the fertility threshold, which determines the amount of units you will receive from the crop. In most cases ordering of the plants in the &amp;quot;growth calendar&amp;quot; does not matter, as long as the two plants next to each other are different, as having two identical plants farmed after each other will result in growth penalty. Growing the same plant in the first and last &amp;quot;growth calendar&amp;quot; counts as the crops being grown after each other therefore it adds the growth penalty.&lt;br /&gt;
&lt;br /&gt;
Fertilizer mechanically increases {{infoicon|Fertility|text=Soil Fertility}} by supplying {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]], raising the farm’s fertility to the target level, which directly boosts crop yields. High-fertility-need crops like {{infoicon|Soybean|s}} (0.5% fertility per day) benefit more than low-need crops like potatoes (0.35% per day) due to greater fertility consumption. Yields scale linearly with fertility, even above 100%, but maintaining fertility above 100% requires significantly more fertilizer due to a 200% demand multiplier, though yield benefits remain consistent without diminishing returns.&lt;br /&gt;
&lt;br /&gt;
== Crop Schedule ==&lt;br /&gt;
Farms can grow up to 4 plant types in a rotation schedule after researching Crop Rotation. The choice of crops and schedule significantly impacts yield efficiency, fertility management, and logistics. Below are strategies for different crop counts, emphasizing calorie efficiency, avoiding the 50% fertility penalty for consecutive same crops, and minimizing logistical issues. For the sake of consistency, we consider {{infoicon|Green Manure|new=yes}} a plant, but it produces no food and should generally be avoided unless no other crops are available.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 1 plant ===&lt;br /&gt;
Single-crop farms should only be used in the early game when just one crop (e.g., {{infoicon|Potato|new=yes}}) is unlocked, as growing the same crop repeatedly incurs a 50% fertility penalty, drastically reducing yields and requiring excessive fertilizer. Research Crop Rotation as soon as possible to unlock a second crop. If no second crop is available and Crop Rotation is unlocked, pairing with {{infoicon|Green Manure|new=yes}} avoids the penalty by boosting fertility (0.12% per day), but this is a temporary measure, as Green Manure produces no calories, wasting growth time compared to a food-producing crop.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 2 plants ===&lt;br /&gt;
Two different crops (e.g., {{infoicon|Potato|new=yes}} and {{infoicon|Vegetables|new=yes}}) are the most efficient setup for most farms, maximizing caloric output by avoiding the 50% fertility penalty and ensuring continuous food production. Only use {{infoicon|Green Manure|new=yes}} if no second crop is unlocked, as it produces no food, effectively halving your farm’s output time. Prioritize crops with different belt types to prevent logistical backups: for example, Potatoes use Loose belts, while Vegetables use Flat/Countable belts, allowing one crop to flow even if the other’s belt is full. For instance, two farms each growing Potatoes + Vegetables yield more consistent food than one farm with Potatoes + Green Manure and another with Vegetables + Green Manure, as Green Manure wastes production cycles.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 3 plants ===&lt;br /&gt;
Three different crops (e.g., {{infoicon|Potato|new=yes}}, {{infoicon|Vegetables|new=yes}}, {{infoicon|Corn|new=yes}}) avoid the fertility penalty but introduce significant logistical challenges. Multiple crops often share belt types (e.g., Vegetables and Corn both use Flat/Countable belts), risking backups if one output buffer fills, requiring complex sorting or dedicated belts. The third crop also increases rotation time, reducing harvest frequency for each crop. You’re almost always better off splitting into two farms with 2-crop rotations (e.g., one farm with Potatoes + Vegetables, another with Potatoes + Corn). This simplifies logistics, maintains consistent output, and avoids buffer congestion. Three-crop farms are rarely justified unless you need a very specific, low quantity of a crop (e.g., {{infoicon|Soybean|new=yes}} for niche production), as the longer cycle can throttle output to manage excess.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 4 plants ===&lt;br /&gt;
Four different crops are technically viable but highly inefficient due to increased logistical complexity and reduced harvest frequency. Each crop is harvested only once every four cycles, compared to every two cycles in a 2-crop farm, leading to inconsistent supply (e.g., {{infoicon|Corn|new=yes}} appears less often). Shared belt types exacerbate backups, requiring intricate conveyor setups. Splitting into two farms with 2-crop rotations (e.g., Potatoes + Vegetables and Corn + Soybeans) yields the same total output over a cycle but with more frequent harvests and simpler logistics. Four-crop farms are almost never recommended unless you’re intentionally limiting output for a specific crop with difficult excess management, but even then, adjusting farm counts or using 2-crop setups is usually better.&lt;br /&gt;
&lt;br /&gt;
== Soil fertility ==&lt;br /&gt;
{{infoicon|Fertility|text=Soil Fertility|new=yes}} affects crop yield: the actual yield is one that the recipe of crops says times {{infoicon|Fertility|text=Soil Fertility}}. For example, the yield will be 60% of the recipe if fertility is 60%.&lt;br /&gt;
&lt;br /&gt;
Every crop consumes {{infoicon|Fertility|text=Soil Fertility}} by growing, typically between 0.2% and 0.5% per day depending on the crop. Fertility replenishes naturally when below 100% at a rate of 0.6% of the missing fertility per day (e.g., at 0% fertility, it regenerates 0.6% per day; at 50%, 0.3% per day). Then, {{infoicon|Fertility|text=Soil Fertility}} is settled at a value depending on the corp schedule. You can use {{infoicon|Green Manure|new=yes}} or {{infoicon|Fertilizer I|icononly=yes|link=no|new=yes}}[[:Category:Fertilizer|Fertilizers]] to increase the yield of crop(s).&lt;br /&gt;
&lt;br /&gt;
=== Fertility needed ===&lt;br /&gt;
“Fertility needed” is the amount of extra fertility per day required to maintain the target fertility level, supplied by {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]]. When the target fertility is 100%, the “fertility needed” equals the crop’s fertility consumption (as specified in the recipe, adjusted for rotation penalties). The formula for fertility needed is:&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P - 1% (100% - F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; ≤ 100%&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 2[F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 0.1%] (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;gt; 100%&lt;br /&gt;
::F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;: Target Fertility (%)&lt;br /&gt;
::F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt;: Fertility Consumed that recipe says (% {{time}})&lt;br /&gt;
::P: if lacking rotation (same crop follows), then 1.5, else 1.0&lt;br /&gt;
For example, for Soybeans (F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; = 0.5%) with proper rotation (P = 1.0) at F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; = 110%:&lt;br /&gt;
:Fertility Needed = 0.5% +2× [ 0.5% + 0.1%] × (110% - 100%) = 0.5% + 2 × 0.06% = 0.62% per day.&lt;br /&gt;
=== Fertility needed ===&lt;br /&gt;
“Fertility needed” is the amount of extra fertility per min required to maintain the target fertility level, supplied by {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]]. When the target fertility is 100%, the “fertility needed” equals the crop’s fertility consumption (as specified in the recipe, adjusted for rotation penalties). The formula for fertility needed is:&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P - 30 %(100% - F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; ≤ 100%&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 2[F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 3%] (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;gt; 100%&lt;br /&gt;
::F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;: Target Fertility (%)&lt;br /&gt;
::F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt;: Fertility Consumed that recipe says (% {{time}})&lt;br /&gt;
::P: if lacking rotation (same crop follows), then 1.5, else 1.0&lt;br /&gt;
For example, for Soybeans (F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; = 15%) with proper rotation (P = 1.0) at F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; = 110%:&lt;br /&gt;
:Fertility Needed = 15% +2× [ 15% +3%] × (110% - 100%) = 15% + 2 × 1.8% = 18.6% per min.&lt;/div&gt;</summary>
		<author><name>68455</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Farming&amp;diff=12720</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Farming&amp;diff=12720"/>
		<updated>2026-05-23T09:33:56Z</updated>

		<summary type="html">&lt;p&gt;68455: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using farms you can grow plants. After researching crop rotation you can start farming multiple plants in a single farm. Crops need water to survive, and can be fertilized to improve the fertility threshold, which determines the amount of units you will receive from the crop. In most cases ordering of the plants in the &amp;quot;growth calendar&amp;quot; does not matter, as long as the two plants next to each other are different, as having two identical plants farmed after each other will result in growth penalty. Growing the same plant in the first and last &amp;quot;growth calendar&amp;quot; counts as the crops being grown after each other therefore it adds the growth penalty.&lt;br /&gt;
&lt;br /&gt;
Fertilizer mechanically increases {{infoicon|Fertility|text=Soil Fertility}} by supplying {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]], raising the farm’s fertility to the target level, which directly boosts crop yields. High-fertility-need crops like {{infoicon|Soybean|s}} (0.5% fertility per day) benefit more than low-need crops like potatoes (0.35% per day) due to greater fertility consumption. Yields scale linearly with fertility, even above 100%, but maintaining fertility above 100% requires significantly more fertilizer due to a 200% demand multiplier, though yield benefits remain consistent without diminishing returns.&lt;br /&gt;
&lt;br /&gt;
== Crop Schedule ==&lt;br /&gt;
Farms can grow up to 4 plant types in a rotation schedule after researching Crop Rotation. The choice of crops and schedule significantly impacts yield efficiency, fertility management, and logistics. Below are strategies for different crop counts, emphasizing calorie efficiency, avoiding the 50% fertility penalty for consecutive same crops, and minimizing logistical issues. For the sake of consistency, we consider {{infoicon|Green Manure|new=yes}} a plant, but it produces no food and should generally be avoided unless no other crops are available.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 1 plant ===&lt;br /&gt;
Single-crop farms should only be used in the early game when just one crop (e.g., {{infoicon|Potato|new=yes}}) is unlocked, as growing the same crop repeatedly incurs a 50% fertility penalty, drastically reducing yields and requiring excessive fertilizer. Research Crop Rotation as soon as possible to unlock a second crop. If no second crop is available and Crop Rotation is unlocked, pairing with {{infoicon|Green Manure|new=yes}} avoids the penalty by boosting fertility (0.12% per day), but this is a temporary measure, as Green Manure produces no calories, wasting growth time compared to a food-producing crop.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 2 plants ===&lt;br /&gt;
Two different crops (e.g., {{infoicon|Potato|new=yes}} and {{infoicon|Vegetables|new=yes}}) are the most efficient setup for most farms, maximizing caloric output by avoiding the 50% fertility penalty and ensuring continuous food production. Only use {{infoicon|Green Manure|new=yes}} if no second crop is unlocked, as it produces no food, effectively halving your farm’s output time. Prioritize crops with different belt types to prevent logistical backups: for example, Potatoes use Loose belts, while Vegetables use Flat/Countable belts, allowing one crop to flow even if the other’s belt is full. For instance, two farms each growing Potatoes + Vegetables yield more consistent food than one farm with Potatoes + Green Manure and another with Vegetables + Green Manure, as Green Manure wastes production cycles.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 3 plants ===&lt;br /&gt;
Three different crops (e.g., {{infoicon|Potato|new=yes}}, {{infoicon|Vegetables|new=yes}}, {{infoicon|Corn|new=yes}}) avoid the fertility penalty but introduce significant logistical challenges. Multiple crops often share belt types (e.g., Vegetables and Corn both use Flat/Countable belts), risking backups if one output buffer fills, requiring complex sorting or dedicated belts. The third crop also increases rotation time, reducing harvest frequency for each crop. You’re almost always better off splitting into two farms with 2-crop rotations (e.g., one farm with Potatoes + Vegetables, another with Potatoes + Corn). This simplifies logistics, maintains consistent output, and avoids buffer congestion. Three-crop farms are rarely justified unless you need a very specific, low quantity of a crop (e.g., {{infoicon|Soybean|new=yes}} for niche production), as the longer cycle can throttle output to manage excess.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 4 plants ===&lt;br /&gt;
Four different crops are technically viable but highly inefficient due to increased logistical complexity and reduced harvest frequency. Each crop is harvested only once every four cycles, compared to every two cycles in a 2-crop farm, leading to inconsistent supply (e.g., {{infoicon|Corn|new=yes}} appears less often). Shared belt types exacerbate backups, requiring intricate conveyor setups. Splitting into two farms with 2-crop rotations (e.g., Potatoes + Vegetables and Corn + Soybeans) yields the same total output over a cycle but with more frequent harvests and simpler logistics. Four-crop farms are almost never recommended unless you’re intentionally limiting output for a specific crop with difficult excess management, but even then, adjusting farm counts or using 2-crop setups is usually better.&lt;br /&gt;
&lt;br /&gt;
== Soil fertility ==&lt;br /&gt;
{{infoicon|Fertility|text=Soil Fertility|new=yes}} affects crop yield: the actual yield is one that the recipe of crops says times {{infoicon|Fertility|text=Soil Fertility}}. For example, the yield will be 60% of the recipe if fertility is 60%.&lt;br /&gt;
&lt;br /&gt;
Every crop consumes {{infoicon|Fertility|text=Soil Fertility}} by growing, typically between 0.2% and 0.5% per day depending on the crop. Fertility replenishes naturally when below 100% at a rate of 0.6% of the missing fertility per day (e.g., at 0% fertility, it regenerates 0.6% per day; at 50%, 0.3% per day). Then, {{infoicon|Fertility|text=Soil Fertility}} is settled at a value depending on the corp schedule. You can use {{infoicon|Green Manure|new=yes}} or {{infoicon|Fertilizer I|icononly=yes|link=no|new=yes}}[[:Category:Fertilizer|Fertilizers]] to increase the yield of crop(s).&lt;br /&gt;
&lt;br /&gt;
=== Fertility needed ===&lt;br /&gt;
“Fertility needed” is the amount of extra fertility per day required to maintain the target fertility level, supplied by {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]]. When the target fertility is 100%, the “fertility needed” equals the crop’s fertility consumption (as specified in the recipe, adjusted for rotation penalties). The formula for fertility needed is:&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P - 0.1 (100% - F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; ≤ 100%&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 2[F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 0.1] (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;gt; 100%&lt;br /&gt;
::F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;: Target Fertility (%)&lt;br /&gt;
::F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt;: Fertility Consumed that recipe says (% {{time}})&lt;br /&gt;
::P: if lacking rotation (same crop follows), then 1.5, else 1.0&lt;br /&gt;
For example, for Soybeans (F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; = 0.5%) with proper rotation (P = 1.0) at F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; = 110%:&lt;br /&gt;
:Fertility Needed = 0.5% +2× [ 0.5% + 0.1%] × (110% - 100%) = 0.5% + 2 × 0.06% = 0.62% per day.&lt;br /&gt;
=== Fertility needed ===&lt;br /&gt;
“Fertility needed” is the amount of extra fertility per min required to maintain the target fertility level, supplied by {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]]. When the target fertility is 100%, the “fertility needed” equals the crop’s fertility consumption (as specified in the recipe, adjusted for rotation penalties). The formula for fertility needed is:&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P - 3 (100% - F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; ≤ 100%&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 2[F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 3] (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;gt; 100%&lt;br /&gt;
::F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;: Target Fertility (%)&lt;br /&gt;
::F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt;: Fertility Consumed that recipe says (% {{time}})&lt;br /&gt;
::P: if lacking rotation (same crop follows), then 1.5, else 1.0&lt;br /&gt;
For example, for Soybeans (F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; = 15%) with proper rotation (P = 1.0) at F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; = 110%:&lt;br /&gt;
:Fertility Needed = 15% +2× [ 15% +3%] × (110% - 100%) = 15% + 2 × 1.8% = 18.6% per min.&lt;/div&gt;</summary>
		<author><name>68455</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Farming&amp;diff=12719</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Farming&amp;diff=12719"/>
		<updated>2026-05-23T08:55:49Z</updated>

		<summary type="html">&lt;p&gt;68455: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using farms you can grow plants. After researching crop rotation you can start farming multiple plants in a single farm. Crops need water to survive, and can be fertilized to improve the fertility threshold, which determines the amount of units you will receive from the crop. In most cases ordering of the plants in the &amp;quot;growth calendar&amp;quot; does not matter, as long as the two plants next to each other are different, as having two identical plants farmed after each other will result in growth penalty. Growing the same plant in the first and last &amp;quot;growth calendar&amp;quot; counts as the crops being grown after each other therefore it adds the growth penalty.&lt;br /&gt;
&lt;br /&gt;
Fertilizer mechanically increases {{infoicon|Fertility|text=Soil Fertility}} by supplying {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]], raising the farm’s fertility to the target level, which directly boosts crop yields. High-fertility-need crops like {{infoicon|Soybean|s}} (0.5% fertility per day) benefit more than low-need crops like potatoes (0.35% per day) due to greater fertility consumption. Yields scale linearly with fertility, even above 100%, but maintaining fertility above 100% requires significantly more fertilizer due to a 200% demand multiplier, though yield benefits remain consistent without diminishing returns.&lt;br /&gt;
&lt;br /&gt;
== Crop Schedule ==&lt;br /&gt;
Farms can grow up to 4 plant types in a rotation schedule after researching Crop Rotation. The choice of crops and schedule significantly impacts yield efficiency, fertility management, and logistics. Below are strategies for different crop counts, emphasizing calorie efficiency, avoiding the 50% fertility penalty for consecutive same crops, and minimizing logistical issues. For the sake of consistency, we consider {{infoicon|Green Manure|new=yes}} a plant, but it produces no food and should generally be avoided unless no other crops are available.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 1 plant ===&lt;br /&gt;
Single-crop farms should only be used in the early game when just one crop (e.g., {{infoicon|Potato|new=yes}}) is unlocked, as growing the same crop repeatedly incurs a 50% fertility penalty, drastically reducing yields and requiring excessive fertilizer. Research Crop Rotation as soon as possible to unlock a second crop. If no second crop is available and Crop Rotation is unlocked, pairing with {{infoicon|Green Manure|new=yes}} avoids the penalty by boosting fertility (0.12% per day), but this is a temporary measure, as Green Manure produces no calories, wasting growth time compared to a food-producing crop.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 2 plants ===&lt;br /&gt;
Two different crops (e.g., {{infoicon|Potato|new=yes}} and {{infoicon|Vegetables|new=yes}}) are the most efficient setup for most farms, maximizing caloric output by avoiding the 50% fertility penalty and ensuring continuous food production. Only use {{infoicon|Green Manure|new=yes}} if no second crop is unlocked, as it produces no food, effectively halving your farm’s output time. Prioritize crops with different belt types to prevent logistical backups: for example, Potatoes use Loose belts, while Vegetables use Flat/Countable belts, allowing one crop to flow even if the other’s belt is full. For instance, two farms each growing Potatoes + Vegetables yield more consistent food than one farm with Potatoes + Green Manure and another with Vegetables + Green Manure, as Green Manure wastes production cycles.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 3 plants ===&lt;br /&gt;
Three different crops (e.g., {{infoicon|Potato|new=yes}}, {{infoicon|Vegetables|new=yes}}, {{infoicon|Corn|new=yes}}) avoid the fertility penalty but introduce significant logistical challenges. Multiple crops often share belt types (e.g., Vegetables and Corn both use Flat/Countable belts), risking backups if one output buffer fills, requiring complex sorting or dedicated belts. The third crop also increases rotation time, reducing harvest frequency for each crop. You’re almost always better off splitting into two farms with 2-crop rotations (e.g., one farm with Potatoes + Vegetables, another with Potatoes + Corn). This simplifies logistics, maintains consistent output, and avoids buffer congestion. Three-crop farms are rarely justified unless you need a very specific, low quantity of a crop (e.g., {{infoicon|Soybean|new=yes}} for niche production), as the longer cycle can throttle output to manage excess.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 4 plants ===&lt;br /&gt;
Four different crops are technically viable but highly inefficient due to increased logistical complexity and reduced harvest frequency. Each crop is harvested only once every four cycles, compared to every two cycles in a 2-crop farm, leading to inconsistent supply (e.g., {{infoicon|Corn|new=yes}} appears less often). Shared belt types exacerbate backups, requiring intricate conveyor setups. Splitting into two farms with 2-crop rotations (e.g., Potatoes + Vegetables and Corn + Soybeans) yields the same total output over a cycle but with more frequent harvests and simpler logistics. Four-crop farms are almost never recommended unless you’re intentionally limiting output for a specific crop with difficult excess management, but even then, adjusting farm counts or using 2-crop setups is usually better.&lt;br /&gt;
&lt;br /&gt;
== Soil fertility ==&lt;br /&gt;
{{infoicon|Fertility|text=Soil Fertility|new=yes}} affects crop yield: the actual yield is one that the recipe of crops says times {{infoicon|Fertility|text=Soil Fertility}}. For example, the yield will be 60% of the recipe if fertility is 60%.&lt;br /&gt;
&lt;br /&gt;
Every crop consumes {{infoicon|Fertility|text=Soil Fertility}} by growing, typically between 0.2% and 0.5% per day depending on the crop. Fertility replenishes naturally when below 100% at a rate of 0.6% of the missing fertility per day (e.g., at 0% fertility, it regenerates 0.6% per day; at 50%, 0.3% per day). Then, {{infoicon|Fertility|text=Soil Fertility}} is settled at a value depending on the corp schedule. You can use {{infoicon|Green Manure|new=yes}} or {{infoicon|Fertilizer I|icononly=yes|link=no|new=yes}}[[:Category:Fertilizer|Fertilizers]] to increase the yield of crop(s).&lt;br /&gt;
&lt;br /&gt;
=== Fertility needed ===&lt;br /&gt;
“Fertility needed” is the amount of extra fertility per day required to maintain the target fertility level, supplied by {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]]. When the target fertility is 100%, the “fertility needed” equals the crop’s fertility consumption (as specified in the recipe, adjusted for rotation penalties). The formula for fertility needed is:&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P - 0.1 (100% - F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; ≤ 100%&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 2[F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 0.1] (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;gt; 100%&lt;br /&gt;
::F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;: Target Fertility (%)&lt;br /&gt;
::F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt;: Fertility Consumed that recipe says (% {{time}})&lt;br /&gt;
::P: if lacking rotation (same crop follows), then 1.5, else 1.0&lt;br /&gt;
For example, for Soybeans (F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; = 0.5%) with proper rotation (P = 1.0) at F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; = 110%:&lt;br /&gt;
:Fertility Needed = 0.5% +2× [ 0.5% + 0.1%] × (110% - 100%) = 0.5% + 2 × 0.06% = 0.62% per day.&lt;/div&gt;</summary>
		<author><name>68455</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Farming&amp;diff=12718</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Farming&amp;diff=12718"/>
		<updated>2026-05-23T08:33:53Z</updated>

		<summary type="html">&lt;p&gt;68455: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using farms you can grow plants. After researching crop rotation you can start farming multiple plants in a single farm. Crops need water to survive, and can be fertilized to improve the fertility threshold, which determines the amount of units you will receive from the crop. In most cases ordering of the plants in the &amp;quot;growth calendar&amp;quot; does not matter, as long as the two plants next to each other are different, as having two identical plants farmed after each other will result in growth penalty. Growing the same plant in the first and last &amp;quot;growth calendar&amp;quot; counts as the crops being grown after each other therefore it adds the growth penalty.&lt;br /&gt;
&lt;br /&gt;
Fertilizer mechanically increases {{infoicon|Fertility|text=Soil Fertility}} by supplying {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]], raising the farm’s fertility to the target level, which directly boosts crop yields. High-fertility-need crops like {{infoicon|Soybean|s}} (0.5% fertility per day) benefit more than low-need crops like potatoes (0.35% per day) due to greater fertility consumption. Yields scale linearly with fertility, even above 100%, but maintaining fertility above 100% requires significantly more fertilizer due to a 200% demand multiplier, though yield benefits remain consistent without diminishing returns.&lt;br /&gt;
&lt;br /&gt;
== Crop Schedule ==&lt;br /&gt;
Farms can grow up to 4 plant types in a rotation schedule after researching Crop Rotation. The choice of crops and schedule significantly impacts yield efficiency, fertility management, and logistics. Below are strategies for different crop counts, emphasizing calorie efficiency, avoiding the 50% fertility penalty for consecutive same crops, and minimizing logistical issues. For the sake of consistency, we consider {{infoicon|Green Manure|new=yes}} a plant, but it produces no food and should generally be avoided unless no other crops are available.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 1 plant ===&lt;br /&gt;
Single-crop farms should only be used in the early game when just one crop (e.g., {{infoicon|Potato|new=yes}}) is unlocked, as growing the same crop repeatedly incurs a 50% fertility penalty, drastically reducing yields and requiring excessive fertilizer. Research Crop Rotation as soon as possible to unlock a second crop. If no second crop is available and Crop Rotation is unlocked, pairing with {{infoicon|Green Manure|new=yes}} avoids the penalty by boosting fertility (0.12% per day), but this is a temporary measure, as Green Manure produces no calories, wasting growth time compared to a food-producing crop.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 2 plants ===&lt;br /&gt;
Two different crops (e.g., {{infoicon|Potato|new=yes}} and {{infoicon|Vegetables|new=yes}}) are the most efficient setup for most farms, maximizing caloric output by avoiding the 50% fertility penalty and ensuring continuous food production. Only use {{infoicon|Green Manure|new=yes}} if no second crop is unlocked, as it produces no food, effectively halving your farm’s output time. Prioritize crops with different belt types to prevent logistical backups: for example, Potatoes use Loose belts, while Vegetables use Flat/Countable belts, allowing one crop to flow even if the other’s belt is full. For instance, two farms each growing Potatoes + Vegetables yield more consistent food than one farm with Potatoes + Green Manure and another with Vegetables + Green Manure, as Green Manure wastes production cycles.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 3 plants ===&lt;br /&gt;
Three different crops (e.g., {{infoicon|Potato|new=yes}}, {{infoicon|Vegetables|new=yes}}, {{infoicon|Corn|new=yes}}) avoid the fertility penalty but introduce significant logistical challenges. Multiple crops often share belt types (e.g., Vegetables and Corn both use Flat/Countable belts), risking backups if one output buffer fills, requiring complex sorting or dedicated belts. The third crop also increases rotation time, reducing harvest frequency for each crop. You’re almost always better off splitting into two farms with 2-crop rotations (e.g., one farm with Potatoes + Vegetables, another with Potatoes + Corn). This simplifies logistics, maintains consistent output, and avoids buffer congestion. Three-crop farms are rarely justified unless you need a very specific, low quantity of a crop (e.g., {{infoicon|Soybean|new=yes}} for niche production), as the longer cycle can throttle output to manage excess.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 4 plants ===&lt;br /&gt;
Four different crops are technically viable but highly inefficient due to increased logistical complexity and reduced harvest frequency. Each crop is harvested only once every four cycles, compared to every two cycles in a 2-crop farm, leading to inconsistent supply (e.g., {{infoicon|Corn|new=yes}} appears less often). Shared belt types exacerbate backups, requiring intricate conveyor setups. Splitting into two farms with 2-crop rotations (e.g., Potatoes + Vegetables and Corn + Soybeans) yields the same total output over a cycle but with more frequent harvests and simpler logistics. Four-crop farms are almost never recommended unless you’re intentionally limiting output for a specific crop with difficult excess management, but even then, adjusting farm counts or using 2-crop setups is usually better.&lt;br /&gt;
&lt;br /&gt;
== Soil fertility ==&lt;br /&gt;
{{infoicon|Fertility|text=Soil Fertility|new=yes}} affects crop yield: the actual yield is one that the recipe of crops says times {{infoicon|Fertility|text=Soil Fertility}}. For example, the yield will be 60% of the recipe if fertility is 60%.&lt;br /&gt;
&lt;br /&gt;
Every crop consumes {{infoicon|Fertility|text=Soil Fertility}} by growing, typically between 0.2% and 0.5% per day depending on the crop. Fertility replenishes naturally when below 100% at a rate of 0.6% of the missing fertility per day (e.g., at 0% fertility, it regenerates 0.6% per day; at 50%, 0.3% per day). Then, {{infoicon|Fertility|text=Soil Fertility}} is settled at a value depending on the corp schedule. You can use {{infoicon|Green Manure|new=yes}} or {{infoicon|Fertilizer I|icononly=yes|link=no|new=yes}}[[:Category:Fertilizer|Fertilizers]] to increase the yield of crop(s).&lt;br /&gt;
&lt;br /&gt;
=== Fertility needed ===&lt;br /&gt;
“Fertility needed” is the amount of extra fertility per day required to maintain the target fertility level, supplied by {{infoicon|Fertilizer I|icononly=yes|link=no}}[[:Category:Fertilizer|Fertilizers]]. When the target fertility is 100%, the “fertility needed” equals the crop’s fertility consumption (as specified in the recipe, adjusted for rotation penalties). The formula for fertility needed is:&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P - 0.1 (100% - F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; ≤ 100%&lt;br /&gt;
:Fertility Needed (%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + [2 F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 0.2] (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%)    if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;gt; 100%&lt;br /&gt;
::F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt;: Target Fertility (%)&lt;br /&gt;
::F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt;: Fertility Consumed that recipe says (% {{time}})&lt;br /&gt;
::P: if lacking rotation (same crop follows), then 1.5, else 1.0&lt;br /&gt;
For example, for Soybeans (F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; = 0.5%) with proper rotation (P = 1.0) at F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; = 110%:&lt;br /&gt;
:Fertility Needed = 0.5% + [2 × 0.5% + 0.2%] × (110% - 100%) = 0.5% + 1.2% × 10% = 0.62% per day.&lt;/div&gt;</summary>
		<author><name>68455</name></author>
	</entry>
</feed>