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	<title>Captain of Industry Wiki - User contributions [en]</title>
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	<updated>2026-04-29T00:23:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.coigame.com/index.php?title=Rainwater_Harvester&amp;diff=10815</id>
		<title>Rainwater Harvester</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Rainwater_Harvester&amp;diff=10815"/>
		<updated>2024-12-30T10:17:14Z</updated>

		<summary type="html">&lt;p&gt;Asha67: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Rainwater Harvester&lt;br /&gt;
| Description   = Harvests rainwater during rain. Has built-in small water tank.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts&lt;br /&gt;
    | Input1Qty   = 20&lt;br /&gt;
    | Input2Name  = Wood&lt;br /&gt;
    | Input2Qty   = 30&lt;br /&gt;
}}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Footprint     = 19x19*&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Bricks Production&lt;br /&gt;
| Designation   = Water Extraction &amp;amp; Processing&lt;br /&gt;
| Variants      = &lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Rainwater Harvester&#039;&#039;&#039; is a building which collects {{infoicon|Water}} from rainfall events, stores up to 40 units internally, and provides it via a [[Pipe]] connection. It is the only source of Water available to supplement [[Farms]] until the [[Groundwater Pump]] is researched, though it still retains usefulness as a backup or alternate solution to Water collection as it requires no {{infoicon|Electricity}}, {{infoicon|Worker|ui-yes|plural=s}}, or [[Maintenance]].&lt;br /&gt;
&lt;br /&gt;
During rainfall events, it can both simultaneously collect Water and provide it to the Pipe output.&lt;br /&gt;
&lt;br /&gt;
On average, the Rainwater Harvester can collect 35-40 units of water per year. During rain it generates 0.5 units of [[Water]], and 1 unit during heavy rain.&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Asha67</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Farming&amp;diff=10814</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Farming&amp;diff=10814"/>
		<updated>2024-12-30T07:15:26Z</updated>

		<summary type="html">&lt;p&gt;Asha67: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&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 does not seem to provide any changes from the mechanical perspective. The added benefit is higher crop yields, with high fertility need crops like {{infoicon|Soybean|new=yes|}}s benefiting more from fertilizer than low fertility need crops like potatoes. In summary, the more fertilizer, the more crop yields, although as you get closer to the maximum fertility, the smaller the benefit you get. Still, even at maximum fertility the diminishing returns are rather negligible.&lt;br /&gt;
&lt;br /&gt;
== Crop Schedule ==&lt;br /&gt;
Given that you can specify up to 4 types of plants to be farmed on a single farm, there are many combinations which a player can reach, and below you can find a few of them. For the sake of consistency, we consider {{infoicon|Green Manure|new=yes}} to be a plant as well, but not a crop.&lt;br /&gt;
=== Farm with 1 plant ===&lt;br /&gt;
Initially, farms can grow only a single plant, and later on the player can keep farming a single plant on a farm if they wish to. However, after researching crop rotation, if the player wishes to improve the average yield of any crop, it is always beneficial to add in a single {{infoicon|Green Manure|new=yes}} plant.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 2 plants ===&lt;br /&gt;
As mentioned, farming 1 crop with {{infoicon|Green Manure|new=yes}} always returns a better average yield, than farming a single crop. However, if the player wishes to maximize the average crop yield, growing two crops of different kind results in both plants having the highest yield possible when combined. Meaning that if you have two farms, and you decide to grow Potatoes + Vegetables in both farms, your final yield of both crops will be higher than if you grew Potatoes + Green Manure in one farm, and Vegetables + Green Manure in the other.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 3 plants ===&lt;br /&gt;
Having two plants of the same type adds a penalty, therefore it is optimal to grow 3 plants of different kinds. Having Green Manure as one of them does not make a noticeable difference in the final crop yields, therefore having 3 different crops is better. However, if you remove one of the crops, and place it into another farm, you can get higher yields by adding another crop or Green Manure.&lt;br /&gt;
&lt;br /&gt;
=== Farm with 4 plants ===&lt;br /&gt;
They work, but you can always split them into two farms, giving you similar yields.&lt;br /&gt;
&lt;br /&gt;
== Soil fertility ==&lt;br /&gt;
&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|new=yes}}. For example, the yield will be 60% of the recipe if fertility is 60% while the crop grows.&lt;br /&gt;
&lt;br /&gt;
Every crop consumes {{infoicon|Fertility|text=Soil Fertility|new=yes}} by growing. On the other hand, fertility replenishes naturally when below 100%. Then, {{infoicon|Fertility|text=Soil Fertility|new=yes}} 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;
&amp;quot;Fertility needed&amp;quot; is the amount of extra fertility to reach and keep the target fertility level. The extra fertility needs to be supplied with {{infoicon|Fertilizer I|icononly=yes|link=no|new=yes}}[[:Category:Fertilizer|Fertilizers]]. When the target fertility is 100%, the &amp;quot;fertility needed&amp;quot; is the same value as fertility consumption which the recipe says. And, the &amp;quot;fertility needed&amp;quot; increase/decrease roughly 3%{{time}} per increasing/decreasing 10% of target fertility. More accuracy value is:&lt;br /&gt;
:Fertility Needed(%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + 0.300 (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%) &amp;amp;nbsp;&amp;amp;nbsp; if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;amp;le; 100%&lt;br /&gt;
:Fertility Needed(%{{time}}) = F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P + [(1.968 F&amp;lt;sub&amp;gt;C&amp;lt;/sub&amp;gt; P / 100%) + 0.062] (F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; - 100%) &amp;amp;nbsp;&amp;amp;nbsp; if F&amp;lt;sub&amp;gt;T&amp;lt;/sub&amp;gt; &amp;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, then 1.5, else 1.0&lt;/div&gt;</summary>
		<author><name>Asha67</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Power&amp;diff=10813</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Power&amp;diff=10813"/>
		<updated>2024-12-30T05:11:02Z</updated>

		<summary type="html">&lt;p&gt;Asha67: Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{under construction}}&lt;br /&gt;
Power or [[Electricity]] is one of the main resources necessary to operate various buildings.&lt;br /&gt;
&lt;br /&gt;
Initially, you will be able to generate power using the [[Diesel Generator]]. Afterwards, you will be generating power by turning [[Water]] into [[Steam Hi]] using [[Boiler (Coal)]], and then into [[Electricity]] using [[Power Generator]]. Later on, you can generate power using [[Nuclear Reactor]] and [[Solar Panel]].&lt;br /&gt;
The energy consumption depends on the building and the tier of that.&lt;/div&gt;</summary>
		<author><name>Asha67</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Population&amp;diff=10812</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Population&amp;diff=10812"/>
		<updated>2024-12-30T05:01:01Z</updated>

		<summary type="html">&lt;p&gt;Asha67: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
Population represents the number of people living in your colony. The higher the population, the more workers you will have. When you start a new game, you will have some initial population.&lt;br /&gt;
&lt;br /&gt;
== Gaining population ==&lt;br /&gt;
# Adoption from [[villages]] for [[unity]]&lt;br /&gt;
# Natural growth based on the [[health]] of your colony&lt;br /&gt;
# Population growth edict can increase your population growth by 0.40/0.20/?% for each tier, and costing 1 unity per month.&lt;br /&gt;
# Exploration of the world map. You can find people along side loot.&lt;br /&gt;
&lt;br /&gt;
== Losing population ==&lt;br /&gt;
# Low colony [[Health]], where you lose 0.1% of population for each health point below 0, e.g. at -3 health you will lose 0.3% of population each month.&lt;br /&gt;
# [[Health#Factor of disease|Disease]], some diseases come with a fixed amount of population being lost, even if your [[Health]] is above 0. For example, you will lose 0.2% of the population each month while Flu (moderate) is coming. {{infoicon|Medical Supplies|new=yes}} and their variants prevent the disease from reducing the population.&lt;br /&gt;
# [[Radiation]] caused by a [[Nuclear Reactor|Nuclear Meltdown]] or due to too many items having radiation levels outside of [[Radioactive Waste Storage]].&lt;br /&gt;
#* For example, -0.7% when there are 600 {{infoicon|Fission Product|plural=s|new=yes}} (2400 radiation) on conveyor.&lt;/div&gt;</summary>
		<author><name>Asha67</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Villages&amp;diff=10811</id>
		<title>Villages</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Villages&amp;diff=10811"/>
		<updated>2024-12-30T04:51:26Z</updated>

		<summary type="html">&lt;p&gt;Asha67: /* Reputation and donation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Settlements allow you to increase your population (one-time cost of 0.25 unity per person), and acquire resources via trade, and contracts. Different villages trade different items, and offer different contracts.&lt;br /&gt;
&lt;br /&gt;
== Quick trade and contract ==&lt;br /&gt;
See [[Trade]].&lt;br /&gt;
&lt;br /&gt;
== Reputation and donation ==&lt;br /&gt;
Adopting population, and quick trades are unlocked from the beginning in the first village that is already found on game start. For all other villages, you need to increase your reputation with them by donating Construction Parts before you can adopt population, or trade. You can adopt population, at most, 10 x reputation level. Most quick trades and contracts require a reputation level greater than 1.&lt;br /&gt;
&lt;br /&gt;
Required Construction Parts are shown in the below table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Required donation to increase reputation (Version 0.4.12c)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 2 | Village&lt;br /&gt;
! colspan = 5 | Reputation Level&lt;br /&gt;
! rowspan = 2 | Note&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! 2 !! 3 !! 4 !! 5 ~&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
|  Nothing || 120 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}&lt;br /&gt;
| 100 &amp;amp;times; {{infoicon|Construction Parts III|text=III}} || 140 &amp;amp;times; {{infoicon|Construction Parts III|text=III}}&lt;br /&gt;
| ???&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The village where you can buy {{infoicon|Concrete Slab}}&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|  80 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}   || 120 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}&lt;br /&gt;
| 100 &amp;amp;times; {{infoicon|Construction Parts III|text=III}} || 140 &amp;amp;times; {{infoicon|Construction Parts III|text=III}}&lt;br /&gt;
| ???&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The village where you can buy {{infoicon|Chicken|new=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || - || - || - || - || -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The village where you can buy {{infoicon|Cargo Ship}}&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 120 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}   || 180 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}&lt;br /&gt;
| 150 &amp;amp;times; {{infoicon|Construction Parts III|text=III}} || -&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The village where you can buy {{infoicon|Crude Oil}}&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|  96 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}  || 144 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}&lt;br /&gt;
| 120 &amp;amp;times; {{infoicon|Construction Parts III|text=III}} || 168 &amp;amp;times; {{infoicon|Construction Parts III|text=III}}&lt;br /&gt;
| ???&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The village where you can buy {{infoicon|Bread|new=yes}}&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 120 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}   || 180 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}&lt;br /&gt;
| 150 &amp;amp;times; {{infoicon|Construction Parts III|text=III}} || 210 &amp;amp;times; {{infoicon|Construction Parts III|text=III}}&lt;br /&gt;
| ???&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The village where you can buy {{infoicon|Microchips}}&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 120 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}   || 180 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}&lt;br /&gt;
| 150 &amp;amp;times; {{infoicon|Construction Parts III|text=III}} || -&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The village where you can buy {{infoicon|Uranium Ore}}&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 160 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}   || 240 &amp;amp;times; {{infoicon|Construction Parts II|text=II}}&lt;br /&gt;
| 200 &amp;amp;times; {{infoicon|Construction Parts III|text=III}} || -&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | The village where you can trade {{infoicon|Solar Cell}} to {{infoicon|Quartz}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Asha67</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Population&amp;diff=10810</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Population&amp;diff=10810"/>
		<updated>2024-12-30T04:49:46Z</updated>

		<summary type="html">&lt;p&gt;Asha67: /* Gaining population */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
Population represents the number of people living in your colony. The higher the population, the more workers you will have. When you start a new game, you will have some initial population.&lt;br /&gt;
&lt;br /&gt;
== Gaining population ==&lt;br /&gt;
# Adoption from [[villages]] for [[unity]]&lt;br /&gt;
# Natural growth based on [[health]] of your colony&lt;br /&gt;
# Population growth edict can increase your population growth by 0.40/0.20/?% for each tier, and costing 1 unity per month.&lt;br /&gt;
# Exploration of the world map. You can find people along side loot.&lt;br /&gt;
&lt;br /&gt;
== Losing population ==&lt;br /&gt;
# Low colony [[Health]], where you lose 0.1% of population for each health point below 0, e.g. at -3 health you will lose 0.3% of population each month.&lt;br /&gt;
# [[Health#Factor of disease|Disease]], some diseases come with a fixed amount of population being lost, even if your [[Health]] is above 0. For example, you will lose 0.2% of the population each month while Flu (moderate) is coming. {{infoicon|Medical Supplies|new=yes}} and their variants prevent the disease from losing the population.&lt;br /&gt;
# [[Radiation]] caused by a [[Nuclear Reactor|Nuclear Meltdown]] or due to too many items having radiation levels outside of [[Radioactive Waste Storage]].&lt;br /&gt;
#* For example, -0.7% when there are 600 {{infoicon|Fission Product|plural=s|new=yes}} (2400 radiation) on conveyor.&lt;/div&gt;</summary>
		<author><name>Asha67</name></author>
	</entry>
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