Weather: Difference between revisions

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Water Replenishment: Add "Average" and comment to table
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Added detailed weather information and updated numbers for version 0.6.4
 
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= Weather =
{{under construction}}
 
The game features a dynamic weather system that affects gameplay elements like water regeneration, crop growth, and solar power production. Weather changes every '''15 days''' (a fortnight), with the year divided into '''24 fortnights''' (360 days total).
 
== Weather Types ==
* '''Sunny''':
  ** Sun Intensity: 100%
  ** Rain Intensity: 0%
  ** Description: Clear skies with maximum sunlight, ideal for crop growth and solar power but provides no rainfall.
* '''Cloudy''':
  ** Sun Intensity: 80%
  ** Rain Intensity: 0%
  ** Description: Overcast skies with reduced sunlight, often a transition between Sunny and rainy weather.
* '''Rainy''':
  ** Sun Intensity: 50%
  ** Rain Intensity: 50%
  ** Description: Moderate rain, contributing to water regeneration for groundwater, farms, and rainwater harvesters.
* '''Heavy Rain''':
  ** Sun Intensity: 20%
  ** Rain Intensity: 100%
  ** Description: Intense rain with minimal sunlight, significantly boosting water regeneration but potentially challenging for crops.
 
== How Weather Changes ==
* Weather is generated yearly by the game's weather provider, creating a schedule of 24 fortnights.
* Each new day, the current weather is determined by the fortnight index: <code>(dayOfYear - 1) / 15</code>.
* The next weather is set to the following fortnight, with a '''3-day transition''' period for smooth visual changes.
* On January 1st, the next year’s weather is generated, influenced by the previous year’s final weather to avoid abrupt transitions (e.g., a rainy end to the year increases the chance of rain at the start of the next year).
* The system avoids three consecutive rainy fortnights to prevent excessive rainfall periods.
 
== Weather Chances ==
Weather probabilities depend on the game's difficulty setting and the year, as the total annual rainfall intensity (RainPerYear) decreases over time. The following are approximate probabilities for '''Normal''' difficulty:
 
* '''Years 1–9 (RainPerYear = 400%)''':
  ** Sunny: ~21.9%
  ** Cloudy: ~46.9%
  ** Rainy: ~29.2%
  ** Heavy Rain: ~2.1%
  ** Expected Rainy Days: Approximately 112 days (7 Rainy fortnights + 0.5 Heavy Rain fortnights × 15 days).
* '''Years 10+ (RainPerYear = 300%)''':
  ** Sunny: ~45.8%
  ** Cloudy: ~32.5%
  ** Rainy: ~18.3%
  ** Heavy Rain: ~3.3%
  ** Expected Rainy Days: Approximately 78 days (4.4 Rainy fortnights + 0.8 Heavy Rain fortnights × 15 days).
 
On '''Easy''' difficulty, rainfall is more frequent (RainPerYear starts at 450%), while on '''Hard''' difficulty, it’s less frequent (RainPerYear starts at 350% and drops to 250%). The previous year’s final weather slightly influences the first fortnight of the new year, but this effect is minor.
 
== Gameplay Effects ==
* '''Water Regeneration''': Rainy (50% intensity) and Heavy Rain (100% intensity) increase water availability for [[Groundwater Well]]s, [[Farm]]s, and [[Rainwater Harvester]]s. See the [[Water]] page for details.
* '''Crop Growth''': SunIntensity affects growth rates, with Sunny and Cloudy providing more sunlight for crops.
* '''Solar Power''': Weather impacts the output of solar panels, as detailed below.
 
== Climate Variations ==
The weather system introduces long-term climate changes based on difficulty:
* '''Easy''': Wetter early game (450% RainPerYear), drying to 350% after Year 15.
* '''Normal''': Balanced rainfall (400% RainPerYear), drying to 300% after Year 10.
* '''Hard''': Drier conditions (350% RainPerYear), further drying to 300% (Year 10) and 250% (Year 20).
These changes simulate a drying climate, making water management more challenging over time, especially on Hard difficulty.


== Solar Panels ==
== Solar Panels ==
The output of the [[Solar Panel]] depends on Weather conditions:
The output of the [[Solar Panel]] depends on weather conditions:


{| class="wikitable" style="text-align: right"
{| class="wikitable" style="text-align: right"
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|-
|-
| style="text-align: left" | Average*
| style="text-align: left" | Average*
| {{infoicon|Electricity|link=no|text=+106 KW}}  || {{infoicon|Electricity|link=no|text=+133 KW}}
| {{infoicon|Electricity|link=no|text=+104 KW}}  || {{infoicon|Electricity|link=no|text=+131 KW}}
|}
|}
<nowiki>*</nowiki> In case of the standard difficulty setting (Captain).
<nowiki>*</nowiki> Average for Normal difficulty, Years 10+ (RainPerYear = 300%). Averages are lower in earlier years (e.g., 95 KW / 119 KW in Years 1–9) due to more rainy weather reducing solar output.


== Water Replenishment ==
== Water Replenishment ==
 
Rainy and Heavy Rain weather types contribute to water regeneration for [[Groundwater Well]]s, [[Farm]]s, and [[Rainwater Harvester]]s. For detailed rates and averages, see the [[Water]] page.
{| class="wikitable" style="text-align: right"
|+ Rate of {{infoicon|Water}} replenishment from rain (version 0.5.3)
|- style="text-align: center"
! Building !! Rain<br>( / day) !! Heavy Rain<br>( / day) !! Average*<br>({{time}})
|-
| style="text-align: left" | {{infoicon|Rainwater Harvester|new=yes}}
| 0.5 || 1.0 || 7
|-
| style="text-align: left" | {{infoicon|Farm|new=yes|icononly=yes}}{{variants|Farm}} &bull; {{variants|Greenhouse}}**
| 2.5 || 5.0 || 35
|-
| style="text-align: left" | {{infoicon|Groundwater Pump|new=yes}} (12,000 {{infoicon|Water}} deposit)
| 11 &numsp; || 22 &numsp; || 84
|-
| style="text-align: left" | {{infoicon|Groundwater Pump|new=yes}} (15,000 {{infoicon|Water}} deposit)
| 14 &numsp; || 28 &numsp; || 105
|-
| style="text-align: left" | {{infoicon|Groundwater Pump|new=yes}} (21,000 {{infoicon|Water}} deposit)
| 20 &numsp; || 39 &numsp; || 147
|-
|}
<nowiki>*</nowiki> Average of all weather including sunny and cloudy. In the case of the standard difficulty setting (Captain).<br>
<nowiki>**</nowiki> Farms and its variants can not receive all rainwater since their Soil Water Level often reaches 100% after rain.

Latest revision as of 02:35, 30 March 2025

Weather

The game features a dynamic weather system that affects gameplay elements like water regeneration, crop growth, and solar power production. Weather changes every 15 days (a fortnight), with the year divided into 24 fortnights (360 days total).

Weather Types

  • Sunny:
 ** Sun Intensity: 100%
 ** Rain Intensity: 0%
 ** Description: Clear skies with maximum sunlight, ideal for crop growth and solar power but provides no rainfall.
  • Cloudy:
 ** Sun Intensity: 80%
 ** Rain Intensity: 0%
 ** Description: Overcast skies with reduced sunlight, often a transition between Sunny and rainy weather.
  • Rainy:
 ** Sun Intensity: 50%
 ** Rain Intensity: 50%
 ** Description: Moderate rain, contributing to water regeneration for groundwater, farms, and rainwater harvesters.
  • Heavy Rain:
 ** Sun Intensity: 20%
 ** Rain Intensity: 100%
 ** Description: Intense rain with minimal sunlight, significantly boosting water regeneration but potentially challenging for crops.

How Weather Changes

  • Weather is generated yearly by the game's weather provider, creating a schedule of 24 fortnights.
  • Each new day, the current weather is determined by the fortnight index: (dayOfYear - 1) / 15.
  • The next weather is set to the following fortnight, with a 3-day transition period for smooth visual changes.
  • On January 1st, the next year’s weather is generated, influenced by the previous year’s final weather to avoid abrupt transitions (e.g., a rainy end to the year increases the chance of rain at the start of the next year).
  • The system avoids three consecutive rainy fortnights to prevent excessive rainfall periods.

Weather Chances

Weather probabilities depend on the game's difficulty setting and the year, as the total annual rainfall intensity (RainPerYear) decreases over time. The following are approximate probabilities for Normal difficulty:

  • Years 1–9 (RainPerYear = 400%):
 ** Sunny: ~21.9%
 ** Cloudy: ~46.9%
 ** Rainy: ~29.2%
 ** Heavy Rain: ~2.1%
 ** Expected Rainy Days: Approximately 112 days (7 Rainy fortnights + 0.5 Heavy Rain fortnights × 15 days).
  • Years 10+ (RainPerYear = 300%):
 ** Sunny: ~45.8%
 ** Cloudy: ~32.5%
 ** Rainy: ~18.3%
 ** Heavy Rain: ~3.3%
 ** Expected Rainy Days: Approximately 78 days (4.4 Rainy fortnights + 0.8 Heavy Rain fortnights × 15 days).

On Easy difficulty, rainfall is more frequent (RainPerYear starts at 450%), while on Hard difficulty, it’s less frequent (RainPerYear starts at 350% and drops to 250%). The previous year’s final weather slightly influences the first fortnight of the new year, but this effect is minor.

Gameplay Effects

  • Water Regeneration: Rainy (50% intensity) and Heavy Rain (100% intensity) increase water availability for Groundwater Wells, Farms, and Rainwater Harvesters. See the Water page for details.
  • Crop Growth: SunIntensity affects growth rates, with Sunny and Cloudy providing more sunlight for crops.
  • Solar Power: Weather impacts the output of solar panels, as detailed below.

Climate Variations

The weather system introduces long-term climate changes based on difficulty:

  • Easy: Wetter early game (450% RainPerYear), drying to 350% after Year 15.
  • Normal: Balanced rainfall (400% RainPerYear), drying to 300% after Year 10.
  • Hard: Drier conditions (350% RainPerYear), further drying to 300% (Year 10) and 250% (Year 20).

These changes simulate a drying climate, making water management more challenging over time, especially on Hard difficulty.

Solar Panels

The output of the Solar Panel depends on weather conditions:

Weather Production
Solar Panel Solar Panel (Mono)
Sunny +128 KW +160 KW
Cloudy +102 KW +128 KW
Rainy +64 KW +80 KW
Heavy Rain +26 KW +32 KW
Average* +104 KW +131 KW

* Average for Normal difficulty, Years 10+ (RainPerYear = 300%). Averages are lower in earlier years (e.g., 95 KW / 119 KW in Years 1–9) due to more rainy weather reducing solar output.

Water Replenishment

Rainy and Heavy Rain weather types contribute to water regeneration for Groundwater Wells, Farms, and Rainwater Harvesters. For detailed rates and averages, see the Water page.