This guide, published on Steam by the game team, covers the basics of Pro Farm Manager, it is ideal for getting started. You can read it before the game is released. It contains important information to start a game well, how to use the interface, know the essential data for buildings, crops, agricultural equipment and finally animals.
Before you begin
Before starting the Pro Farm Manager adventure, it is important to be aware of the following:
-The game modes: There are 2 game modes with specific features for each:
- Multi (requires an internet connection): Available on the final version of the game. You play in a persistent universe (that is to say that it exists all the time, whether the players are connected or not), and have the possibility to trade and join forces with other players to help each other.
- Solo: You play alone, the universe is not persistent (it stops as soon as you save and quit your game). You can scroll through the time at your convenience.
In the 2 game modes, 1 virtual day corresponds to 6 real hours (time passes 4 times faster). A month in the game has 28 virtual days. For Multi game mode, the month starts on Monday (at 00:00 AM) and ends on Sunday evening (at midnight).
-The parts : You can create multiple parts if you want. However, in Multi game mode, you cannot have 2 games in the same country (game server).
1 / Set up your farm
To start your game, you must choose the country and a zone (the name given to the zone varies from one country to another) where you will set up your farm. 9 countries and the zones that go with you are offered:
- France (13 regions)
- Germany (16 länder)
- England (9 territories)
- Poland (16 voivodships)
- Russia (8 districts)
- Canada (10 provinces)
- USA (7 major regions)
- Brazil (5 major regions)
- Australia (9 territories)
To help you choose, different information is displayed. This information is detailed in chapter 2.
2 / Characteristics of a country / zone
Each country / zone has its own characteristics which will have an impact on the progress of your game and its difficulty:
- Climate
- Relief
- Performance
1 / The climate:
It determines the weather for the country and area concerned. There are 5 climates in Pro Farm Manager:
- Oceanic
- Continental
- Semi-arid
- Mediterranean
- Tropical
These 5 climates vary the following meteorological parameters:
- Temperature: expressed in degrees Celsius (°) it triggers or not the growth of a crop, as well as climatic events
- Rainfall: expressed in millimeters (mm) it allows a crop to develop (water)
- Sunshine: expressed in hours (h) it allows a crop to develop (sun)
- Wind: expressed in kilometers per hour (km / h) it makes it impossible to process a crop
- Fog: lengthens travel times
- Snow: lengthens travel times, makes it impossible to treat a crop
2 / The relief:
It mainly determines the visual appearance of your game map. There are 3 reliefs in Pro Farm Manager:
- Coastal: presence of a seaside on the map, little slope
- Mountainous: presence of mountains on the map, significant gradient in places
- Plain: low gradient
The slope is an important parameter of the relief, since it impacts:
- Travel time: the steeper the gradient, the longer it will take (Action Point) to complete a journey
- Agricultural work: the greater the gradient in a plot, the longer it will take (Action Point) to carry out agricultural work
- Construction of a building: too steep a slope makes construction impossible
3 / The yield:
It determines what a crop gives when you harvest it for the country and area concerned. It is expressed in ton / hectare (t / ha). For example, a wheat with an advertised yield of 8 t / ha allows you to harvest an average of 8 tonnes of grain per hectare.
To help you out, a country's best crops are displayed when choosing where to set up your farm. Note that all crops present in Pro Farm Manager can be grown in all zones and countries with variable yields.
3 / First steps
Here you are installed, your farmhouse appears on your map (left click to access the details). This is the only building you have at the moment. A road also crosses the map, it allows you to make trips to the cooperative or to other players. The rest of the map is made up of vegetation, watercourses ...
A complete interface is at your disposal:
1 / Navigation / movement: key
In Pro Farm Manager you can:
2 / Construction menu:
This menu is on the left of your screen. It provides access to:
- Cancel selection
- Construction of a livestock building
- Construction of a storage building
- Creating a parcel
- Creating a path
- Placement of a scenery element
- It can be visible / hidden with the C key on your keyboard.
3 / Information menu:
This menu is located at the top of your screen. It provides you with information on:
- The weather (weather)
- The date
- Your bank account
- Your Action Points and employees
- Your water reserve
- Your fuel reserve
4 / Plan:
The map is a global view of your game map, it is located at the top right of your screen. It allows you to move quickly on the map. Hover your mouse over the Plan to make it expand.
5 / The farmhouse:
A left click on it gives access to a detailed menu:
- Weather: allows you to know the weather forecast (if the weather station is activated)
- Bank: allows you to make a bank loan
- Staff: allows you to hire / fire staff
- Cooperative: allows access to the cooperative (purchase of agricultural equipment, animals, goods, etc.)
- Quest: provides information on current quests
- Skills: provides information on your farming skills
6 / Save a game:
You can save a game by pressing the Esc key on your keyboard.
7 / End of a game:
The game is over as soon as your bank account is negative by 150 euros.
4 / The buildings
There are several models in Pro Farm Manager, divided into two categories, the livestock building and the storage building:
- Livestock building: allows animals to be raised
- Storage building: used to store agricultural equipment or goods
5 / Details of a building
A building has several characteristics to be defined during construction (Construction menu):
- Capacity
- Equipment level
- Building time
1 / Capacity:
It can be expressed in:
- square meter (m²)
- ton (t)
- cubic meter (m³)
- liter (l)
2 / Equipment level:
There are 5 levels of equipment, level 1 being the lowest, level 5 the highest. The level of equipment represents the quality of a building (the quality of the materials used, the quality of the construction, the quality of the electrical circuit, etc.). It influences the wear and tear of the building, as well as its electricity consumption.
For example, a Level 1 pigsty wears out faster and consumes more electricity than the same Level 3 pigsty.
3 / Construction time:
It represents the time required to construct a building. You have the choice between the normal delay and an accelerated delay (more expensive).
Once built, the characteristics of your building can be viewed from its Maintenance tab (left click to access the building details). This tab also allows you to perform certain actions:
- Destroy
- Decommission
- To fix
- Improve
- reappoint
1 / Destroy: Allows you to destroy the building. You have to pay for the demolition work.
2 / Decommission: This option should be activated if you are no longer using the building. An out-of-service building allows you to reduce its electricity consumption.
3 / Repair: You can repair a building once a month, every 28 days, in order to limit the wear and tear of the building and thus be able to use it for longer. Repairing requires manpower (PA), and can come at a cost.
4 / Improve: Allows you to upgrade the equipment level of a building. Each leveling up requires upgrade work that you have to pay for.
5 / Rename: Allows you to change the name of a building.
6 / The plots
The creation / purchase of a plot is done through the Construction menu. A plot allows you to plant a crop (field) or to graze your animals (pasture). It is possible to access the details of a parcel (left click on it) and read:
- Of its characteristics
- Of its soil composition
1 / Characteristics:
They mainly provide information on the crop in place in the plot, if there is one. We find there as information:
- Culture in place
- Plot surface
- Action in progress on the plot
- Crop Growth Level
- Rainfall level of the crop
- Sunshine level of the crop
- Crop Nutrient Level
As with buildings, you can perform certain actions:
- Destroy
- Close / unclose
- reappoint
to destroy : Allows you to destroy the parcel.
b / Close / unclose: Allows you to put up a fence to make the plot a pasture. The removal of the fence is also possible to put the pasture back into the field.
c / Rename: Allows you to edit the name of a parcel.
2 / Soil composition:
This tab gives you access to information about the nutrients present in the soil of the plot. There are 5 nutrients:
- Nitrogen (N)
- Phosphorus (P)
- Potassium (K)
- Calcium (Ca)
- Magnesium (Mg)
To remember :
A plot can be used as a field or as a pasture. When setting up a plot, consider its relief, its surface as well as its geographical location, this has an impact on travel times and times for carrying out agricultural work.
In a field, you can only cultivate one type of crop.
In a pasture, only animals of the same species can be grazed.
7 / Cultivation techniques
If you own a plot (field or pasture), you can work the land to grow a crop. You have the choice between 3 cultivation techniques, each with its advantages and disadvantages:
- Conventional Technique
- Simplified Culture Technique
- Direct sowing technique
8 / Cultures
Crops are an important element in Pro Farm Manager, since they allow you to earn money by selling crops or producing goods needed for breeding (food, litter). Here is the full list of crops:
Crop management involves taking into account several parameters:
- Sowing period
- Rotation
- Zero vegetation
- Harvest period
1 / Sowing period:
Period during which you can sow the crop. This period always lasts 2 months, ie 56 days in the game. For example the period of sowing wheat begins on October 1st and ends on November 28th.
You can also refine the sowing period by performing an "early" sowing (during the first 10 days of the period), or a "late" sowing (during the last 10 days of the period). "Early" sowing requires 10% more seeds, "late" sowing 10% less.
2 / Rotation:
Period during which you cannot repeat the same crop on a plot. It is expressed in years. For example, the rotation for growing wheat is 2 years. If you sow in year 1, you will be able to remake wheat in season 3 in this plot. In the meantime, you can of course grow other crops.
3 / Zero vegetation:
Temperature below which the crop does not grow. It is expressed in degrees Celsius (°).
4 / Harvest period:
Period during which you can harvest a crop. This period always lasts 2 months, ie 56 days in the game. For example the wheat harvest period begins on July 1 and ends on August 28. After this period, the culture is rotten, there is nothing left to harvest.
9 / Managing a culture
Indicators allow you to follow the evolution of the culture. You may also be required to perform actions on it if the need arises:
1.Indicators:
- Shoot
- Rainfall
- Sunshine
- Nutritional elements
2.Actions:
- Fertilizer input
- treat
1.a / Shoot: The Growth indicator tells you about the growth of the crop. It is used as the basis for calculating the crop yield at harvest. The Shoot takes into account the Zero Vegetation, as well as the Rainfall, Sunshine and Nutrients.
1.b / Rainfall: This indicator gives you information on the state of the crop's water requirements. It lets you know if the crop has enough, enough or too much water. It evolves throughout the growth of the crop depending on the weather (mixed, rainy, very rainy weather) and influences the Growth indicator.
1.c / Sunshine: This indicator gives you information on the state of the crop's sunshine requirements. It lets you know if the crop is not getting enough, enough or too much sun. It evolves throughout the growth of the crop depending on the weather (mixed weather, sunny, very sunny) and influences the Growth indicator.
1.d / Nutrients: This indicator shows whether the crop is receiving the nutrients it needs to grow. If all the nutrients are present in sufficient quantity, the indicator remains at 100%. Conversely, if it starts to decrease, this means that the plant is not able to feed itself completely, one or more nutrients are not present enough in the soil (in this case the Growth indicator changes less good).
2.a / Fertilizer input: If needed (Nutrient indicator decreasing), you can add one or more nutrients to your crop. These contributions are possible once or twice during the growth of the crop, and must be made at specific times (28 days) using a tractor and a fertilizer spreader.
You can also add fertilizer when preparing the soil, before sowing. In this case you can spread manure (25 tons / hectare) using a manure spreader, or spread slurry (15 m3 / hectare) using a slurry tonne.
2.b / Treat: You can carry out a phytosanitary treatment if a crop becomes sick and penalizes the growth of the crop. You have 12 days to treat a crop, the first 4 days are used to treat as a preventive measure (regression of the less important growth indicator), from the 5th day you treat in control, there is more damage (regression of the growth rate). higher growth indicator). If no treatment is carried out in case of illness, the growth decreases sharply.
To treat you need a tractor as well as a sprayer (mounted or trailed) or a self-propelled sprayer, and a phytosanitary product such as fungicide (fungus disease), herbicide (unwanted plants), insecticide (insect invasion), with a dosage of 2 liters / hectare.
Note that you cannot treat in the event of wind or rain (rainy, very rainy weather, snow).
10 / The materials
Different agricultural equipment is at your disposal in Pro Farm Manager. These agricultural equipment allow you to carry out agricultural work in the plots (field / pasture), but also in your farm for breeding, as well as for transport:
- Motorized agricultural machinery
- Agricultural tools
- Agricultural equipment in detail (power, level of mastery, maintenance, etc.)
- Buy agricultural equipment
1 / Motorized agricultural machinery:
2 / Agricultural tools:
They have a specific function and are to be combined with an agricultural machine. They can be used:
- To work the soil
- To spread
- To sow
- For working the grass
- For breeding
- To carry
- For handling
a / To work the soil:
b / To spread:
c / To sow:
d / For working the grass:
e / For breeding:
f / To transport:
g / For handling:
3 / Agricultural equipment in detail (power, level of mastery, condition, etc.):
Detailed and important information is available on the sheet of each agricultural equipment:
- Engime
- Mastery level
- Time Per Action (TPA)
- Fees per hectare and point of action
- Condition (wear, maintenance)
1-Power:
Each agricultural equipment has a power. This power is expressed in horsepower (hp). For motorized agricultural machinery, this is the power delivered by the engine. For agricultural tools, these are the minimum and maximum powers to be observed in order to be able to use it.
To use an agricultural tool, therefore, a motorized agricultural machine is needed, the power of which is between the minimum and maximum power of the agricultural tool.
If, for example, I want to use a cover crop that requires a minimum power of 60 hp and a maximum of 140 hp, the agricultural tractor must have a power between these two values.
2-Level of mastery:
It indicates the level of mastery that you must have to make the best use of agricultural equipment.
For example, to use an agricultural tractor with a proficiency level of 5, if your proficiency for this type of agricultural equipment is greater than 5, you use it perfectly, and thus optimize the AP when traveling or fuel consumption. .
Conversely, if your mastery is 2, you can use it but not optimally, in this case you take a little more time to travel, and consume a little more fuel.
3-Stroke Per Action (TPA):
The TPA is expressed in Action Point, and indicates the time necessary to carry out the action with the agricultural equipment. It varies from one agricultural equipment to another, depending on its main characteristic (working width, payload, etc.). For example, a cover crop with a TPA of 0.85 / hectare means that it takes 0.85 PA to work a hectare.
4-Costs per hectare and point of action:
Each time you use agricultural equipment, you have to pay a fee. These loads simulate the replacement of parts, tires, etc., and vary from one category of material to another.
5-Condition (wear, maintenance):
This is the general condition of agricultural equipment. When you buy new farm equipment, it is in impeccable condition, 100%. This state will then decrease over time, it is wear.
The wear is less important if the agricultural equipment is sheltered, conversely, if it remains outside and depending on the weather, it wears out more quickly.
You can limit wear and tear by performing monthly maintenance, which allows you to keep your farm equipment longer.
Farm equipment with a 0% condition is unusable, so you can scrap it.
It is important to choose agricultural equipment adapted to the size of your farm, and to your different levels of mastery. This allows you to optimize charges such as costs or fuel.
4 / Buy agricultural equipment:
The purchase of new agricultural equipment is made directly at the Cooperative (Solo or Multi game mode). In Multi game mode, it is also possible to buy it second-hand from another player.
11 / Animals: cattle
The different animals:
- Taurus: it is the male. It is used for reproduction. A bull becomes a breeder from 3 years old.
- Cow: it is the female. She gives birth to a calf once a year. She also produces milk from 3 years old. The first parturition takes place at 3 years and gestation lasts 9 months.
- Taurillon: it is a future bull. He is between 1 and 3 years old. From 3 years old he becomes a bull.
- Heifer: she is a future cow. She has not yet had a calf. She is between 1 and 3 years old. At 27 months she will be inseminated for the first time.
- Calf: it is the young of the cow. He is between 0 and 12 months old.
Breeds and information:
Insemination and reproduction:
Heifers can be inseminated from the age of 27 months. Without insemination your heifers or cows cannot give birth, so you will not have a calf.
Insemination is carried out by a bull from your breeding. However, he must be over 3 years old and cannot do more than 16 inseminations per day. You can also perform artificial insemination if you don't have a bull, or if your bull's genetics seem too weak.
Once inseminated, the gestation will last 9 months. You will then have a calf. The new insemination will take place at least 3 months after the last farrowing.
Milk production:
Only cows produce milk. Their production varies from day to day. To milk your cows you must have a cattle milking parlor. Milking can be done once a day.
Litter :
Your cattle need bedding when they are in the stall. This litter is made of straw (Straw action). They should always have enough straw for the litter, otherwise some may catch diseases. The litter turns into manure. Once removed, you can spread it in your fields (25 tons / hectare), it is a very good fertilizer. Consider removing manure regularly to reduce the risk of disease.
Quantity of straw for bedding and quantity of manure produced (in kg and per day):
- Taurus: 20
- Cow: 20
- Young bull: 12
- Heifer: 12
- Calf: 8
The surface required per animal:
Each animal occupies an area. When you bring your animals into the barn, make sure there is enough room for everyone. Surface required per animal (in m2):
- Taurus: 15
- Cow: 12
- Young bull: 8
- Heifer: 8
- Calf: 5
Rations for cattle (in kilo / animal / day):
12 / Animals: goats
The different animals:
- Goat: it is the male. It is used for reproduction. A goat becomes a breeder from 1 year old.
- Goat: it is the female. She gives birth to 2 kids, once a year. She also produces milk from 1 year old. The first insemination takes place at 1 year and gestation lasts 5 months.
- Young goat: it is a future goat. He is between 6 and 12 months old. From 1 year old he becomes a goat.
- Young goat: it is a future goat. She has not yet had a kid. She is between 6 and 12 months old. From 1 year old she becomes a goat.
- Kid: it is the little one of the goat. He is between 0 and 6 months old.
Breeds and information:
Insemination and reproduction:
Goats can be inseminated from the age of 1 year. Without insemination your goats cannot give birth, so you will not have a kid.
Insemination is carried out by a goat from your breeding. However, he must be over 1 year old and cannot do more than 8 inseminations per day. You can also perform artificial insemination if you do not have a goat, or if the genetics of it seem too weak to you.
Once inseminated, the gestation will last 5 months. You will then have 2 kids. The new insemination will take place at least 7 months after the last farrowing.
Milk production:
Only goats produce milk. Their production varies from day to day. To milk your goats you must have a goat milking parlor. Milking can be done once a day.
Litter :
Your goats need a litter when they are in the goat house. This litter is made of straw (Straw action). They must always have enough straw for the litter, otherwise some may catch diseases. The litter turns into manure. Once removed, you can spread it in your fields (25 tons / hectare), it is a very good fertilizer. Consider removing manure regularly to reduce the risk of disease.
Quantity of straw for bedding and quantity of manure produced (in kg and per day):
- Billy goat: 5
- Goat: 5
- Young goat: 4
- Young goat: 4
- Kid: 2
The surface required per animal:
Each animal occupies an area. When you bring your animals into the goat barn, make sure there is enough room for everyone. Surface required per animal (in m2):
- Billy goat: 5
- Goat: 5
- Young goat: 4
- Young goat: 4
- Kid: 2
Rations for goats (in kilo / animal / day):
13 / Animals: sheep
The different animals:
- Aries: it is the male. It is used for reproduction. A ram becomes reproductive from 1 year old.
- Sheep: it is the female. She gives birth to 1 or 2 lambs, once a year. Depending on the breed, she can also produce milk from 1 year old. The first insemination takes place at 1 year and gestation lasts 5 months.
- Young ram: it is a future ram. He is between 6 and 12 months old. From the age of 1, he becomes a ram.
- Young sheep: it is a future sheep. She has not yet had a lamb. She is between 6 and 12 months old. At 1 year old, she becomes a sheep.
- Lamb: it is the young of the sheep. He is between 0 and 6 months old.
Breeds and information:
Insemination and reproduction:
Sheep can be inseminated from the age of 1 year. Without insemination your ewes cannot give birth, so you will not have a lamb.
Insemination is carried out by a ram from your farm. However, he must be over 1 year old and cannot do more than 8 inseminations per day. You can also perform artificial insemination if you do not have a ram, or if the genetics of it seem too weak to you.
Once inseminated, the gestation will last 5 months. You will then have 1 or 2 lambs. The new insemination will take place at least 7 months after the last farrowing.
Milk production:
Only dairy sheep produce milk. Their production varies from day to day. To milk your sheep you must have a sheep milking parlor. Milking can be done once a day.
Litter :
Your sheep need litter when they are in the fold. This litter is made of straw (Straw action). They should always have enough straw for the litter, otherwise some may catch diseases. The litter turns into manure. Once removed, you can spread it in your fields (25 tons / hectare), it is a very good fertilizer. Consider removing manure regularly to reduce the risk of disease.
Quantity of straw for bedding and quantity of manure produced (in kg and per day):
- Aries: 5
- Sheep: 5
- Young ram: 4
- Young sheep: 4
- Lamb: 2
The surface required per animal:
Each animal occupies an area. When you bring your animals into the fold, make sure there is enough room for everyone. Surface required per animal (in m2):
- Aries: 5
- Sheep: 5
- Young ram: 4
- Young sheep: 4
- Lamb: 2
Rations for sheep (in kilo / animal / day):
14 / Animals: pigs
The different animals:
- Boar: it is the male. It is used for reproduction. A boar becomes reproductive from 1 year old.
- Sow: it is the female. She gives birth to 6 piglets or more, 2 to 3 times a year. The first insemination takes place at 1 year and gestation lasts 4 months.
- Young boar: it is a future boar. He is between 6 and 12 months old. From 1 year old he becomes a boar.
- Young sow: she is a future sow. She has not yet had a piglet. She is between 3 and 12 months old. At 1 year old she becomes a sow.
- Piglet: it is the little one of the sow. He is between 0 and 3 months old.
Breeds and information:
Insemination and reproduction:
Sows can be inseminated from the age of 1 year. Without insemination your sows cannot give birth, so you will not have a piglet.
Insemination is carried out by a boar from your farm. However, he must be over 1 year old and cannot do more than 12 inseminations per day. You can also perform artificial insemination if you do not have a boar, or if the genetics of it seem too weak to you.
Once inseminated, the gestation will last 4 months. You will then have at least 6 lambs. The new insemination will take place at least 1 month after the last farrowing.
Litter :
Pigs are raised on slatted floors, you don't need to put straw. You will therefore have no manure, but you will have manure that you will have to store in the manure pit and that you can then spread in your fields (15 m3 / hectare). Remember to remove the slurry regularly to reduce the risk of disease.
Quantity of slurry produced (in m3 and per day):
- Boar: 15 liters or 0,015 m3
- Sow: 15 liters or 0,015 m3
- Young boar: 8 liters or 0,008 m3
- Young sow: 8 liters or 0,008 m3
- Piglet: 1 liter or 0,001 m3
The surface required per animal:
Each animal occupies an area. Make sure there is enough room for everyone in your barns. Surface required per animal (in m2):
- Boar: 5
- Sow: 5
- Young boar: 2
- Young sow: 2
- Piglet: 0,5
Rations for pigs (in kilo / animal / day):
15 / Animals: poultry
The different animals:
- Rooster: it is the male. It is used for reproduction. A rooster becomes a breeder from 6 months.
- Hen: it is the female. She gives birth to chicks 6 times a year. It also produces eggs. All this is done from 6 months. The first insemination takes place at 6 months and gestation lasts 1 month.
- Young rooster: it is a future rooster. He is between 1 and 6 months old. From 6 months he becomes a rooster.
- Young hen: she is a future hen. She has not yet had a chick / egg. She is between 1 and 6 months old. At 6 months she will be inseminated and will begin to lay.
- Chick: it is the little one of the hen. He is between 0 and 1 month old.
Breeds and information:
Insemination and reproduction:
Hens must be 6 months old to be inseminated for the first time. Without insemination your hens cannot have chicks.
Insemination is performed by a rooster from your farm. However, he must be over 6 months old and cannot do more than 20 inseminations per day. You can also perform artificial insemination if you do not have a rooster, or if the genetics of this one seem too weak to you.
Once inseminated, the gestation will last 1 month. You will then have 6 to 10 chicks. The new insemination will take place at least 21 days after the eggs hatch.
Egg production:
Only hens produce eggs. The hens lay their eggs once a day, all year round and from 6 months old. After the chicks are born, they lay eggs again. For egg production, you must have a conditioning room that allows you to collect and condition your eggs.
Litter :
Your chickens need litter when they are in the coop. This litter is made of straw. They must always have enough straw for the litter, otherwise some may catch diseases. The litter turns into manure. Once removed, you can spread it in your fields (25 tons / hectare), it is a very good fertilizer. Consider removing manure regularly to reduce the risk of disease.
Quantity of straw for the litter (in kg and per day):
- Rooster: 0,2
- Hen: 0,2
- Young rooster: 0,1
- Young hen: 0,1
- Chick: 0,05
The surface required per animal:
Each animal occupies an area in the hen house. Make sure there is enough room for everyone in your henhouses. Surface required per animal (in m2):
- Rooster: 0,1
- Hen: 0,1
- Young rooster: 0,05
- Young hen: 0,05
- Chick: 0,01
Rations for poultry (in kilo / animal / day):
16 / Animals: care
As soon as you have animals, you must take care of them regularly, otherwise they will die:
- Feed
- Water
- Mulch
- Manure and slurry
1 / Feed:
The Feed action allows you to feed your animals raised in a barn. You bring a ration composed of several foods using an agricultural tractor and a mixer.
Feeding an animal makes it possible to make it fat if it has not yet reached adulthood, and prevents it from starving if it is not fed for several days during its existence.
2 / Water:
The Watering action allows you to give water to your animals raised in a breeding building or in a pasture. This action is carried out with an agricultural tractor and a water ton.
Watering an animal prevents it from dying.
3 / Mulch:
The Straw action makes it possible to add straw to the bedding of animals (except for pigs) raised in a livestock building. This action is carried out with an agricultural tractor and a straw blower.
Mulching allows an animal to have litter and thus be raised in good conditions, which limits the onset of diseases.
4 / Manure and slurry:
Manure is produced by litter and animals reared in a barn. Pigs do not produce manure, but slurry (they do not need litter). Make sure to regularly remove manure and slurry from buildings, if there is too much, diseases can appear.
The manure is stored in a manure pit and the slurry in a slurry pit. They can then be spread over a plot.
17 / Animals: genetics
Each animal has several genetic clues, which evolve from birth to adulthood. They are established according to the genetics of its father and its mother, and allow to improve its growth, its production of milk, of eggs… It is thus judicious to make reproduce between them good animals in order to improve the performance of future generations.
Index information:
- Growth: influences the animal's weight gain
- Milk: influences the amount of milk produced by the animal
- Milk quality: influences the quality of the animal's milk and therefore its selling price
- Meat quality: influences the quality of the animal's meat and therefore its selling price
- Eggs: influences the probability of laying a second egg over the day for the animal
- Prolificity: influences the number of offspring at birth during the birth of the animal
- Insemination: influences the success of an insemination on the animal
- General appearance: the higher it is, the more the animal corresponds to the criteria of the breed
- Resistance: influences the animal's risk of disease
- Sociability: influence on the risk of damage and loss of the animal