Game guide

Version 1.0

With this guide, discover the principles and basis of the Pro Farm Manager game (PFM), and tips for developing, managing and optimizing your farm.

Translation note : Translation is performed by a player. This one is just a translate from the french official guide given by PFM team. I just added some notas… I’m not english speaking native… just try my best 😉 I didn’t check ALL this game, but as it is in french, there are some French words here and there, as the ones you can find in the EA game… Feel free to fix it, to share it between english speaking players who’d like to try PFM before it’s available in English… Enjoy! Earl larrouquette With this guide, discover the principles and basis of the Pro Farm Manager game (PFM), and tips for developing, managing and optimizing your farm. This guide is based on the “Early Access” (EA) version available via Steam, it will be updated and completed until the launch of the final version of the game.

Download the guide in PDF format : Pro Farm Manager game guide

Pro Farm Manager Team,

——————

Before starting the PFM adventure, it is important to take note of the following :

-The game mode :

There are 2 game modes with for each some specificities :

  • Multi (requires an internet connection) : Available on the final version of the game. You play in a persistent universe (means it runs, whether the players are connected or not), and have opportunity to trade and associate with other players to help you.
  • Solo : You play alone, the universe is not persistent (it stops as soon as you save and leave your game). You can scroll through the time at your convenience.

In the 2 game modes, 1 virtual day corresponds to 6 real hours (the time passes 4 times faster). One month in the game has 28 virtual days (so 1 month on PFM is 1 real week). For the Multi game mode, the month starts on Monday (at 00H00) and ends on Sunday evening (at midnight), so every Monday is a new month.

-The games/saves :

You can create multiple games if you wish. However, in the Multi game mode, you can not have 2 games in the same country (game server).

To start your game, you must choose the country and an area (the name given to the area is specific to the country) where you will set up your farm.

9 countries and the areas that go with you are proposed :

  • France (13 regions)
  • Germany (16 Länder)
  • United Kingdom (9 territories)
  • Poland (16 voivodeships)
  • Russia (8 districts)
  • Canada (10 provinces)
  • USA (7 major regions)
  • Brazil (5 major regions)
  • Australia (9 territories)

Each country/area has its own characteristics that will affect the course of your game and its difficulty :

  1. Climate
  2. Relief
  3. Yield

1/ Climate

It determines the weather for the country and area concerned. There are 5 climates in PFM :

  • Oceanic
  • Continental
  • Semi-arid
  • Mediterranean
  • Tropical

These 5 climates make the following meteorological parameters change :

  • Temperature : expressed in degrees Celsius (°) it tmakes the crops grow or not, as well as climatic events
  • Pluviometry : expressed in millimeters (mm) allows a crop to grow (water)
  • Sunshine : expressed in hours (h) it allows a culture to develop (sun)
  • Wind : expressed in kilometers per hour (km/h) makes it impossible to treat a crop
  • Fog : makes the movments with equipmentslonger
  • Snow : makes the movments with equipments longer and makes impossible to treat a crop

A country can have one or more climates. Then, as in the real world, weather parameters may change depending on the month and the season. We can have high heat for a period and then have cooler temperatures. It is the same for rainfall with climates where it can rain a little all year or a lot over a season.

2/ The relief

It mainly determines the visual aspect of your game card. There are 3 reliefs in PFM :

  • Coastal : presence of a seaside on the map, little slope
  • Mountainous : mountain presence on the map, significant gradient by location
  • Plain : low gradient

The declivity is an important parameter of the relief, since it impacts :

  • Travel time : the more important is the slope, the more time (Action Point) will be needed to make a trip
  • Agricultural work : the more important is the slope in a field, the more time it will take (Action Point) to work there
  • Construction of a building : a high slope makes construction impossible

A country can have one or more reliefs.

3/ The yield

It determines what a crop produces when you harvest it for the concerned country and area. It is expressed in tons/hectare (t/ha). For example, a wheat with an advertised yield of 8 t/ha allows you to harvest an average of 8 tons of grain per hectare.

To help you, the best crops in a country are displayed when you choose where to set up your farm. Note that all crops in PFM can be sowm in all areas and countries with different yields.

A complete interface is available :

1/ Navigation/move

In PFM you can :

2/ Construction menu

This menu is on the left of your screen. It provides access to : :

  1. Cancel selection
  2. Build a livestock building
  3. Build a storage building
  4. Create a parcel
  5. Create a path
  6. Add decorative elements

–>Keyboard shortcut : “C” key

3/ Information menu

This menu is at the top of your screen. It tells you about :

  • The weather (weather)
  • The actual day/time
  • Your bank account
  • Your Action Points
  • Your Employees
  • Your water stock and stock capacity
  • Your fuel stock and stock capacity

4/ Map

The map is a global view of your game space, it is located at the top right of your screen. It allows you to move quickly on the map. Put your mouse in it to expand it.

5/ The farmhouse

A left click on it gives access to a detailed menu :

  • Météo (Weather) : allows to know the weather forecast (if weather station activated)
  • Banque (bank) : makes a bank loan
  • Personnel (Staff) : allows to hire/fire staff/employees (to increase your daily Action Points)
  • Cooperative : allows access to the cooperative (purchase of agricultural equipment, animals, goods, etc.)
  • Quêtes (Quest) : provides information on current quests
  • Compétences (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 when your bank account is negative 150,000 euros.

BUILDINGS INFORMATIONS

There are several models in PFM managed into two categories, the livestock building and the storage building:

  • Livestock building : allows raising animals
  • Storage building : allows storage of agricultural equipment or goods (seeds, treatments, hay…)

Livestock buildings :

  • Sheep pen : building to raise sheeps
  • Goat pen : building to raise goats
  • Pigsty : building to raise pigs
  • Henhouse : building to raise chikens
  • Stabling : building to raise cattles

Storage buildings :

  • Silo : to store the crops you have harvested
  • Storage silo : to store silage (ensiled corn and grass silage)
  • Farm equipment shed : to store your equipments only
  • Straw/hay shed : to store hay and/or straw only
  • Liquid manure pit : to store liquid manure (from pigs only)
  • Manure pit : to store manure (for all animals except pigs)
  • Cows milking station : milk station only for cattles
  • Egg packaging room : station to collect your eggs (for chicken only)
  • Fuel tank : to store your gasoline for motorized equipments
  • Water tank : to store water, for your animals raised inside buildings
  • Input building : to store fertilizer, treatments and seeds

A building has several features to define during construction (Construction menu) :

  1. Capacity
  2. Equipment level
  3. Construction time

1/ Capacity

It can be expressed in :

  • square meter (m²)
  • ton (t)
  • cubic meter (m³)
  • liter (l)

Capacity influences the amount of what can be stored in a building. Note that you can not change the capacity of a building once it is built. The bigger a building is, the more expensive it is.

2/ Equipment level

There are 5 levels of equipment, with level 1 being the lowest, level 5 being 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 …). It influences the wear of the building, as well as its electrical consumption.

For example, a Level 1 pigsty wears faster and consumes more electricity than the same pigsty level 3.

The higher the level of equipment is, the more expensive the building is. Note that you can improve the equipment level of an already built building.

3/ Construction time

It represents the time needed to build a building. You have the choice between the normal delay and an accelerated delay (more expensive).

MAINTENANCE OF A BUILDING

Once built, the characteristics of your building can be consulted from the Maintenance tab of this one (left click on the building to access to its details). This tab also allows you to perform certain actions :

  1. Destroy
  2. Put out of service
  3. Repair
  4. Improve
  5. Rename

1/ Destroy

Allows you to destroy the building. You must pay the demolition work.

2/ Put out of service

This option is to be activated if you no longer use the building. An off-service building allows you to reduce its power consumption.

3/ Repair

You can repair a building once a month, every 28 PFM days (so 1 time by real week), to limit wear and tear on the building so you can use it longer. Repair requires manpower (Action Points), and may have a cost.

4/ Upgrade

Allows you to change the level of equipment of a building. Each move to the next level requires improvement work that you must pay.

5/ Rename

Allows you to change the name of a building.

BUILD

The creation/purchase of a plot is done through the menu Construction. :

A plot allows you to plant a crop (field) or graze your animals (pasture). You can access the details of a plot (left click on it) and read :

  1. Its characteristics
  2. Its soil composition

1/ Characteristic

They mainly give information about the crop in the plot, if there is one. Here you can check :

  • Crop : Culture sown
  • Surface : Surface of the plot
  • In progress : Action in progress on the plot
  • Grow : Growth level of the crop
  • Pluviometry : Pluviometry level of the crop
  • Sunshine : Sunshine level of the crop
  • Nutrition : Level of nutrients in the crop

As for buildings, you can do some things

  • to destroy : Allows you to destroy the plot
  • to put/remove a fence : Allows you to lay a fence to transform the plot in a pasture. Removing the fence is also possible to change a pasture into a field.
  • to rename : Allows you to change the name of a plot.

2/ Soil composition

This tab gives you access to information about nutrients in the soil of the plot. There are 5 nutrients :

  • Nitrogen (N)
  • Phosphorus (P)
  • Potassium (K)
  • Calcium (Ca)
  • Magnesium (Mg)

By default, this information is unknown. The agronomist must be called in to analyse them and know precisely the level of each element present in reserve in the soil of the plot.

TO REMEMBER

A plot can be used as a field or a pasture. When setting up a plot, think of its terrain, its surface and its geographical location, this has an impact on the travel time and the time to carry out the agricultural work.

In a field you can only cultivate one type of crop (at the same time).

In a pasture you can graze only animals of the same species (1 or many races at the same time). Don’t forget to seed grass before put animals inside!

If you own a plot (field or pasture), you can work the land to grow a crop. You have the choice between 3 methods of cultivation, each with its advantages and disadvantages :

  • Traditional
  • No-Tilling Farming (NTF)
  • Direct sowing

Summary table of the work to be done according to the methods of cultivation :

CROPS

Crops are an important part of PFM, as they allow you to make money selling crops or producing livestock goods (food, straw for litter). Here is the complete list of cultures :

Crops management involves taking into account several parameters :

  1. Seeding period
  2. Rotation
  3. Zero vegetation
  4.  Harvest period

1/ Seeding period

Period during which you can sow the crop. This period always runs on 2 months, or 56 days in the game (=2 real weeks). For example, the sowing season begins on October 1st and ends on November 28th.

You can also refine the sowing period by “early” sowing (during the first 10 days of the season) or “late” sowing (during the last 10 days of the season). “Early” seedling requires 10% more seed, “late” seeded 10% less.

2/ Rotation

Period during which you can not remake the same crop on a parcel. It is expressed in years. For example, the rotation for wheat is 2 years. If you sow in year 1, you can remake wheat in season 3 in this plot. In the meantime, you can of course make other crops.

Summary of rotations by crop (year in game) :

3/ Zero vegetation

Temperature below which the crop does not grow. It is expressed in degrees Celsius (°).

Summary of vegetation zero by crop :

4/ Harvest period

Period during which you can harvest a crop. This period always runs on 2 months, or 56 days in the game. For example the wheat harvest period starts on July 1st and ends on August 28th. After this period, the crop is rotten, there is nothing to harvest.

TO REMEMBER

These parameters are important in the choice of crops since they allow you to spread the periods of work related to sowing or harvesting, to anticipate over several years the distribution of these, or to optimize the growth and therefore the yield according to the climate.

MANAGEMENT OF A CULTURE

Indicators allow you to follow the evolution of the culture. You may also be required to perform actions on it if needed :

Indicators :

  • Grow
  • Pluviometry
  • Sunshine
  • Nutrition

Actions :

  • To fertilize
  • To treat

Grow

The grow level indicator tells you about the growth of the crop. It serves as a basis for calculating the yield of the crop at harvest. The growth takes into account Zero vegetation, as well as Pluviometry, Sunshine and Nutrition.

Pluviometry

This indicator tells you about the state of the crop’s water needs. It lets you know if the crop has not enough, enough or too much water. It evolves throughout the growth of the crop according to the weather (mixed, rainy, very rainy) and influences the indicator Grow.

Sunshine

This indicator tells you about the state of sunlight requirements of the crop. It lets you know if the crop is not enough, enough or too exposed to the sun. It evolves throughout the growth of the crop according to the weather (mixed, sunny, very sunny) and influences the indicator Grow.

Nutrition

This indicator shows if the crop is receiving the nutrients it needs to grow. If all the nutrients are present in sufficient quantity, the indicator remains at 100%. At the opposite, if it starts to decrease, it means that the plant can not feed completely, one or more nutrients are not present enough in the soil (in this case the growth level indicator evolves more slowly).

To fertilize

If needed (Nutrients indicator decreasing), you can add one or more nutrients to your crop. These inputs are possible once or twice during crop growth, and must be done at specific times (28 days) using a tractor as well as 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 liquid manure (15 m3/hectare) using a liquid manure spreader.

To treat

You can do a treatment if a culture falls ill and penalizes the growth of the crop. You have 12 days to treat a crop, the first 4 days allow to treat as a preventive (regression of the growth level Indicator less important), from the 5th day you treat in curative, there is more damage (bigger regression of the growth level indicator). If no treatment is done in case of illness, the growth decreases sharply.

To treat you need a tractor and a sprayer (trailed or large mounted) or a self-propelled sprayer, and a crop protection product fungicide type (mushroom disease), herbicide type (undesirable plants), insecticide type (insect invasion), with a dosage of 2 liters/hectare.

Note that you can not treat in case of wind or rain (rainy, very rainy, snow).

TO REMEMBER

It is important to carefully monitor the different indicators of a culture. They allow you for example to decide the best time to harvest, to anticipate fertilizer inputs, to estimate the potential yield on the crop.

Different farm equipments are available in PFM. These equipments allow you to carry out agricultural work in the plots (field/pasture), but also in your farm for the breeding, as well as for the transport :

  1. Motorized agricultural machinery
  2. Farm equipement
  3. Farm equipment in detail (power, level of mastery, maintenance …)
  4. Buy farm equipment

1/ Motorized agricultural machinery

2/ Agricultural tools

They have a specific function and are to combine with an agricultural machine. They can be used :

  1. To work the soil
  2. To spread
  3. To sow
  4. For the work of the grass
  5. For breeding
  6. To transport
  7. For handling

1-To work the soil :

2-To spread :

3-To sow :

4-For the work of the grass :

5-For breeding :

6-To carry :

7-For handling :

TO REMEMBER

Do not buy all the equipment when you start the game. Choose the basic agricultural equipment, agricultural tractor and soil tools and seedlings to start working your first fields.

3/ Agricultural equipment in detail (power, level of mastery, state ...)

Detailed and important information is available on the sheet of each farm equipment :

  1. Power
  2. Level of mastery
  3. Time per Action (TPA)
  4. Charges per hectare and action point
  5. State (wear, maintenance)

1-Power :

Every farm equipment has power. This power is expressed in horsepower (ch). For motorized agricultural machinery, this is the power delivered by the engine. For agricultural tools, these are the minimum and maximum powers to be respected in order to use it.

To use an agricultural tool, you need a motorized agricultural machine whose power is between the minimum and maximum power of the agricultural tool.

If for example I want to use a crop-crop that requires a minimum power of 60 hp and a maximum of 140 hp, the farm tractor must have a power between these two values.

2-Mastery level :

It indicates the level of mastery you must have to make the best use of agricultural equipment.

For example, to use an agricultural tractor with a mastery level of 5, if your mastery for this type of agricultural equipment is greater than 5, you use it perfectly, and optimize the action points when traveling and fuel consumption .

At the opposite, if your mastery is 2, you can use it but not optimally, in this case you need a little more time for travel, and consume a little more fuel.

3-Time Per Action (TPA) :

The TPA is expressed in Action Point, and indicates the time required to perform the action with the agricultural equipment. It varies from one agricultural equipment to another, according to the main characteristic of it (working width, payload …). For example, a crop-crop with a TPA of 0.85/hectare means that it takes 0.85 action points (on its “available lifetime action points”) to work one hectare.

4-Charges per hectare and action point :

Each time you use farm equipment, you must pay a charge. These charges simulate the replacement of parts, tires …, and vary from one category of equipment to another.

5-State (wear, maintenance) :

This is the general condition of the equipment. When you buy a new farm equipment, its condition is impeccable, it is 100%. This state will then decrease as time goes by : it’s wear.

Wear is less important if the equipment is sheltered. At the opposite, if it stays outside and according to the weather, it wears out more quickly.

You can limit wear by doing a monthly maintenance, which allows you to keep your farm equipment longer.

Farm equipment with a 0% state is unusable, so you can scrap it.

TO REMEMBER

It is important to choose equipments adapted to the size of your farm, and your different levels of mastery. This allows you to optimize loads such as costs or fuel.

4/ Buy agricultural equipment

The purchase of new agricultural equipment is done directly at the Cooperative (Solo or Multi game mode). In multi game mode it is also possible to buy it on occasion from another player.

Cattles :

  • The different animals :

Bull : it’s the adult male. It is used for reproduction. A bull becomes a breeder from 3 years old.

Cow : it’s the adult female. She can gives birth to a calf, once a year. It also produces milk from 3 years old. The first birth takes place at 3 years old and the gestation runs on 9 months.

Bullock : it’s a future bull. He is between 1 year and 3 years old. From 3 years old he becomes a bull.

Heifer : it’s a young cow. She has not had a calf yet. She is between 1 year and 3 years old. At 27 months she will be inseminated for the first time.

Calf : male or female baby cattle between 0 and 12 months old.

  • Breeds and information :

 

  • Insemination and reproduction :

Heifers can be inseminated as early as 27 months of age. Without insemination your heifers or cows can not give birth, so you will not have calves.

Insemination is done by a bull from your breeding. He must however be over 3 years old and can not do more than 16 inseminations a day. You can also perform artificial insemination if you do not have a bull, or if the genetics indexes (genetics will be added later in game) of your bull 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 is variable according one day to an other. To milk your cows you must have a cows milking station. The milking can be done once a day.

  • Litter :

Your cattle need litter when they are in the stabling. This litter consists of straw (action “Straw” in the game). They must always have enough straw for 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. Remember to remove manure regularly to reduce the risk of disease.

Straw quantity for litter and quantity of manure produced (in kg per day) :

  • Bull : 20
  • Cow : 20
  • Bullock : 12
  • Heifer : 12
  • Calf : 8

 

  • The area needed per animal :

Each animal occupies a surface. When you bring your animals back to the stabling, make sure there is enough room for everyone.

Required surface per animal (in m2) :

  • Bull: 15
  • Cow: 12
  • Bullock : 8
  • Heifer: 8
  • Calf: 5

 

  • Rations/food for cattle (in kilo/animal/day) :

Goats :

  • The different animals :

Buck : it’s the adult male. It is used for reproduction. A goat becomes a breeder from 1 year old.

Doe : it’s the adult female. She gives birth to 2 kids, once a year. It also produces milk from 1 year old. The first insemination takes place at 1 year and the gestation runs on 5 months.

Young buck : it’s a future buck. He is between 6 and 12 months old. From 1 year he becomes buck.

Young doe : it’s a future doe. She has not had a kid yet. She is between 6 and 12 months old. From 1 year old she becomes doe.

Baby goat : male or female baby goat between 0 and 6 months old

  • Breeds and information :

 

  • Insemination and reproduction :

Does can be inseminated at the age of 1 year. Without insemination your goats can not give birth, so you will not have a babies goat.

Insemination is done by a buck of your breeding. He must however be more than 1 year old and can not do more than 8 inseminations a day. You can also perform artificial insemination if you do not have a goat, or if the genetics of your male(s) seems too weak (genetics indexes will be added later in game).

Once inseminated, the pregnancy 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 does produce milk. Their production is variable according to the days. To milk your does you must have a goats milking station. The milking can be done once a day.

  • Litter :

Your goats need litter when in the goat shed. This litter consists of straw (action “Straw” in the game). They must always have enough straw for 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. Remember to remove manure regularly to reduce the risk of disease.

Straw quantity for litter and quantity of manure produced (in kg per day) :

  • Buck : 5
  • Doe : 5
  • Young buck : 4
  • Young doe : 4
  • Baby goat : 2

 

  • The area needed per animal :

Each animal occupies a surface. When you bring your animals back to the goat pen, make sure there is enough room for everyone.

Required surface per animal (in m2) :

  • Buck : 5
  • Doe : 5
  • Young buck : 4
  • Young doe: 4
  • Baby goat : 2

 

  • Rations/food for goats (in kilo/animal/day) :

 

Sheeps :

  • The different animals :

Ram : it’s the adult male. It is used for reproduction. A ram becomes a breeder from 1 year old.

Ewe : it’s the adult female. She gives birth to 1 or 2 lambs, once a year. Depending on the breed, it can also produce milk from 1 year. The first insemination takes place at 1 year and the gestation lasts 5 months.

Young ram : it is a future ram. He is between 6 and 12 months old. From 1 year he becomes a ram.

Young ewe : it is a future ewe. She has not yet had a lamb. She is between 6 and 12 months old. At 1 year old she becomes ewe.

Lamb: male or female baby sheep between 0 and 6 months old.

  • Breeds and information :

  • Insemination and reproduction :

Ewes can be inseminated at the age of 1 year. Without insemination your sheep can not give birth, so you will not have lamb.

The insemination is done by a ram of your breeding. He must however be more than 1 year old and can not do more than 8 inseminations a day. You can also perform artificial insemination if you do not have a ram, or if the genetics of your ram (genetics indexes will be added later in game) seem too weak.

Once inseminated, the pregnancy 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 ewes produce milk. Their production is variable according to the days. To milk your sheep you must have a milking parlor for sheep. The milking can be done once a day.

  • Litter :

Your sheep need a litter when they are in the sheepfold. This litter consists of straw (action “Straw” in the game). They must always have enough straw for 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. Remember to remove manure regularly to reduce the risk of disease.

Straw quantity for litter and quantity of manure produced (in kg per day) :

  • Ram : 5
  • Ewe : 5
  • Young ram : 4
  • Young ewe : 4
  • Lamb : 2

 

  • The area needed per animal :

Each animal occupies a surface. When you bring your animals back to the sheep pen, make sure there is enough space for everyone.

Required surface per animal (in m2) :

  • Ram : 5
  • Ewe : 5
  • Young ram : 4
  • Young ewe : 4
  • Lamb : 2

 

  • Rations/food for sheep (in kilo/animal/day) :

Pigs :

  • The different animals :

Boar : it’s the adult male. It is used for reproduction. A boar becomes a breeder from 1 year old.

Sow : it’s the adult female. She gives birth to 6 piglets see more, 2 to 3 times a year. The first insemination takes place at 1 year and the gestation lasts 4 months.

Young boar : it is a future boar. He is between 6 and 12 months old. From 1 year he becomes boar.

Young sow : it’s a future adult sow. She has not had a piglet yet. She is between 3 and 12 months old. At 1 year old she becomes a sow.

Piglet : male or female baby pig between 0 and 3 months old.

  • Breeds and information :

  • Insemination and reproduction :

Sows can be inseminated at the age of 1 year. Without insemination your sows can not give birth, so you will not have a piglet.

Insemination is done by a boar from your farm. He must however be over 1 year old and can not do more than 12 inseminations a day. You can also perform artificial insemination if you do not have a boar, or if the genetics of your boar(s) seems too weak (genetic indexes will be added later in game).

Once inseminated, the gestation will last 4 months. You will then have at least 6 piglets. The new insemination will take place at least 1 month after the last farrowing.

  • Litter :

The pigs are raised on grating, you do not need to put straw. You will not have manure, but you will have liquid manure that you will have to store in the liquid manure pit and that you will then be able to spread in your fields (15 m3/hectare). Remember to regularly remove slurry to reduce the risk of disease.

Quantity of liquid manure 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 is 0.001 m3

 

  • The area needed per animal :

Each animal occupies a surface. Make sure there is enough room for everyone in your pigsty.

Required surface per animal (in m2) :

  • Boar : 5
  • Sow : 5
  • Young boar : 2
  • Young sow : 2
  • Piglet : 0.5

 

  • Rations/food for pigs (in kilo/animal/day) :

Poultry :

  • The different animals :

Rooster : it’s the adult male. It is used for reproduction. A rooster becomes a breeder from 6 months old.

Hen : it’s the adult female. She gives birth to chicks 6 times a year. She also produces eggs. All this is done from 6 months. The first insemination takes place at 6 months and the gestation lasts 1 month.

Male pullet : it’s a future adult rooster. He is between 1 and 6 months old. From 6 months old he becomes a rooster.

Female pullet : it’s a future adult hen. She has not had a chick/egg yet. She is between 1 and 6 months old. At 6 months she will be inseminated and begin to lay eggs.

Chick : male or female baby chicken 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 can not have chicks.

The insemination is done by a rooster of your breeding. He must however be more than 6 months old and can not do more than 20 inseminations a day. You can also perform artificial insemination if you do not have a rooster, or if the genetics of your rooster(s) seem too weak (genetics indexes will be added later in game).

Once inseminated, the pregnancy will last 1 month. You will then have 6 to 10 chicks. The new insemination will take place at least 21 days after hatching.

  • Egg production :

Only hens produce eggs. The hens lay once a day, during the whole year and from 6 months. After the chicks are born, they lay eggs again. For egg production, you must have a egg packaging room that allows you to pick up and package your eggs.

  • Litter :

Your hens need litter when in the henhouse (action “Straw” in the game). This litter is made of straw. They must always have enough straw for 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. Remember to remove manure regularly to reduce the risk of disease.

Straw quantity for litter (in kg and per day) :

  • Rooster : 0.2
  • Hen : 0.2
  • Male pullet : 0.1
  • Female pullet : 0.1
  • Chick : 0.05

 

  • The area needed per animal :

Each animal occupies a surface in the henhouse. Make sure there is enough room for everyone in your henhouses.

Required surface per animal (in m2) :

  • Rooster : 0.1
  • Hen : 0.1
  • Male pullet : 0.05
  • Female pullet : 0.05
  • Chick : 0.01

 

  • Rations/food for poultry (in kilo/animal/day) :

It’s possible to buy an animal from the Cooperative :

Since you have animals, you have to take care of them regularly, otherwise they die :

  1. Feed
  2. Water
  3. Litter
  4. Manure and liquid manure

1/ Feed

Feeding action allows you to feed your raised animals in a livestock building. You bring a ration consisting of several foods using an agricultural tractor and a mixer. To make a complete ration, you need all the differents cereals, vitamins… that are listed in the diverse rations detailled in the above “animals” parts.

Feeding an animal can make it grow if it has not yet reached adulthood (= grow and weith stop when animal is adult), and prevents it from starving if it is not fed for several days during its existence.

2/ Water

The action Water allows you to give water to your animals raised in a building of breeding or in a pasture. This action is carried out with an agricultural tractor and a “water bowser”.

Watering an animal prevents it from dying.

3/ Litter

The action Straw is used to add straw to make a litter for your animals (except for pigs) raised in a livestock building. This action is carried out with an agricultural tractor and a strawer distributor.

To put straw allows an animal to have a litter and thus be raised in good conditions, which limits diseases.

4/ Manure and liquid manure

Manure is produced by litter and animals raised in a livestock building. Pigs do not produce manure, but liquid manure (they do not need litter). Be sure to regularly remove manure and liquid manure from buildings, if there are too many, diseases may appear.

The manure is stored in a manure pit and liquid manure in a liquid manure pit. They can be spread on a plot, using the correct equipment.

Each animal has several genetic indexes that “grow up” from birth to adulthood. They are established according to the genetics of their father and mother, and make you able to improve their growth, their milk production, egg production … It is adviced to inseminate between them good animals to improve the performances of future generations.

Indexes information :

  • Growth : influence the weight gain of the animal
  • Milk : influence the amount of milk produced by the animal
  • Milk quality : influence the quality of the animal’s milk and therefore its selling price
  • Meat quality : influence the quality of the animal’s meat and therefore its selling price
  • Eggs : influence the probability of laying a second egg on the day for the animal
  • Prolificity : Influence the number of babies at birth
  • Insemination : influence the success of an insemination on the animal
  • General look : the higher it is, the more the animal matches the criteria of the breed/the standard of the race
  • Resistance : influence the risk of disease of the animal
  • Sociability : influence on the risk of damage made by the animal and misplacement of the animal

Indexes by species :

To discover, a series of tutorials to help you in Pro Farm Manager :