Field
Days elapsed
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Avg plant health
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Projected yield
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Stressed plants
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How it works

Crop growth responds to water and nutrient availability following a diminishing-returns curve, while overcrowding at high planting density increases competition for light and resources.

growth_rate = f(water) · f(fertilizer) · (1 - crowding_penalty)
yield = Σ plant_health × density_factor
  • Water supply — irrigation multiplier; too little stunts growth, too much can waterlog roots.
  • Fertilizer level — nutrient availability; boosts growth up to a point, then gives diminishing returns.
  • Planting density — grid size of plants in the field; higher density means more plants but more competition.
  • Growth speed — simulation time multiplier so you can watch a season pass faster or slower.

Each plant is drawn top-down as a circle that grows larger and greener with good conditions, or stays small and yellow-brown when water/fertilizer/crowding stress it — the final projected yield rewards balanced inputs, not maximum density.