Terrain water evaporation factor (Water Overlay): Difference between revisions
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==How-to's== | ==How-to's== | ||
* [[How-to add and remove an attribute|Add and remove an attribute]] | * [[How-to add and remove an attribute|Add and remove an attribute]] | ||
==See also== | |||
* [[Groundwater level formula (Water Overlay)|Groundwater level formula]] | |||
* [[Underground evaporation formula (Water Overlay)|Underground evaporation formula]] | |||
* [[Underground model (Water_Overlay)|Underground model]] | |||
* [[Evaporation model (Water_Overlay)|Evaporation model]] | |||
{{WaterOverlay terrain attribute nav}} | {{WaterOverlay terrain attribute nav}} | ||
{{Water Module buttons}} | {{Water Module buttons}} |
Revision as of 09:11, 20 June 2019
Plants
Terrains can be configured with plant-related attributes, similar to constructions configured as crops and foliage, allowing it to draw water from the underground and evaporate it.
Notes
- For plants to evaporate water, both the ROOT_DEPTH_M and the WATER_EVAPORATION_FACTOR must be appropriately configured.
- When a construction is present in any given location, the values for evaporation in the underground will overrule any values set by terrain in the same location. To model underground evaporation without a construction, set these attributes on the applicable terrain type instead.
- The groundwater level reduction is inversely proportional to the WATER_STORAGE_PERCENTAGE, as the contribution of a given volume of water to the groundwater level increases when the capacity for water storage in the underground layer decreases.
- When there is no construction present on the surface, and the terrain has a WATER_EVAPORATION_FACTOR of 0, the amount of evaporation which takes place in that location is 0.
How-to's
See also