Terrain water evaporation factor (Water Overlay): Difference between revisions
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* [[How to add and remove an Attribute]] | * [[How to add and remove an Attribute]] | ||
|seealso= | |seealso= | ||
* [[ | * [[Water evaporation factor (Water Overlay)]] | ||
* [[Groundwater level formula (Water Overlay)]] | * [[Groundwater level formula (Water Overlay)]] | ||
* [[Ground evaporation formula (Water Overlay)]] | * [[Ground evaporation formula (Water Overlay)]] |
Revision as of 15:35, 26 January 2024
Icon | Attribute | Unit | Layer | Range | Description |
---|---|---|---|---|---|
WATER_EVAPORATION_FACTOR | factor | Surface | How fast this terrain can evaporate water from the ground. The weather's evaporation speed is multiplied by this factor to determine the rate of evaporation. |
Terrains can be configured with plant-related attributes, similar to Buildings configured as crops and foliage, allowing it to draw water from the ground 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 Building is present in any given location, the values for evaporation in the ground will overrule any values set by terrain in the same location. To model ground evaporation without a Building, set the attributes of the Building 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 ground layer decreases.
- When there is no Building 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.