Farming Simulator 15 - HOLMER (DLC)
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I have spent enough hours colour-coding crop rotation schedules in Paradox titles to know when a sim is hiding systemic depth behind a slow exterior, and Farming Simulator 15 is a game worth sizing up honestly before you click buy. The core loop is cultivate, sow, wait, harvest, sell. Crops include wheat, corn, soybeans, sugar beets, and potatoes, and the sell prices shift by season and demand, so there is a thin but real layer of market timing underneath the tractor rides. Add animal husbandry, silage fermentation from chaff, hay baling, and the brand-new woodcutting mechanic that lets you plant, fell, and sell timber to a nearby lumber mill, and the activity list is wider than critics gave it credit for at launch. Where the game earns its 92% Steam rating from real players rather than its 64 Metacritic from press is in that passive-income loop. Hired workers can be assigned to automate sowing or harvesting on a field while you personally drive another piece of equipment elsewhere, gradually turning a modest starting loan into a fleet of licensed Deutz-Fahr and New Holland machinery. The vehicle modelling is genuinely impressive: switches, knobs, augers, and caked-on dirt all rendered with care. That same level of craft was simply not extended to the world around them. The two maps, Bjornholm (Scandinavian, tutorial-equipped) and Westbridge Hills (American, bigger fields, harder pacing), are functional but lifeless, and texture pop-in is a persistent annoyance on both. The tutorial problem is the one I cannot let go. Giants gives you a quick walkthrough of basic harvesting, then drops you in the open world with a loan to repay and no guidance on field-operation order. Players unfamiliar with real farming terminology, specifically the difference between plowing, cultivating, and sowing, and the exact sequence they must follow, will waste significant time on trial and error. The time-acceleration mechanic does not help: cranking to 120x speeds up the clock but not actual machinery movement, so a hired worker crawls through a field in what is now two hours of game time. It is a confusing implementation that the series only sorted out properly in later entries. For PC players specifically, mods are the legitimate reason to consider this entry over a newer one at a higher price. Third-party sites host thousands of additions including extra tractor brands, custom maps, the popular Courseplay mod for more intelligent worker automation, and the Universal Process Kit that unlocks a range of placeable production buildings. The in-game mod menu connects directly to the official hub. Mod quality is inconsistent, and some equipment mods are buggy, but the map mods in particular extend longevity considerably. Co-op supports up to 16 players, cross-platform between PC and Mac, and dividing field work among friends is genuinely the most efficient and entertaining way to run the economy. The honest pitch for a strategy-minded buyer: this is not a deep management sim in the Factorio or Anno sense. The economic decisions stay shallow, the AI workers stay dumb without mods, and progression scales in size rather than complexity. What it offers is a low-pressure operational rhythm that some players find genuinely meditative and others find immediately hollow. If you have played a newer entry in the series and want to go back, the reduced price may justify the nostalgia. If this is your first Farming Simulator, spend a little more and start with a later release that has a better tutorial and a richer base-game feature set.
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Información del juego
- Desarrolladora
- Giants Software
- Distribuidora
- Giants Software
- Fecha de lanzamiento
- 30 oct 2014
