An orange is a fruit of various citrus species in the family Rutaceae (see list of plants known as orange); it primarily refers to Citrus × sinensis,[1] which is also called sweet orange, to distinguish it from the related Citrus × aurantium, referred to as bitter orange. The sweet orange reproduces asexually (apomixis through nucellar embryony); varieties of the sweet orange arise through mutations.

The orange is a hybrid between pomelo (Citrus maxima) and mandarin (Citrus reticulata). The chloroplast genome, and therefore the maternal line, is that of pomelo. The sweet orange has had its full genome sequenced.

The orange originated in a region encompassing Southern China, Northeast India, and Myanmar, and the earliest mention of the sweet orange was in Chinese literature in 314 BC. As of 1987, orange trees were found to be the most cultivated fruit tree in the world. Orange trees are widely grown in tropical and subtropical climates for their sweet fruit. The fruit of the orange tree can be eaten fresh, or processed for its juice or fragrant peel. As of 2012, sweet oranges accounted for approximately 70% of citrus production.

In 2019, 79 million tonnes of oranges were grown worldwide, with Brazil producing 22% of the total, followed by China and India.

History

The sweet orange is not a wild fruit, having arisen in domestication from a cross between a non-pure mandarin orange and a hybrid pomelo that had a substantial mandarin component. Since its chloroplast DNA is that of pomelo, it was likely the hybrid pomelo, perhaps a BC1 pomelo backcross, that was the maternal parent of the first orange. Based on genomic analysis, the relative proportions of the ancestral species in the sweet orange are approximately 42% pomelo and 58% mandarin. All varieties of the sweet orange descend from this prototype cross, differing only by mutations selected for during agricultural propagation. Sweet oranges have a distinct origin from the bitter orange, which arose independently, perhaps in the wild, from a cross between pure mandarin and pomelo parents. The earliest mention of the sweet orange in Chinese literature dates from 314 BC.

In Europe, the Moors introduced the orange to the Iberian Peninsula, which was known as Al-Andalus, with large-scale cultivation starting in the 10th century, as evidenced by complex irrigation techniques specifically adapted to support orange orchards. Citrus fruits—among them the bitter orange—were introduced to Sicily in the 9th century during the period of the Emirate of Sicily, but the sweet orange was unknown until the late 15th century or the beginnings of the 16th century, when Italian and Portuguese merchants brought orange trees into the Mediterranean area. Shortly afterward, the sweet orange quickly was adopted as an edible fruit. It was considered a luxury food grown by wealthy people in private conservatories, called orangeries. By 1646, the sweet orange was well known throughout Europe. Louis XIV of France had a great love of orange trees and built the grandest of all royal Orangeries at the Palace of Versailles. At Versailles, potted orange trees in solid silver tubs were placed throughout the rooms of the palace, while the Orangerie allowed year-round cultivation of the fruit to supply the court. When Louis condemned his finance minister, Nicolas Fouquet, in 1664, part of the treasures that he confiscated were over 1,000 orange trees from Fouquet's estate at Vaux-le-Vicomte.

Spanish travelers introduced the sweet orange to the American continent. On his second voyage in 1493, Christopher Columbus may have planted the fruit on Hispaniola. Subsequent expeditions in the mid-1500s brought sweet oranges to South America and Mexico, and to Florida in 1565, when Pedro Menéndez de Avilés founded St Augustine. Spanish missionaries brought orange trees to Arizona between 1707 and 1710, while the Franciscans did the same in San Diego, California, in 1769. An orchard was planted at the San Gabriel Mission around 1804, and a commercial orchard was established in 1841 near present-day Los Angeles. In Louisiana, oranges were probably introduced by French explorers.

Archibald Menzies, the botanist and naturalist on the Vancouver Expedition, collected orange seeds in South Africa, raised the seedlings onboard, and gave them to several Hawaiian chiefs in 1792. Eventually, the sweet orange was grown in wide areas of the Hawaiian Islands, but its cultivation stopped after the arrival of the Mediterranean fruit fly in the early 1900s.

As oranges are rich in vitamin C and do not spoil easily, during the Age of Discovery, Portuguese, Spanish, and Dutch sailors planted citrus trees along trade routes to prevent scurvy.

Florida farmers obtained seeds from New Orleans around 1872, after which orange groves were established by grafting the sweet orange on to sour orange rootstocks.

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  • Huldra [they/them, it/its]
    ·
    1 year ago

    Idle game design thoughts but I feel pretty disappointed that "sanity" systems still feel largely like a scary meter that goes down if you play badly, which means that if you play well you don't have to encounter much of the horror.

    Like the recent game "Dredge" where you are a fisherman who encounter spooky shit if you let your whatever meter go down too much, but unless you literally just do not stop to rest and chill out at night, you don't have any real risk of running down the meter. And there is direct mechanical reasons to avoid that, cause if you let it run down you summon scary seagulls that eat your fish.

    Idk just seems like an incongruent design, feels like it rather should be a system that tries to disrupt your level of play instead of being something you can play optimally so as to avoid.

    Though kinda funny, Dredge was still a fucking horrifying game to me exclusively because of my thalassophobia, even though I encountered literally none of the spooky effects that were tied to your sanity system.

    • FunkyStuff [he/him]
      ·
      1 year ago

      Don't you win at Dredge faster if you stay out later into the night? And doesn't the game incentivize you to make as much money per day as you can to pay off your debt? Haven't played btw, just seen some gameplay.

      • Huldra [they/them, it/its]
        ·
        1 year ago

        The debt is a pretty comically small part of the game so it doesn't really matter that much, you need money for upgrades, and having to repair from getting hurt conflicts with that.

        You do probably win faster and play more optimally if you stay out for as long as possible(and some fish only come out at night) but its a chill enough game that nothing really prompts you to do so unless you particularly want to.

    • Hexagons [e/em/eir]
      ·
      1 year ago

      I disagree about Dredge in particular, but agree about sanity meters in general.

      When I played Dredge, I frequently had to worry about the sanity meter. The days were just too short to get somewhere safe by dusk, or I'd spot some fish I wanted and stay out too late catching them, or I'd be out doing some night fishing and accidentally go too far afield, or I'd be trying to get a lore dump from a glowing rock, or...

      What I liked about the sanity meter is that if things were going well it wasn't really a problem, but as soon as you misjudge a situation, all of a sudden everything goes wrong at once and now you're in a very tense spot, with only one goal: find a dock before your mind summons a cyclone or monster or rock to dash your ship to pieces.

      One of my favorite experiences with Dredge was the afternoon I was playing it while suuuper high. I was trying to explore Gale Cliffs, but I was terrified! I fished for literal (in-game) days, never really leaving that safe cove and always being sure I was docked by sunset. I knew I needed to play more riskily to actually progress, but I couldn't do it. Night was too scary, and Gale Cliffs are large enough that exploring them in 12 hour chunks during the day doesn't get you very far, especially while also fleeing every time you hear rumbling from the cliffs.

    • TerminalEncounter [she/her]
      ·
      1 year ago

      It's not sanity, just related to mental health, but Depression Quest (the one thing that launched gamergaters apparently) had a good system where you could see which options were most likely the best, but you literally just couldn't pick them - the option would be crossed out and fuzzy. I thought that was a good match to how executive dysfunction can feel, Zoe Quinn was actually quite clever as a designer. I had no idea until much later after playing it in like 2013 that that was the flash point for gamergaters, like why pick something good to rally against??