Farming: Difference between revisions
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{{Version|1.3.4}} | |||
[[File:Humansfarming.png|thumb|360px|A Small Farm]] | [[File:Humansfarming.png|thumb|360px|A Small Farm]] | ||
== Overview == | == Overview == | ||
One of the best ways to provide food to feed your [[villagers]], is to farm. Using {{bl|Small Farm | Farming is a renewable source of raw [[resources]]. Outside of [[Marshlands]], it is generally more reliable than gathering. | ||
* {{rl|Grain}} | |||
* {{rl|Vegetables}} | One of the best ways to provide food to feed your [[villagers]], is to farm. Using {{bl|Small Farm}}, {{bl|Plantation}}, {{bl|Herb Garden}} or {{bl|Forester's Hut}}, Viceroys can farm the following resources on Farm Fields: | ||
* {{rl|Berries}} | * {{rl|Grain}} ({{2Star}}) | ||
* {{rl|Plant Fiber}} | * {{rl|Vegetables}} ({{1Star}}) | ||
* {{rl|Herbs}} | * {{rl|Berries}} ({{2Star}}) | ||
* {{rl|Roots}} | * {{rl|Plant Fiber}} ({{2Star}}) | ||
* {{rl|Crystalized Dew}} | * {{rl|Herbs}} ({{2Star}}) | ||
* {{rl|Resin}} | * {{rl|Roots}} ({{1Star}}) | ||
* {{rl|Mushrooms}} | * {{rl|Crystalized Dew}} ({{2Star}}) | ||
* {{rl|Resin}} ({{2Star}}) | |||
* {{rl|Mushrooms}} ({{2Star}}) | |||
== How to Place a Farm == | == How to Place a Farm == | ||
In order to farm, | In order to farm, Viceroys need two things: | ||
* Fertile Soil | * Fertile Soil, | ||
* A farming | * A farming [[blueprint]]: {{bl|Small Farm}}, {{bl|Plantation}}, {{bl|Herb Garden}}, {{bl|Forester's Hut}}, or {{bl|Homestead}}. While {{bl|Greenhouse}} and {{bl|Clay Pit}} use Fertile Soil, they are not farms and work on regular production cycles. | ||
Once these two things are | Once these two things are acquired, Viceroys should first build the farming [[building]] and then navigate to the [[File:Construct Food Production.png|32px]] icon, click on it, and select "Farm Field" option. | ||
</br> | </br> | ||
[[File:CreateFields.png|left|thumb|150px|Creating Farm Fields]] | |||
[[File:CreateFields.png|left|thumb|150px|Creating | [[File:Placingafarm.png|right|thumb|150px|Adding a Farming Building]] | ||
[[File:Placingafarm | On the left we can the "Farm Fields" option selected. Navigate to the patch of Fertile Soil, and click and drag to convert it to Farm Fields. Your builders will then construct a Farm Field on top of every selected tile of Fertile Soil. | ||
On the left we can the "Farm Fields" option selected | |||
</br> </br> | </br> </br> | ||
On the right, we navigate back to the [[File:Construct Food Production.png|32px]] icon and select the farm building, in this example, a {{bl|Small Farm}} is used. | On the right, we navigate back to the [[File:Construct Food Production.png|32px]] icon and select the farm building, in this example, a {{bl|Small Farm}} is used. | ||
Place the farming building next to the | Place the farming building next to the Farm Fields, making sure that the bounds of the farming building encompass as many of the Farm Fields as possible. Sometimes, a single farming building is not going to be able to cover all of the Farm Fields near it. This is especially common before you acquire the '''First Dawn Headquarters''' 12 [[upgrade]]. | ||
== Seasons and Farming == | == Seasons and Farming == | ||
Line 36: | Line 37: | ||
* During Drizzle: Farmers plant crops. | * During Drizzle: Farmers plant crops. | ||
* During Clearance: Farmers harvest crops. | * During Clearance: Farmers harvest crops. | ||
* During the Storm: Farmers plow the fields, adding a 10% chance of double yields. | * During the Storm: Farmers plow the fields, adding a 10% chance of double yields. | ||
Each plowed field has a sparkling effect that lasts till end of Drizzle. If something was planted in a plowed field, the effect will last till end of Clearance instead. | |||
== | == Maximizing Production == | ||
Depending on [[Hearth]] and [[Warehouse]] placement, farmer carrying capacity, and internal storage capacity, one farmer can only plant 5-6 Farm Field tiles and harvest 4-5, it is thus advisable to add a second farm building to any field with more than 10 workable tiles and employ a 3rd farmer to work the land during Drizzle and Clearance season. | |||
{{Species link|Humans}} have the {{sl|Farming}} specialization, meaning when they plant crops, they add an additional 10% chance of double yields. | {{Species link|Humans}} have the {{sl|Farming}} specialization, meaning when they plant crops, they add an additional 10% chance of double yields. Farming yields are calculated during planting, so Viceroys can use {{Species link|Humans}} for planting and any other species for the rest of the seasons. | ||
For best possible yields on your farms, assign {{Species link|Humans}}, have the Farming Fields plowed by the start of Drizzle, have a Hearth and a Small Warehouse in the immediate vicinity of the farm, a carrying capacity bonus like {{Species link|Harpies}} [[Firekeeper]]'s '''Light as a Feather''', and provide each farmer with their own farming building to maximize internal storage available. Planting and especially harvesting speed bonuses, for example {{Species link|Humans}}' level 2 [[Housing Upgrade]], will also have a major effect. | |||
== Other Uses for Fertile Soil == | == Other Uses for Fertile Soil == | ||
Once the {{bl|Greenhouse | Once the {{bl|Greenhouse}} and {{bl|Clay Pit}} are unlocked, Viceroys can place them on Fertile Soil to start producing goods such as {{rl|Mushrooms}}, {{rl|Herbs}}, {{rl|Clay}} and {{rl|Reed}}. Growing {{rl|Vegetables}} is possible in the {{bl|Greenhouse}} when the "Moss Broccoli Seeds" [[Cornerstone]] is acquired. The Clay Pit can also produce {{rl|Stone}} with the "Steel Mattocks" [[Cornerstone]]. | ||
== Cornerstones and Perks affecting Farming == | == Cornerstones and Perks affecting Farming == | ||
{{Perks|id=[Altar] Back To Nature, [Altar] Mushrooms in Farms, Back To Nature, Farmer +5, Farmer +10, Farming -25 for Wood +1, Grove +50, Herb Garden +25 (Composite), Herb Garden +50 (Composite), HunterGatherers, Mushrooms in Farms, NeedPerk Biscuit Farmers, HarvestingRate +25, Plantation +25, Plantation +50, PlantingRate +30, PlantingRate +25, SmallFarm +25 (Composite), SmallFarm +50 (Composite)}} | {{Perks|id=[Altar] Back To Nature, [Altar] Mushrooms in Farms, Back To Nature, Farmer +5, Farmer +10, Farming -25 for Wood +1, Grove +50, Herb Garden +25 (Composite), Herb Garden +50 (Composite), HunterGatherers, Mushrooms in Farms, NeedPerk Biscuit Farmers, HarvestingRate +25, Plantation +25, Plantation +50, PlantingRate +30, PlantingRate +25, SmallFarm +25 (Composite), SmallFarm +50 (Composite)}} |
Latest revision as of 02:27, 18 October 2024
Overview
Farming is a renewable source of raw resources. Outside of Marshlands, it is generally more reliable than gathering.
One of the best ways to provide food to feed your villagers, is to farm. Using Small Farm, Plantation, Herb Garden or Forester's Hut, Viceroys can farm the following resources on Farm Fields:
- Grain (★★)
- Vegetables (★)
- Berries (★★)
- Plant Fiber (★★)
- Herbs (★★)
- Roots (★)
- Crystalized Dew (★★)
- Resin (★★)
- Mushrooms (★★)
How to Place a Farm
In order to farm, Viceroys need two things:
- Fertile Soil,
- A farming blueprint: Small Farm, Plantation, Herb Garden, Forester's Hut, or Homestead. While Greenhouse and Clay Pit use Fertile Soil, they are not farms and work on regular production cycles.
Once these two things are acquired, Viceroys should first build the farming building and then navigate to the icon, click on it, and select "Farm Field" option.
On the left we can the "Farm Fields" option selected. Navigate to the patch of Fertile Soil, and click and drag to convert it to Farm Fields. Your builders will then construct a Farm Field on top of every selected tile of Fertile Soil.
On the right, we navigate back to the icon and select the farm building, in this example, a Small Farm is used.
Place the farming building next to the Farm Fields, making sure that the bounds of the farming building encompass as many of the Farm Fields as possible. Sometimes, a single farming building is not going to be able to cover all of the Farm Fields near it. This is especially common before you acquire the First Dawn Headquarters 12 upgrade.
Seasons and Farming
When the seasons change, so does the tasks your farmers perform on the farms.
- During Drizzle: Farmers plant crops.
- During Clearance: Farmers harvest crops.
- During the Storm: Farmers plow the fields, adding a 10% chance of double yields.
Each plowed field has a sparkling effect that lasts till end of Drizzle. If something was planted in a plowed field, the effect will last till end of Clearance instead.
Maximizing Production
Depending on Hearth and Warehouse placement, farmer carrying capacity, and internal storage capacity, one farmer can only plant 5-6 Farm Field tiles and harvest 4-5, it is thus advisable to add a second farm building to any field with more than 10 workable tiles and employ a 3rd farmer to work the land during Drizzle and Clearance season.
Humans have the Farming specialization, meaning when they plant crops, they add an additional 10% chance of double yields. Farming yields are calculated during planting, so Viceroys can use Humans for planting and any other species for the rest of the seasons.
For best possible yields on your farms, assign Humans, have the Farming Fields plowed by the start of Drizzle, have a Hearth and a Small Warehouse in the immediate vicinity of the farm, a carrying capacity bonus like Harpies Firekeeper's Light as a Feather, and provide each farmer with their own farming building to maximize internal storage available. Planting and especially harvesting speed bonuses, for example Humans' level 2 Housing Upgrade, will also have a major effect.
Other Uses for Fertile Soil
Once the Greenhouse and Clay Pit are unlocked, Viceroys can place them on Fertile Soil to start producing goods such as Mushrooms, Herbs, Clay and Reed. Growing Vegetables is possible in the Greenhouse when the "Moss Broccoli Seeds" Cornerstone is acquired. The Clay Pit can also produce Stone with the "Steel Mattocks" Cornerstone.
Cornerstones and Perks affecting Farming
Name | Rarity | Description | Sources | Price | ||||
---|---|---|---|---|---|---|---|---|
Alt | Cor | Ord | Rel | Tra | ||||
Advanced Herbalism | Rare | +25% to amount of goods produced in the Herb Garden. | x | x | Ord | x | x | 0 |
Advanced Herbalism | Epic | +50% to amount of goods produced in the Herb Garden. | x | Cor | x | x | x | 0 |
Back to Nature | Legendary | An old, forbidden ritual. Increases yields by 100% in all buildings that use fertile soil. You will lose all stored food (cooked and raw) upon choosing this cornerstone. | x | Cor | x | x | x | 0 |
Back to Nature (Stormforged) | Mythic | An old, forbidden ritual. Gain +150% more yield in all buildings that use fertile soil. | Alt | x | x | x | x | 0 |
Biscuit Diet | Epic | A farmer's favorite food. Farmers have a +75% chance of producing double yields when under the effect of biscuits. | x | Cor | x | x | x | 0 |
Farmer's Pack | Uncommon | Any Farmer can carry 5 additional items. | x | x | Ord | x | Tra | 16 |
Farmer's Pack | Rare | Any Farmer can carry 10 additional items. | x | x | Ord | Rel | x | 0 |
Farming Tools | Epic | +50% to amount of goods produced in the Small Farm. | x | Cor | x | x | x | 0 |
Fertilizer | Uncommon | Planting crops is 30% faster. | x | x | x | Rel | x | 0 |
Hunter-Gatherers | Legendary | All camp production is increased by 100%, but all buildings that use fertile soil have their yields decreased by 50%. Bonus does not affect the Woodcutters' Camp. | x | Cor | x | x | x | 0 |
Industrialized Agriculture | Epic | +50% to amount of goods produced in the Forester's Hut. | x | Cor | x | x | x | 0 |
Large Baskets | Rare | +25% to amount of goods produced in the Plantation. | x | x | Ord | x | x | 0 |
Large Baskets | Epic | +50% to amount of goods produced in the Plantation. | x | Cor | x | x | x | 0 |
Mushroom Seedlings | Legendary | All farms can plant mushrooms (★★) on farm fields during drizzle season. | x | Cor | x | x | x | 0 |
Mushroom Seedlings (Stormforged) | Mythic | All farms can plant mushrooms (★★★) on farm fields during drizzle season. | Alt | x | x | x | x | 0 |
Obsidian Sickles | Uncommon | Harvesting crops is 25% faster. | x | x | Ord | Rel | Tra | 12 |
Old Ghran's Technique | Rare | +25% to amount of goods produced in the Small Farm. | x | x | Ord | x | x | 0 |
Rooty Ground | Legendary | Strange roots spread across the land. Wood production is increased by +1, but harvesting and planting are 25% slower. | x | Cor | x | x | x | 0 |
Seed Pouch | Uncommon | Planting crops is 25% faster. | x | x | Ord | x | Tra | 12 |