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. Viceroys can farm resources such as {{rl|Grain}}, {{rl|Vegetables}}, {{rl|Berries}}, {{rl|Plant Fiber}}, {{rl|Mushrooms}}, {{rl|Crystalized Dew}}, {{rl|Herbs}}, {{rl|Roots}} and {{rl|Resin}} on [[Fertile Soil]] using [[Buildings]] such as the {{bl|Small Farm|med}}, {{bl|Plantation|med}} and {{bl|Herb Garden|med}}.
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 {{bl|Small Farm}}, {{bl|Plantation}}, {{bl|Herb Garden}} or {{bl|Forester's Hut}}, Viceroys can farm the following resources on Farm Fields:
* {{rl|Grain}} ({{2Star}})
* {{rl|Vegetables}} ({{1Star}})
* {{rl|Berries}} ({{2Star}})
* {{rl|Plant Fiber}} ({{2Star}})
* {{rl|Herbs}} ({{2Star}})
* {{rl|Roots}} ({{1Star}})
* {{rl|Crystalized Dew}} ({{2Star}})
* {{rl|Resin}} ({{2Star}})
* {{rl|Mushrooms}} ({{2Star}})


== How to Place a Farm ==
== How to Place a Farm ==


In order to farm, Viceorys need two things:
In order to farm, Viceroys need two things:
* Fertile Soil
* Fertile Soil,
* A farming building ({{bl|Small Farm}}, {{bl|Plantation}} or {{bl|Herb Garden}})
* 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 aquired, Viceorys should navigate to the [[File:Construct Food Production.png|32px]] icon, click on it, and select "Farm Field" option.
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>
You now have Fertile Fields.
[[File:CreateFields.png|left|thumb|150px|Creating Farm Fields]]
[[File:CreateFields.png|left|thumb|150px|Creating Farmfields]]
[[File:Placingafarm.png|right|thumb|150px|Adding a Farming Building]]
[[File:Placingafarm.png|.png|right|thumb|150px|Adding a Farming Building]]
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, now navigate to [[Fertile Soil]] and click and drag to create a farm field.
</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 farm fields, making sure that the bounds of the farming building encompasses the farm field.
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]].
<div style="clear: both" aria-hidden="true" />


== Seasons and Farming ==
== Seasons and Farming ==
Line 27: 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.  
 
When the farm field have sparkles on them, it means that field is already worked by a farmer.
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.


== Maximising Production ==
== Maximizing Production ==


One farmer can only work 4-5 tiles of farm fields per season, it is thus advisable to add a second farm building to any field with more than 9 workable tiles and employ a 3rd farmer to work the land.
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. This happen only in planting, so Viceroys can use {{Species link|Humans}} for planting and any other species for the rest of the seasons.
{{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.


Adding a small warehouse next to any farming building is also another way to make sure all fields are worked during each season, as it makes going to and fro faster.
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|med}} and Clay pit is 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 aquired. The Clay pit can also produce {{rl|Stone}} once the "Steel Mattocks" [[Cornerstone]] is aquired.
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

This article was last updated during version 1.3.4. The game is now in 1.4.17. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

A Small Farm

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:

How to Place a Farm

In order to farm, Viceroys need two things:

Once these two things are acquired, Viceroys should first build the farming building and then navigate to the Construct Food Production.png icon, click on it, and select "Farm Field" option.

Creating Farm Fields
Adding a Farming Building

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 Construct Food Production.png 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 Humans have the Farming 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 Humans for planting and any other species for the rest of the seasons.

For best possible yields on your farms, assign Humans 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 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 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 Mushrooms, Herbs Herbs, Clay Clay and Reed Reed. Growing Vegetables Vegetables is possible in the Greenhouse when the "Moss Broccoli Seeds" Cornerstone is acquired. The Clay Pit can also produce Stone Stone with the "Steel Mattocks" Cornerstone.

Cornerstones and Perks affecting Farming

19 Perks with selected IDs
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra
Advanced Herbalism Advanced Herbalism Rare +25% to amount of goods produced in the Herb Garden. x x Ord x x 0
Advanced Herbalism Advanced Herbalism Epic +50% to amount of goods produced in the Herb Garden. x Cor x x x 0
Back to Nature 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) 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 Biscuit Diet Epic A farmer's favorite food. Farmers have a +75% chance of producing double yields when under the effect of Biscuits biscuits. x Cor x x x 0
Farmer's Pack Farmer's Pack Uncommon Any Farmer can carry 5 additional items. x x Ord x Tra 16
Farmer's Pack Farmer's Pack Rare Any Farmer can carry 10 additional items. x x Ord Rel x 0
Farming Tools Farming Tools Epic +50% to amount of goods produced in the Small Farm. x Cor x x x 0
Fertilizer Fertilizer Uncommon Planting crops is 30% faster. x x x Rel x 0
Hunter-Gatherers 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 Industrialized Agriculture Epic +50% to amount of goods produced in the Forester's Hut. x Cor x x x 0
Large Baskets Large Baskets Rare +25% to amount of goods produced in the Plantation. x x Ord x x 0
Large Baskets Large Baskets Epic +50% to amount of goods produced in the Plantation. x Cor x x x 0
Mushroom Seedlings Mushroom Seedlings Legendary All farms can plant Mushrooms mushrooms (★★) on farm fields during drizzle season. x Cor x x x 0
Mushroom Seedlings (Stormforged) Mushroom Seedlings (Stormforged) Mythic All farms can plant Mushrooms mushrooms (★★★) on farm fields during drizzle season. Alt x x x x 0
Obsidian Sickles Obsidian Sickles Uncommon Harvesting crops is 25% faster. x x Ord Rel Tra 12
Old Ghran's Technique Old Ghran's Technique Rare +25% to amount of goods produced in the Small Farm. x x Ord x x 0
Rooty Ground Rooty Ground Legendary Strange roots spread across the land. Wood Wood production is increased by +1, but harvesting and planting are 25% slower. x Cor x x x 0
Seed Pouch Seed Pouch Uncommon Planting crops is 25% faster. x x Ord x Tra 12