Difference between revisions of "Agriculture"
Line 16: | Line 16: | ||
| Natural Philosophy=800 | | Natural Philosophy=800 | ||
| Perennial Philosophy= | | Perennial Philosophy= | ||
− | | Skills unlocked=Cabbage Growing, Cotton Planting, Gardening, Turkey Farming | + | | Skills unlocked=Cabbage Growing, Cotton Planting, Gardening, Maize Planting, Turkey Farming |
| Crafts unlocked=Wicker Man, John Barleycorn, Concordat of Worms, The Wicked Wicker Man, Thresh Cereals, Leather Planter's Pouch | | Crafts unlocked=Wicker Man, John Barleycorn, Concordat of Worms, The Wicked Wicker Man, Thresh Cereals, Leather Planter's Pouch | ||
| Builds unlocked=Farmer's House, Till Field, Compost | | Builds unlocked=Farmer's House, Till Field, Compost |
Revision as of 03:26, 23 September 2014
|
About
Agriculture allows one to use the Till Field action under the Build.
A Tilled Field is required to plant any seeds.
Farming
Farming is accomplished by tilling a field, preparing it with Humus, and then planting seeds. Once seeds are planted, you can then fertilize the fields using various items. After a period of time, your crops grow and you can then harvest them.
To prepare a new field, you place 5 Humus on the field. After the first planting, the upkeep can be reduced (see Fertilizers below) so that less humus is required to prepare the field.
After the fields are prepared, the seeds can be planted. Each field requires an amount of seed depending on the crop planted; having reduced the upkeep on the field lowers the number of seeds needed. On a field with 100% upkeep, Cotton, Corn, and Cereal fields require 50 seeds; Cabbage requires 15 seeds.
- Cabbage, Ear of Cereals, and Cotton seeds available for sale in Boston.
- Pumpkin seeds can be obtained through Gardening.
- Ears of Corn are available only from other players.
Once the seeds are planted, the fields can be fertilized at any time until the crops can be harvested.
- Note: avoid using +speed fertilizers late in the cycle. There is almost no return for getting a few extra percentage to the speed when there might only be a few hours left for the field to grow.
Finally, when the crops are grown, they can be harvested; the harvest entry is added to the right-click menu for the field. Be careful, since some crops can be harvested at several stages:
- pumpkins can be harvested at any time once they start growing (in other words, they've grown at least one stage after planting) and return different products;
- also, corn has two harvesting stages: baby corn first, then full ears of corn.
- Cereal Fields yield one Ear of Cereal per 50 points of Plenty, rounded up. The Ears of Cereal yield one seed per point of Plenty when threshed, or 0.01kg of Flour when milled.
- Cotton Fields yield one Raw Cotton per 20 points of Plenty, rounded up. Each Raw Cotton can be cleaned to produce Cotton. Each Raw Cotton will yield one seed per two points of Plenty.
Crop Growth and Rotation
Influence
A field has four influence bars that affect the type of products produced. When the field is harvested, one bar increases by 5 points times the influence percentage. (The increase is less if you have not yet learned the Three-field System skill.) The other three bars are reduced by 5 points.
For example, the field
has had its influence bars raised by growing cabbage, grains, and cotton. Higher tier products can be obtained on this field: either tier 2 Cabbage or Cereal or tier 3 Cotton, Tobacco, Pumpkin, or Corn. The relevant influence bars for each type of crop are as follows.
Crop Tiered products from Gives to Cabbage 3 4 1 Ear of Cereal 4 1 2 Cotton 1 2 3 Pumpkin 2 3 4 Corn 1 3 2 Potato 3 4 1 Tobacco 1 2 3
One way of taking advantage of the tiered system is to designate a primary crop for each field and rotate crops that raise the bars it needs to get better products for that crop. For example, for better types of cotton, you can first grow cabbage and cereal to raise the first and second bars.
Crop Tiers
Fields will produce higher tier crops as the influence bars get high enough. The following is a table of the various tiers of crops.
The type of product produced by a field is determined by the sum of the two relevant bars:
- if the sum is between 0 and 50 the field produces all tier 1 products.
- if the sum is between 50 and 100 the field produces both tier 1 and tier 2 products.
- if the sum is between 100 and 150 the field produces tier 2 products.
- if the sum is between 150 and 200, the field produces both tier 2 and tier 3 products.
If the sum is below 150, then the tier 2 product is in the same order on the two tables. For example, a field with the first bar at 100 and the second at 0 could produce Indian Cotton, while a field with the first bar at 0 and the second at 100 could produce Egyptian Cotton. If the sum is above 150, then the lower of the two influence bars determines the type of tier 2 product. For example, a field with the first bar at 95 and the second bar at 80 could produce a mixture of Sea Island Cotton and Egyptian Cotton.
Growth Time
The base growth time are as follows:
Plant Type Base Cabbage 3 Days Corn 3 Days Cotton 4 Days Ear of Cereals 3 Days Potato 4 ½ Days Pumpkin 8 Days Tobacco ? Days
Rotation
This table shows a way to get Tier 3 crops (Wanted Result) while getting particular Tier 2 products (2nd Rotation). In this case you want the second crop to actually use influence bar raised by first crop, in order to get higher tier results while raising influence for the final product. Items in brackets in 3rd column are possible 2nd tier products you may receive.
Wanted Result 1st Rotation 2nd Rotation Cabbage Cotton Pumpkin (Sugar Treat, Connecticut Field, Harvest Moon) Cotton Cabbage Ear of Cereals (Ear of Barley) Cabbage Corn (White Corn) Ear of Cereal Pumpkin Cabbage (Head of White Cabbage) Pumpkin Ear of Cereals Cotton (Egyptian Cotton) Corn Cotton (Egyptian Cotton) Cotton Corn (Blue Corn) Corn Cabbage Cotton (Indian Cotton) Cotton Cabbage (Head of Green Cabbage)
Graphical Crop Table
Source: http://forum.salemthegame.com/viewtopic.php?f=5&t=13024
The highlight around each crop is to indercate which bile it is alined to, red-blood, blue-phlem, yellow-Ybile, black-Bbile. Cotten has a purple highlight since it looks odd without one.
How to use
Lets say you wanted to grow teir 3 cabbage. Find it on the table and look to see which two teir 1 crops are touching its position. For cabbage that is Cotton and pumpkin. Thus you need the third (cotton) and fourth (pumpkin) bars to be filled to get teir 3 cabbage. If the cotton bar is higher then you will get green cabbage as well as the red. Ig the pumpkin bar is higher then you will get white cabbage as well as red.
Another Crop Table, updated by Murphy [http://forum.salemthegame.com/viewtopic.php?f=5&t=1603&p=224424#p224424]
Between 0 and 75 total Influence you will Harvest tier 1 crops. Between 75 and 100 you will receive a mix of tier 1 and tier 2 crop. For 100-150 total Influence you will Harvest just tier 2 crops. At 150-195 total Influence you will Harvest a mix of tier 2 and tier 3 crops with the tier 2 crop you Harvest being determined by the LOWER of that crops Influencing Bars.==Destroying a Tilled Field==
A Tilled Field cannot be Destroyed by normal means and instead requires the use of Coarse Salt. To Destroy a Tilled Field select a Coarse Salt and right-click it on the Field. You will need enough to first lower the Tilled Field's Purity to 0, after that, each subsequent Coarse Salt added will deal damage. Each Coarse Salt added reduces the Purity by 5% or deals 50% damage.==Agriculture Skills==
Skill | Benefit |
Agriculture | Make a Tilled Field |
Cabbage Growing | Grow Cabbage |
Cotton Planting | Grow Raw Cotton |
Pumpkin Planting | Grow Pumpkins |
Potato Growing | Grow Any Potato |
Maize Planting | Grow Corn |
Three-field System | Makes Influence more effective. |
Tobacco Planting | Grow Tobacco |
Plantation Management | New ways to reduce Upkeep. |
Between 0 and 75 total Influence you will Harvest tier 1 crops. Between 75 and 100 you will receive a mix of tier 1 and tier 2 crop. For 100-150 total Influence you will Harvest just tier 2 crops. At 150-195 total Influence you will Harvest a mix of tier 2 and tier 3 crops with the tier 2 crop you Harvest being determined by the LOWER of that crops Influencing Bars.==Destroying a Tilled Field==
A Tilled Field cannot be Destroyed by normal means and instead requires the use of Coarse Salt. To Destroy a Tilled Field select a Coarse Salt and right-click it on the Field. You will need enough to first lower the Tilled Field's Purity to 0, after that, each subsequent Coarse Salt added will deal damage. Each Coarse Salt added reduces the Purity by 5% or deals 50% damage.==Agriculture Skills==
Skill | Benefit |
Agriculture | Make a Tilled Field |
Cabbage Growing | Grow Cabbage |
Cotton Planting | Grow Raw Cotton |
Pumpkin Planting | Grow Pumpkins |
Potato Growing | Grow Any Potato |
Maize Planting | Grow Corn |
Three-field System | Makes Influence more effective. |
Tobacco Planting | Grow Tobacco |
Plantation Management | New ways to reduce Upkeep. |