Difference between revisions of "Agriculture"

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(→‎Fertilizers:: Added clay fertilizer effect)
(Updated with new crop information; notated fertilizers better.)
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"The crops use the following meters:
 
"The crops use the following meters:
  
Cabbage adds to meter one, and uses meters two and three to determine output tier.
+
takes from -> gives to
Cereal adds to meter two, and uses meters one and three to determine output tier.
 
Cotton adds to meter three, and uses meters one and two to determine output tier.
 
  
The idea here is obviously that you need to rotate your crops over your various fields, and fertilize them in an intelligent manner, in order to build up their meters and thus reach the higher output tiers. Cereal might deserve a special mention since it is now a combination crop for Oats, Rye, Barley and Wheat (in that order). Cereal no longer gives seed directly, but rather gives ears of the respective crops which can then be winnowed into seed (craft recipe) or ground into flour.
+
[[Cabbage]]: 2,3 -> 0
 +
[[Cereals]]: 3,0 -> 1
 +
[[Cotton]]: 0,1 -> 2
 +
[[Pumpkin]]: 1,2 -> 3
  
Cabbage gives: Colewort, Green Cabbage, White Cabbage and Red Cabbage<br>
+
The idea here is obviously that you need to rotate your crops over your various fields, and fertilize them in an intelligent manner, in order to build up their meters and thus reach the higher output tiers. Cereal might deserve a special mention since it is now a combination crop for Oats, Rye, Barley and Wheat (in that order). Cereal no longer gives seed directly, but rather gives ears of the respective crops which can then be winnowed into seed (craft recipe) or ground into flour."
Cotton gives: Yellow-Stained Cotton, Indian Cotton, Egyptian Cotton and Sea Island Cotton"
 
  
  
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*[[Hay]]: Increases the influence the crop has on the field
 
*[[Hay]]: Increases the influence the crop has on the field
*[[Wood Chopping]]: Decreases the upkeep needed on fields before being replanted
+
*[[Wood Chopping]]: Decreases the upkeep needed on fields
*[[Lime]]: Increases the plenty (total harvest) of the field
+
*[[Lime]]: Increases plenty  
 
*[[Humus]]: Increases influence and plenty
 
*[[Humus]]: Increases influence and plenty
*[[Coal]]: Increases crop's growth speed.
+
*[[Coal]]: Increases growth speed.
 
*[[Clay]]: Improves influence and increases growth speed
 
*[[Clay]]: Improves influence and increases growth speed
 
*[[Dross]]: --Needs the fertilizer effect here.
 
*[[Dross]]: --Needs the fertilizer effect here.
  
A note on Influence: This increases the amount that crop adds to the positive growth meter.
+
Influence: This increases the amount that crop adds to the positive growth meter.
 +
Plenty: Increases field output
 +
Upkeep: Reduces the number of seeds needed to replant the field.
 +
 
 +
After a field is harvested, all fertilizers are reset and each field loses 10% upkeep.
  
 
== Notes: ==
 
== Notes: ==
  
 
I'd like to improve this with screen shots and actual examples. This is going to be one area that may be a challenge.
 
I'd like to improve this with screen shots and actual examples. This is going to be one area that may be a challenge.

Revision as of 05:15, 4 February 2012

Template:Infobox skill

Agriculture allows one to use the "Till Field" action under the Build menu. A tilled field is required to plant any seeds.

Farming:

Farming is accomplished by the general task of tilling a field, preparing it with Humus, and then planting seeds. After a period of time, your crops grow and you can then harvest them. Currently, the only seeds available are Cabbage, Grain, and Cotton. Once seeds are planted, you can then fertilize the fields using various items.

Crop Growth and Rotation:

From Jorb:

"The crops use the following meters:

takes from -> gives to

Cabbage: 2,3 -> 0 Cereals: 3,0 -> 1 Cotton: 0,1 -> 2 Pumpkin: 1,2 -> 3

The idea here is obviously that you need to rotate your crops over your various fields, and fertilize them in an intelligent manner, in order to build up their meters and thus reach the higher output tiers. Cereal might deserve a special mention since it is now a combination crop for Oats, Rye, Barley and Wheat (in that order). Cereal no longer gives seed directly, but rather gives ears of the respective crops which can then be winnowed into seed (craft recipe) or ground into flour."


Fertilizers:

Several items can be used as fertilizers and different fertilizers have different effects on your fields.

  • Hay: Increases the influence the crop has on the field
  • Wood Chopping: Decreases the upkeep needed on fields
  • Lime: Increases plenty
  • Humus: Increases influence and plenty
  • Coal: Increases growth speed.
  • Clay: Improves influence and increases growth speed
  • Dross: --Needs the fertilizer effect here.

Influence: This increases the amount that crop adds to the positive growth meter. Plenty: Increases field output Upkeep: Reduces the number of seeds needed to replant the field.

After a field is harvested, all fertilizers are reset and each field loses 10% upkeep.

Notes:

I'd like to improve this with screen shots and actual examples. This is going to be one area that may be a challenge.