Agriculture

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Revision as of 09:50, 30 July 2012 by ©TriMoon™ (talk | contribs) (→‎Seeds: replaced by transclusion of subpage, felxibility for re-use like Cotton Planting)
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Agriculture
Agriculture icon.png
Provided Alchemy values:
Humour:BloodPhlegmYellowBlack
Heal:
Salt:
Mercury:
Sulphur:
Lead:
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About

Agriculture allows one to use the Till Field icon.pngTill Field action under the Menu Button Build.pngBuild menu.
A tilled field is required to plant any seeds.

I'd like to improve this with screen shots and actual examples.
This is going to be one area that may be a challenge.
--MagicManICT @ 21:35, January 21, 2012‎


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Farming

Farming is accomplished by the general task of 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. Currently, Cabbage, Cereals, and Cotton seeds available for sale in Boston. Pumpkin seeds can be obtained through Gardening.

Preparing the field for planting requires a base of 5 Humus. After the first planting, a fields upkeep can be improved (see Fertilizers below). Setting up the very first fields for a new character takes some forethought. Humus is slow to produce in a single Compost Bin, so it is recommended two or more are built to start. (Humus is a good fertilizer and a player will go through a lot of it once farming gets underway.)

Hint to fill Compost Bin: Deers provide a lots of organics (Meat shreds and especially steaks which gives 8/100 points to bin). Find deer and start battle. Bring him alive to bin and only then kill. 70 point per deer. Leftover seeds or lower purity seeds can also be used. 100 seeds provide 20/100.

After the fields are prepared, the seeds can be planted. Each field requires an amount of seed depending on the crop planted. Having improved upkeep on the field lowers the number of seeds needed. Cotton and Grain fields require 50 seeds; Cabbage requires 15 seeds.

Once the seeds are planted, the fields can be fertilized at will up until the crops are fully grown. The only caution when using fertilizer is to 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 fully grown, they can be harvested. Note that in the section on pumpkins that they can be harvested at any time once they start growing (in other words, they've grown at least one stage after planting).

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Crop Growth and Rotation

Farming-meters.jpg

In this image, the 0th meter has about 5%. The other meters are empty.
The upkeep has been reduced to 50%, meaning 50% less humus and seed will be required to replant this field.

From Jorb (Brother Bean@Paradox/Beanieman@SynIRC.net#Salem):

"The crops use the following meters:

takes from -> gives to

(Red) Cabbage: 2,3 -> 0
(Green) Cereals: 3,0 -> 1
(Blue) Cotton: 0,1 -> 2
{Red} 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. For example to reach higher tier of cereal you would need to build up meters it takes from 3 and 0, so you might rotate cabbage and cotton beforehand."

From Loftar: Currently, each cycle depletes 5% (unmodified) of the elements that the crop consumes, and fills 5% (modified by the influence boost) of the meter that the crop adds to. The harvest yields tier 1 output when the sum of the two meters it consumes is 0%-50% (of one meter), a mix of tier 1 and one of the 2nd tiers when the sum is 50%-100%, a mix of the 2nd tiers when the sum is 100%-150% and a mix of one of the 2nd tiers and tier 3 when the sum is 150%-200%. I'm open to changes on that, though.

Note: There is currently a possible bug where all crops actually drain 5% from every meter besides the one it contributes to. So for example, instead of Cabbage draining 5% from only the 3rd and 4th meters, it also drains 5% from the 2nd meter as well. The amount it contributes to the meter it produces output to seems unchanged.

Crops will produce new types as the influence gets high enough. The following is a table of the various tiers of crops (order of tiers are as given by the devs).

Plant Type Tier 1 Tier 2 Tier 3 Tier 4
Seeds of Cotton Yellow-Stained Cotton Indian Cotton Egyptian Cotton Sea Island Cotton
Seeds of Cereal Ear of Oats Ear of Rye Ear of Barely Ear of Wheat
Seeds of Cabbage Colewort Green Cabbage White Cabbage Red Cabbage
Seeds of Pumpkin varies varies varies varies

Growth Time

The base growth time are as follows

Plant Type Base
Cabbage 3 Days
Cereals 3 Days
Cotton 4 Days
Pumpkin 4+ Days
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Pumpkins

To start Pumpkin fields, you need to plant and grow a New World Gourd in Gardening Pot. You have a random 1 in 3 chance to obtain Baby Bear, which can be sliced for seeds to be planted in a field.

Pumpkins can be harvested in any one of the last three growth stages. The tier of the output is determined by the normal influence mechanics, but are also dependent on the growth stage.

Growth stage one: Baby Bear, Small Sugar, Sugar Treat and Spooktacular
Pumpkin Phase 1.png

Growth stage two: Autumn Gold, Bushkin, Harvest Moon and Jack-o-Lantern
Pumpkin Phase 2.png

Growth stage three: Aspen, Big Autumn, Connecticut Field and Ghost Rider
Pumpkin Phase 3.png

Table of pumpkins at various growth stages:

Growth Stage Tier 1 Tier 2 Tier 3 Tier 4
One: "Baby Bear" "Small Sugar" "Sugar Treat" "Spooktacular"
Two: "Autumn Gold" "Bushkin" "Harvest Moon" "Jack-o-Lantern"
Three: "Aspen" "Big Autumn" "Connecticut Field" "Ghost Rider"

Spooktacular, Jack-o-Lantern and Ghost Rider are curios. All pumpkins can be sliced for generic pumpkin flesh and seeds.

All pumpkins in growth stage one can be replanted in gardening pots.

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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 Till Field icon.png Tilled Field cannot be Destroy icon.png Destroyed by normal means and instead requires the use of Coarse Salt icon.png 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 icon.png Agriculture Make a Till Field icon.png Tilled Field
Cabbage Growing icon.png Cabbage Growing Grow Cabbage icon.png Cabbage
Cotton Planting icon.png Cotton Planting Grow Raw Cotton icon.png Raw Cotton
Pumpkin Planting icon.png Pumpkin Planting Grow Pumpkin icon.png Pumpkins
Potato Growing icon.png Potato Growing Grow Any Potato icon.png Any Potato
Maize Planting icon.png Maize Planting Grow Corn icon.png Corn
Three-field System icon.png Three-field System Makes Influence more effective.
Tobacco Planting icon.png Tobacco Planting Grow Tobacco icon.png Tobacco
Plantation Management icon.png 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 Till Field icon.png Tilled Field cannot be Destroy icon.png Destroyed by normal means and instead requires the use of Coarse Salt icon.png 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 icon.png Agriculture Make a Till Field icon.png Tilled Field
Cabbage Growing icon.png Cabbage Growing Grow Cabbage icon.png Cabbage
Cotton Planting icon.png Cotton Planting Grow Raw Cotton icon.png Raw Cotton
Pumpkin Planting icon.png Pumpkin Planting Grow Pumpkin icon.png Pumpkins
Potato Growing icon.png Potato Growing Grow Any Potato icon.png Any Potato
Maize Planting icon.png Maize Planting Grow Corn icon.png Corn
Three-field System icon.png Three-field System Makes Influence more effective.
Tobacco Planting icon.png Tobacco Planting Grow Tobacco icon.png Tobacco
Plantation Management icon.png Plantation Management New ways to reduce Upkeep.