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villagetab:field [2019/07/23 14:43] imperiwm [Field] |
villagetab:field [2022/05/31 18:51] (current) 87.66.209.36 |
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====== Field ====== | ====== Field ====== | ||
- | Field is unlocked after researching [[:agriculture]]. | + | Field is unlocked after researching [[research:Agriculture]]. |
<WRAP center 80%> | <WRAP center 80%> | ||
- | ^ Building ^ Description ^ Cost ^ | + | ^ Building ^ Description ^ Cost ^ Land use ^ |
- | | [[.field:farm|Farm]] | Hires workers that work in other field buildings | 40 logs, 20 planks, 10 stone | | + | | [[.field:Farm]] | Allows workers to work on fields, orchard and pastures | 40 logs, 20 planks, 10 stone | 15 | |
- | | [[.field:field|Field]] | Various crops can be grown here | 4 stone | | + | | [[.field:Windmill]] | Windmill turns 1 wheat into 2 flour | 30 logs, 10 planks, 20 fabric | 20 | |
- | | [[.field:orchard|Orchard]] | Various fruit plants can be grown here | 5 log | | + | | [[.field:Field]] | Various crops can be grown here | 4 stone | 50 | |
- | | [[.field:pasture|Pasture]] | Animals can be breed here | 10 logs, 20 planks | | + | | [[.field:Orchard]] | Various fruit plants can be grown here | 5 log | 50 | |
- | | [[.field:butcher|Butcher]] | Turns animals from pastures into meat | 15 logs, 10 planks, 5 cut stone | | + | | [[.field:Pasture]] | Animals can be breed here | 10 logs, 20 planks | 50 | |
- | | [[.field:cotton mill|Cotton mill]] | Spins cotton into fabric | 10 logs, 10 planks | | + | | [[.field:Butcher]] | Turns animals from pastures into meat | 15 logs, 10 planks, 5 cut stone | 15 | |
- | | [[.field:brewery|Brewery]] | Bews delicious beer | 30 logs, 30 planks, 10 copper bar | | + | | [[.field:Cotton mill]] | Spins cotton into fabric | 10 logs, 10 planks | 10 | |
- | | [[.field:winery|Winery]] | Extracts and ferments grape juices | 20 logs, 20 planks, 10 copper bar | | + | | [[.field:Clay pit]] | We can extract clay here | 15 logs, 5 planks | 15 | |
+ | | [[.field:Brewery]] | Brews delicious beer | 30 logs, 30 planks, 10 copper bar | 25 | | ||
+ | | [[.field:Winery]] | Extracts and ferments grape juices | 20 logs, 20 planks, 10 copper bar | 25 | | ||
+ | | [[.field:Barn]] | Stores selected type of crops | 40 logs, 20 hay, 20 planks, 10 cut stone | 50 | | ||
</WRAP> | </WRAP> | ||
====== Farm ====== | ====== Farm ====== | ||
- | In the farm you can recrute free workers to spend their lives on fields and pastures. Level 1 farms can have up to 4 workers, and level 2 (current max) can have up to 6 workers. Every farmer will be able to work on a 50-size field, orchard or a single pasture (needs confirmation). | + | In the farm you can recruit free workers to spend their lives on fields and pastures. Level 1 farms can have up to 4 workers, and level 2 (current max) can have up to 6 workers. Every farmer will be able to work on a 50-size field, orchard and a single pasture during the year. Having more farmers will be able to do this faster. |
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* Cotton - used for crafting clothes. | * Cotton - used for crafting clothes. | ||
- | Different crops and different sizes have different grow rates, also influenced by wheater. All crops need farmers working on them, and follow the subsequent order of happening: | + | Please note that barley and hop are used in 2:1 proportion when brewing beer, not 1:1 as for eg soup! |
- | * planting: happens in the spring. | + | Different crops and different sizes have different grow rates, also influenced by weather. All crops need farmers working on them, and follow this order: |
- | * plowing:follows planting stage. | + | |
+ | * planting (orchards only): happens in the spring for new orchards. | ||
+ | * plowing: fields are plowed in order of placement until the end of spring. | ||
+ | * sowing: plowed fields are sown in order of placement. | ||
* growing: the longest stage, happens until autumn comes. | * growing: the longest stage, happens until autumn comes. | ||
- | * harvest: happens during all autumn, as long as you have warehouse space for the resources. Crops that haven't been harvested will be lost in first day of winter. | + | * fruiting (orchards only): yearly cycle of growing fruits, repeats each year naturally. |
- | * fallow: useless stage of the land, happens during the whole winter. | + | * harvest: begins in mid-summer for fast going crops and autumn for all others, as long as you have warehouse space for the resources. For orchards, it's possible to have more than one harvest - if they are done fruiting on day 150 and you harvest them quick enough, they can grow a bit more until they stop growing in autumn (fields do not grow again in the same year though) Crops that haven't been harvested will be lost in the first day of winter. |
+ | * fallow: useless stage of the land, happens after harvest is done and during the whole winter. | ||
+ | |||
+ | Note: it is possible for 1 farm of 4 workers to plow and sow 8 50-acre fields (in 2 blocks of 4 fields), but for better efficiency for growing, you should aim for 1 farm worker per 50-acre field. | ||
===== Orchard ===== | ===== Orchard ===== | ||
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* Berry - basic food resource, also used for making vegetable soup. | * Berry - basic food resource, also used for making vegetable soup. | ||
- | Orchards take more time to grow than field crops, and only need farmers at planting seeds and harvestig stages. Some resources like grapes and apples can grow on winter. | + | Orchards take more time to grow than field crops, and only need farmers for harvesting. Some resources like grapes and apples can be ready for early harvesting in summer and will then continue to grow until autumn. |
+ | |||
+ | All land in the Field area can be arranged, split, combined and demolished. If you apply any of these options in the non-fallow stage, all crops will be lost until the next spring. | ||
+ | |||
+ | ===== Growth Formula ===== | ||
+ | Information courtesy of Shyshaeia. [[https://www.kongregate.com/forums/1050506-villager-kings/topics/1849578-field-orchard-growth-formula|Forum post]]. | ||
+ | |||
+ | Fields and Orchards grow according to the following formula:\\ | ||
+ | [Building_Power * Temperature_Modifier / Growing_Difficulty] progress per tick. | ||
+ | |||
+ | **Building Power** can change based on weather type: Sun and rain give +50% weather modifier, Cloudy gives -25%, Wind and Storms are no modifier. | ||
+ | |||
+ | **Growing Difficulty** is based on crop; Hay and Mushrooms have difficulty of 10, all other field crops have difficulty of 20. Orchards will have two separate difficulties: one for growing the orchard itself and then one for fruiting. | ||
+ | |||
+ | **Temperature** Modifier is based on temperature range (all in Celsius): | ||
+ | ^ Temperature ^ Modifier ^ | ||
+ | |10 degrees | 0.2| | ||
+ | |11-15 degrees | 0.5| | ||
+ | |16-20 degrees | 0.8| | ||
+ | |21-25 degrees | 1.0| | ||
+ | |26-27 degrees | 0.8| | ||
+ | |28-29 degrees | 0.6| | ||
+ | |30-31 degrees | 0.4| | ||
+ | |32-33 degrees | 0.2| | ||
+ | |34+ degrees | 0.0| | ||
+ | |||
+ | Tested accurate as of v1.1.8 | ||
- | All land in the Field area can be arranged, split, combined and demolished. If you apply any of these options in the non-fallow stage, all crop will belost until reworked on next spring. | ||
===== Pasture ===== | ===== Pasture ===== | ||
- | In pasture you can keep animals, such as chickens, cows, sheeps, horses ans pigs. Animals can be obtained in the hunter's lodge, by changing their option to tame animals, or bought in the market. They also need to be fed whit hay during winter. Animals can also be butchered to produce meat. | + | In pastures you can keep animals, such as chickens, cows, sheep, horses and pigs. Animals can be obtained in the hunter's lodge, by changing their option to tame animals, or bought in the market. They also need to be fed with hay all year round. Animals can also be butchered to produce meat. |
- | * cow: slow breed rate. Can produce milk. Butchered for 40 meat. | + | ^ ^ ^ ^ ^ breeding ^ ^ produce ^ food use ^ chores^ |
- | * chicken: high breed rate. Can produce eggs. Butchered for 4 meat. | + | ^animal ^ size ^ meat ^ fur ^ speed per 1 ^ produce^ speed per 1 ^ per 1 ^ per 1 ^ |
- | * pig: | + | |horse | 5 | 20 | 1 | .005% | | | 0.001 | .05 | |
- | * horse: slow breed rate. Used for training light cavalry. | + | |cow | 5 | 60 | 3 | .005% | milk | .1% | 0.001 | .05 | |
- | * sheep: medium breed rate. Can produce wool. | + | |sheep | 3 | 16 | 1 | .02% | wool | .1% | <0.001 | .05 | |
+ | |pig | 3 | 30 | 2 | .025% | | | <0.001 | .05 | | ||
+ | |chicken | 2 | 8 | 0 | .03% | eggs | .1% | <0.001 | .05 | | ||
+ | Horses are also used to create light cavalry and horse archers. | ||
+ | Animals will breed slowly once 2 animals exist in the same pasture. Higher numbers of animals in the same pasture will increase the breeding and produce rates. Each animal generates chores for the farm workers to do. If these chores are not performed they will rise until the pasture suspends all activity (at about 25-26 chore units), this may happen in spring or autumn when farmers are busy in the fields. | ||
+ | Farmers will always work on fields and pastures depending on their placement order, and would try to disperse the best they can. Eg, if you have 5 farmers and 4 fields, they'd be distributed as follows: 2-1-1-1. If you have 5 farmers, 6 fields and 2 pastures, farmers would be distributed one on each of the first 5 fields, and 6th field and pasture would wait for farmers to do their current tasks and pick up next ones - that's why it might be better to control work progress by manually enabling/disabling fields so that farmers aren't spread too thin and can attend to animals as well. |