Agriculture Classic

Agricultural:Agriculture Type Produces (Type) Produces (Number) Livestock/Pet FoodRequirementsAgriculturalist FoodRequirementsFarmer Food 20-60Blocks/FarmerNone 6/FarmerRancher Livestock (Food,Goods)10-30/Rancher(25-50 Chickens)See Above 6 Food/RancherBeekeeper Bees, Honey, HoneyProducts10-20 Hives/Keeper None 6 Food/RancherOrchard Master Trees/TreeProducts/Fruit1 Orchard/Master,30-50 Trees/OrchardNone 6 Food/MasterStable Master Horses, otherRideables20-25/Master 2 Wheat/BreedingItem/Horse/Rideable6 Food/MasterKennel Master Dogs, Cats, otherPets20-25/Master 2 Breeding Item/Pet 6 Food/MasterFisherman Fish 15-30Fish/Fisherman25-50 WaterBlocks/Fisherman6 Food/FishermanPlantationer Non-FoodFarmables20-60Blocks/FarmerNone 6 Food/PlantationerAgriculturalists are not counted in the general population. Their primary function is to grow and tendfood for the masses. Therefore, their numbers (usually) vary depending on how many people live in theirvicinity.Note: Cheating in the Muffler is not considered a rule-breaking cheat, because it can most definitely helpsave your sanity when dealing with large numbers of Livestock.Table of ContentsAgricultural:page 3 / 284Refugee to Regent ChallengeBoosting Agricultural ProductionAgricultural LeadersAgricultural AssistantsAgricultural Bonus BuildingExample:Agricultural SynergyPlantation:Farm:"Farm House""Farmhand Bunkhouse""Granary" Farming Special BuildingRanch:"Ranch House""Ranch hand Bunkhouse""Barn" Ranching Special BuildingStableKennel Masters and Kennels"Kennels"Room RequirementsArboriculture:page 4 / 284Refugee to Regent ChallengeOrchard MasterLumberjack ShackLumberjack Bonus Building: SawmillLumber OrchardsFruit Tree OrchardsTree Breeding OrchardsRubber Tree OrchardsApicultureBee Keeper's DwellingFishermanI offer here three possible ways of creating distinctive Agricultural areas, if you're not feeling thatcreative. If you feel like having a Plantation that has an Orchard, Ranch, and Farm on it, feel free. Theseare general guidelines for people that either aren't creative or have a creative block at any particularmoment.Feel free to take whatever you want from any section and blend it together:PlantationsFarmsRanchesOrchardsKennels/StablesBoosting Agricultural ProductionAgricultural LeadersThe Agricultural Leaders are the people who founded, run, and/or own the Agricultural building. Theyget a house, which is generally roughly similar to the Stage-typical housing, and do the most work.page 5 / 284Refugee to Regent ChallengeAgricultural AssistantsAgricultural Assistants live with the Agricultural Leaders, usually in a bunkhouse/dormitory. They helpthe Agricultural Leader, and boost his production.Agricultural Bonus BuildingBonus Buildings help the Agriculturalists do their job, and generally allow them to both raise morecrops/animals/etc and provide a flat 125% (rounded up) increase in Food Point production across theentire Agricultural building (sometimes across multiple buildings).Example:if a Farm is producing 10 plants, and has a Granary to boost its production 125%, those 10 plants willnow count as 13 Food PointsAgricultural SynergyUnder ConstructionPlantation:The Plantation owner doesn't care so much about growing food (though he does a bit of that) as he doesgrowing other crops to sell elsewhere. He leaves the bulk food crops to the Farmer, and concentrates onPumpkins, Cotton, and other non-edible flora. They aren't quite as easy or straightforward as Wheat,Potatoes, Corn, Melons, and Carrots, but are useful in their own rights.Plantation Houses and Bunkhouses are exactly the same as their Farming brethren. A single Granary mayserve only Plantationers, only Farmers, or a mix of Farmers and Plantationers.Only Plantations may tend and grow Ore Berries, Essence Berries, and other, non-edible Berriesof this type.Each Ore Berry Bush counts as a full block, unlike their edible berry cousins.Plantations are responsible for crops that produce Ores, Coal, Oil, and any other non-edible plants.page 6 / 284Refugee to Regent ChallengeFarm:Farmers have only one job: plant seeds and grow as much food as possible. Farmers are Agriculturaliststhat grow plants for food. As a general rule of Thumb, each Farmer is capable of tending anywhere from25-75 Blocks of crops before another Farm is needed. They spend all day out in their fields, working hardto supply others with food."Farm House"Must be sealed by DoorsHostile Mobs may not spawn inside.Farm Houses should not be built near the Residential area.Farm Houses should be built as close to their crops as possible.It is recommended to keep Farmhouses on the edges of your towns so there is more space forbuildingRoom and Building Materials Requirements are equal to the Dwellings of the current StageBerries only count as a full point if they are at their full 3-block height."Farmhand Bunkhouse"Occasionally, Farmers fall behind despite their best efforts. If this happens, they hire Farmhands.Farmhands are considered Agricultural Servants. Food and Room Requirements are identical in mostrespects with their Residential Servant brethren. Each Farmhand needs 4 Food, and can tend an additional15-30 blocks for their Farm.Farmhands live communally in a bunkhouse.Bunkhouses must have a dining area with enough room for all FarmhandsBunkhouses should have a common activity area that is not devoted to sleepingFarmhands sleep in either a Barracks-style setting or very small (no more than 3x2) private roomsFarmhands should all have their rooms in the same area, somewhere out of the way but still closeenough to be able to do their jobs.Common Areas must have at least 1 Furnishing per Room.Farmhand Rooms do not need any FurnishingsThere may only be up to 6 Farmhands maximum per farm"Granary" Farming Special BuildingGranaries reduce the waste and spoilage that naturally occurs on some farms. Granaries allow Farmers tobe more efficient and, by extension, tend more blocks. To acquire the bonus from the Granary, its FoodStorage must be filled. Granaries, in addition to providing bonuses to Farmers and Farmhands, also storefood for the Farm's neighboring town/settlement/nation/empire.page 7 / 284Refugee to Regent ChallengeGranary BonusesFarmer may tend an additional 10 BlocksEach Farmhand may tend an additional 5 BlocksBecause the crops are stored better, Farms get a 125% yield.1 Granary may serve up to 3 FarmsGranary RequirementsGranaries must be able to store 1-3x the required amount of food for the entireSettlement/Town/CityThis total is cumulative across all Granaries in a given town.Unless the City is Agriculturally focused, Granaries may not store food for other towns inthe nation.Granaries do not give their bonus unless they are at least half full.Ranch:As a general rule of Thumb, each Rancher is capable of tending to 15-30 Livestock (20-45 if theLivestock are Chickens). Livestock are animals that produce edible or useful products. In Vanilla theseare Cows, Mooshrooms, Pigs, Chickens, and Sheep, though depending on your mods, there may be manymore. Each animal that produces an edible product is considered one food source. It is recommended thatRanches specialize their Livestock.Horses, Chocobos, Komodo Dragons, Elephants, etc are not considered Livestock. See Stables section formore informationCats, Dogs, and other Pets are not considered Livestock. Please see Kennels for more information onPets."Ranch House"Must be sealed by DoorsHostile Mobs may not spawn inside.Ranch Houses should not be built near the Residential area.Ranch Houses should be built as close to their crops as possible.It is recommended to keep Farmhouses on the edges of your towns so there is more space forbuildingRoom and Building Materials Requirements are equal to the Dwellings of the current Stage"Ranch hand Bunkhouse"Occasionally, Ranchers fall behind despite their best efforts. If this happens, they hire Ranch hands.Ranch hands are considered Agricultural Servants. Food and Room Requirements are identical in mostpage 8 / 284Refugee to Regent Challengerespects with their Residential Servant brethren. Each Ranch hand needs 4 Food, and can tend anadditional 5-10 Livestock.Ranch hands live communally in a bunkhouse.Bunkhouses must have a dining area with enough room for all Ranch handsBunkhouses should have a common activity area that is not devoted to sleepingRanch hands sleep in either a Barracks-style setting or very small (no more than 3x2) privateroomsRanch hands should all have their rooms in the same area, somewhere out of the way but stillclose enough to be able to do their jobs.Common Areas must have at least 1 Furnishing per Room.Ranch hand Rooms do not need any FurnishingsThere may only be up to 6 Ranch hands maximum per farm"Barn" Ranching Special BuildingBarns are structures that are raised to help protect Livestock from adverse conditions. Livestock that havea Barn to shelter in generally grow up in better condition than those that do not. Livestock that have aBarn to shelter them produce 125% more food (round up), and because of the bettered health of hisLivestock, the Rancher can take care of 5 more Livestock (10 more Chickens).Barn BonusesBarn Bonuses are on a per-Ranch basisAdditional Barns on the same Ranch do not give additional bonusesRanchers are able to tend 5 more LivestockIf the additional Livestock are Chickens, the Rancher can tend 10 more Chickens.Each Ranch Hand may tend 3 more Livestock (5 if Chickens)Barns give a 125% bonus to Food ProductionBarn RequirementsAt least half of the Rancher's Livestock must fit into the Barn.Individual stalls are not necessarily requiredBarn bonuses are restricted to its home RanchIt is recommended (not required) that Livestock food be stored on an upper levelFor fun aesthetics, put some Hay Bales on an upper levelNot a requirement[Challenge]: Once you have enough Ranchhouses, each one should tend to a particular kind of livestock.[Optional]: The Muffler is an invaluable tool for keeping your sanity with many Ranches.Ranchhouses are NOT considered Residential (but still count towards population), and should be placedas close to his animal pens as possible.page 9 / 284Refugee to Regent ChallengeAs a General Rule of Thumb, each Rancher should be responsible for 10-40 animals, 25-50 Chickensper person in the household.StableStable Master--10-25 RideablesStable Hand--5-10 RideablesStable--+5 Rideables, Food Requirements for Rideables reduced to 1 Breeding item per RideableKennel Masters and KennelsKennel Masters are not terribly important in the grand scheme of things, but they are important for onevery important thing. The Breeding, training, and care of animals kept in your Kennels. Without KennelMasters, you would have no war dogs. Without Kennel Masters, you would have no dogs at all, exceptwhat you manage to tame yourself. Being a busy person, you wouldn't have the time to give the dog or catto really train them the way that they should be trained. For the Kennel Master, his animals are the onlything in his life.By default, he only cares for Dogs and Cats. However, if you have a mod that includes more animals thatcan be tamed like dogs and cats that have no value as Livestock and cannot be ridden, the Kennel Masterwill take care of them too. Kennel Masters can take care of up to 20 animals at any one time. Nobles,your army, yourself, and others all come to Kennel Masters for pets."Kennels"Building Materials are equal to the Dwellings of the current Stage.Must be sealed by DoorsHostile Mobs may not spawn inside.Kennels should not be built near the Residential area.Kennels should be built as close to their Animal Kennels as possible.It is recommended to keep Kennels on the edges of your towns so there is more space for buildingRoom Requirements are equal to the Dwellings of the current Stage, with slight additionsRoom RequirementsAnimal Kennelspage 10 / 284Refugee to Regent ChallengeEach animal in a Kennel Master's charge needs at least a 2x3x2 area to be kept in.There must be an area for the animals to run around in and get some exercise.Exercise area should be 2x2 per animal using the exercise areaThere doesn't need to be one massive exercise area, there can be multiple, smallerexercise areas.Kennel Hands+5 Pets per HandPet Groomer/Pet Hotel/[Pet Luxury Service]+5 Pets, Feed Costs reduced to 1 Item per PetArboriculture:The growing of trees and bushes in order to produce goods. This can range from standard trees to berrybushes to specially bred trees. Generally, Orchards are tended by people from other professions, and keptin public places (or near Farms, Ranches, Plantations, etc). The exception to this rule is that Ore Berriesare generally jealously guarded by town rulers/Tinkers/Weaponsmiths.There are two kinds of Arboriculturalists. The Orchard Masters and the Lumberjacks. One is responsiblefor developing new kinds of trees and harvesting the result, and the other is responsible solely forgathering large amounts of wood. Both tend to Orchards whose size is dependent on how many peoplethey have tending it. Each Orchard is by default only 25-50 Trees.Orchard MasterOrchard Masters are responsible for planting, growing, tending to, harvesting, and breeding trees thatproduce useful products.Orchard Hand BunkhouseAdditional Hands can tend an additional 5-10 trees EachOrchard Bonus Building: ComposterOrchard Masters recycle spoiled fruit and dead branches and leaves to produce fertilizer for theirtrees.Affected Orchards may have an additional 5-10 TreesAffected Orchards have an additional 125% Food Point Bonus1 Composter may affect up to 4 Orchardspage 11 / 284Refugee to Regent ChallengeComposters may affect Lumber OrchardsLumber Orchards do not receive Food Point BonusLumberjack ShackLumberjacks are responsible for planting and cutting down trees to supply their town, nation, and empirewith wood. If you decide to assign more Lumberjacks to the same Orchard, the Lumberjack Shack willbelong to a Lumberjack Overseer.Lumberjack DormitoryLumberjacks can tend an additional 5-10 trees each.Lumberjack Bonus Building: Sawmill25 Additional Trees in Lumber OrchardsLumber OrchardsFruit Tree OrchardsTree Breeding OrchardsRubber Tree OrchardsApicultureyou have most certainly heard of some of the fantastic bee breeds out there that produce truly outlandishproducts.However, Bee Keepers do tend to deal in, well, Bees. So Bee Keepers are generally not welcome inResidential or Commercial areas. They tend to be on the edges of town, where the townspeople won't betoo bothered by the Bees. One Bee Keeper can give adequate care for 10-20 Bees.Bee Keeper's DwellingA Bee Keeper's Dwelling is exactly the same as the current Stage's main type of Dwelling (SettlementShack, Village Villa, Hamlet Hut, etc), with only a few modificationspage 12 / 284Refugee to Regent ChallengeBee Work RoomBee Keepers need an additional room to deal with Bee products and process them.Whether it's merely storage, or actual processing, this room needs to be indoors and/orunderground to prevent bees from finding their way back to all of their products.Must have a Crafting BenchMust have at least a Double Chest for storageMust have at least 1 Apiarist's Chest (or better)Must have Bee Processing machine(s) when Stage-applicableShould have the Following Tools if Stage-Appropriate:Scoop (Dirt Hovel and up)Beealyzer (Redstone Discovery and up) or betterApiarist's Clothes (Redstone Discovery and up)Bee MeadowThe specifics of the Bee Meadow requirements will be heavily dependent on the Beebreed. However, there should be at least a 1 block area for the Bees to fly around.Must have at least 1 of the Bee Requirements (Grass, Stone, Lillypad, etc) must be presentfor each set of Bees.Must have at least 1 of the following (Depending on Stage, preference, etc)Bee House (Stone Hamlet Stage and up)Apiary (Redstone Discovery and up)May be used if traded for from a Testificate Villager.Replacements/Original Apiaries may not be built until Redstone Dsicovery.Alveary (Glowstone Expansion and up)The Bee Keeper, or Apiarist, raises Bees and Butterflies for fun and profit.As a General Rule of Thumb, Each Beekeeper keeps around 25 bees per person in the household.Fisherman