DigiFarm

The is a recurring gameplay element introduced in the series. It is a place where the protagonist's extra Digimon can be stored and still progress while not traveling with them. Typical functions include passive experience point gain, methods to increase happiness, and ways to train stats.
==Appearances==
===Digimon World DS===
The Digifarm is used to passively raise acquired Digimon that are not part of the Protagonist's active team. The Protagonist starts with a mandatory Normal Farm, and obtain up to three additional farms from a list of eight types, each specializing in one of the Digimon Groups. The main method to obtaining new Farms is to purchase them from 's , which also allows the Protagonist to remodel the Digifarms to increase their effeciency, or to sell them so that a different farm can be purchased in their place.
Farm Goods can be installed on Digifarms in order to boost specific stats of their residents. They are primarily obtained by purchasing them from 's . Farm Goods either provide a passive boost to all residents for stats such as Species EXP, or they increase they likelihood of individual residents to participate in and succeed at Events, which raise stats such as Spirit.
The Observer gifts the with a Normal Farm for rescuing , and instructs them to Digiconvert the Poyomon data they were sent to retrieve. Calumon also decides to assist in running the farm as thanks.
Once the Protagonist reaches the Bronze Tamer rank, the Observer gifts them a second Digifarm, allowing them to choose between a Dragon, Beast, or Insect/Plant variety. He also allows the Protagonist to possess up to four Digifarms simultaneously.
====Food Production====
Food production is important to sustaining a DigiFarm full of Digimon if one wishes for their stress levels to drop at the end of each day spent in the DigiFarm. Unlike Digimon World Dawn and Dusk, though, DigiFarms in Digimon World DS can produce surplus food for later usage, and is stored as a secondary currency on the player character. If more food is eaten than produced at the end of each DigiFarm day, food will be taken from the amount you have stored. If you do not have enough food for your Digimon, their stress will not decrease at the end of each DigiFarm day. Digimon stored in the DigiBank or kept in the party do not need food to eat at the end of each DigiFarm day.
Digimon of different digivolution levels also require a different number of food to eat per day, which increases based on how high the digivolution stage. Below is the amount of food a single Digimon of a single digivolution level would consume each day in a DigiFarm based off of the Digimon available in this game and how the different digivolution stages are programmed:
* Fresh/In-Training: 10 Kg consumed per Digimon
* Rookie: 50 Kg consumed per Digimon
* Champion: 100 Kg consumed per Digimon
* Ultimate/Armor: 200 Kg consumed per Digimon
* Mega/Ultra: 500 Kg consumed per Digimon
Every day, your DigiFarm(s) produce a given amount of food which can be upgraded at the Farm Shop in Digi-Central by talking to Falcomon. Also by talking to , you can purchase given quantities of food to help sustain your Digimon in case you do not have a farm built to supply food properly to your own Digimon. You can also receive a small amount of food via drops from random encounters in the field. Much like Species Experience, each DigiFarm produces Food in differing amounts from the other, as detailed below:
* Normal: 450 Kg produced each day
* Aquan: 3,900 Kg produced each day
* Insect/Plant: 2,050 Kg produced each day
* Machine/Mutant: 750 Kg produced each day
* Holy: 3,900 Kg produced each day
* Dark: 950 Kg produced each day
* Dragon: 750 Kg produced each day
* Beast: 6,250 Kg produced each day
* Bird: 2,050 Kg produced each day
The Huge Tree Farm Good supplies the most Food of the four different types of Farm Goods which can further increase food production each day. At Level 1 for each Farm Good, the following is produced for each food yielding Farm Good:
* Tiny Field: 50 Kg additional produced each day
* Strawberry: 100 Kg additional produced each day
* Fruit Tree: 300 Kg additional produced each day
* Big Tree: 1,000 Kg additional produced each day
* Huge Tree: 2,000 Kg additional produced each day
Also worth noting, for calculation purposes, if you have a total of 28 Digimon in your maximum of four DigiFarms and they're all equal to Mega/Ultra Level, the total number of food you'll need each day to feed them accumulates to 16,000 Kg of food at the end of each DigiFarm day.
====Experience====
The starting DigiFarm, the Normal DigiFarm, will give equal Exp for all types of Exp each day. The other 8 types, however, will only give Species exp of the species they specialize in (unless a Farm Good is placed which changes this). Exp gain should be backed with farm goods if necessary if you wish to further increase the amount of experience your Digimon gains at the end of each day. Boosts to Growth Rate, in addition, will only further benefit a Digimon's experience gain here.
Below is an table of how much experience a specific DigiFarm yields upon being fully upgraded in experience:
* Normal: 200 experience each day (split across for 25 exp for each different species exp type)
* Aquan: 280 experience each day
* Insect/Plant: 100 experience each day
* Machine/Mutant: 380 experience each day
* Holy: 280 experience each day
* Dark: 530 experience each day
* Dragon: 290 experience each day
* Beast: 100 experience each day
* Bird: 280 experience each day
====Farm Goods====
Unlike in Digimon World Dawn and Dusk, Farm Goods are limited by a number of goods instead of the size of the goods, as the latter mechanic is not present in Digimon World DS. More Farm Goods are unlocked for purchase as your Tamer Rank increases. However, the store that sells them changes each day, so you'd better keep an eye on the store to see if they're selling the specific kind of goods you're looking for. Farm Goods that raise stats come in 3 different versions, with the third and final upgraded version sometimes being considered "broken" due to raising minimal stress when training and increasing stats at a much higher rate (See Stress for more details).
Farm goods come in different variety and different ranks, with more powerful farm goods unlocked as you play through the main storyline. Upon reaching Tamer King, you will be able to purchase the strongest variety of Farm Goods when they are available in a given day. Farm goods can either be used to train a Digimon's stats, increase a Digimon's growth rate on a farm (which have training items which boost a Digimon's elemental resistance to a given element), increase a Digimon's experience gain, increase a Digimon's friendship, lower stress on a given Digimon, or even increase the food production on a farm.
In Digimon World DS, you are limited to a total of 50 Farm Goods you can have on hand at any given time.
====Stress====
Using Farm Goods to train Digimon with will raise a Digimon's stress; Once it increases to a certain point, it can no longer be trained that day. There are Farm Goods that can reduce stress as well, but their training option is a gamble to use, and using Chocolates and Sundaes, both consumable items unlocked for purchase at certain ranks, will reduce stress much more quickly, and both items are actually very cheap. Chocolate reduces stress by 20% while Sundaes reduce stress by 50%. These two items are what makes the high ranking DigiFarm equipment very broken, that is, if you can afford to constantly purchase mass quantities of the latter item, which is unlocked at Silver Tamer rank. You can train a Digimon's stats all the way to max in only one DigiFarm day with this method. However, this method was completely removed in Digimon World Dawn and Dusk.
For Stress to decrease naturally on its own accord, a Digimon must wait til the end of a DigiFarm day to eat their fill based on their digivolution stage, in which a percentage of stress will decrease each day. Talking to your Digimon at least once per day, as long as no quests are active for that particular Digimon, will also further decrease stress. In addition to this, digivolution or degeneration will reset the stress stat back to 0% regardless of whether or not a day has passed. Stress is also noteworthy in that it can play a vital role in digivolving certain species of Digimon to their next form, such as a digivolution into Lopmon requiring no less than 90% stress to achieve. Also, at a random chance each day, a Daily Event can cause a Digimon to lose stress by a given amount determined by the player's Tamer Rank.
====Talking, Quizzes, and Favor Quests====
You can talk with your Digimon each day to increase friendship slowly each day, as well as decrease stress by a small amount. Some of the times, however, they will either ask you a random question or give you a favor quest. The former is sometimes both Digimon related and found within the game, or it could be something completely unrelated to Digimon and the game (these same questions also apply to Dawn and Dusk). Some of the questions could also relate to things you've accomplished in the story, such as being asked what the key item that allows for degenerating Digimon does. When a Digimon asks a question in a given day, it'll usually be the first thing they bring up before casual dialogue such as what is mentioned below comes from them. Only one time per day will talking to a Digimon increase friendship or reduce stress.
When a Digimon first is placed into a DigiFarm, though, unless the dialogue relates to a Favor Quest, their first dialogue in that particular day will always be an introduction to themselves such as their name, species, and what they think the farm will be like. The latter is spoken differently depending on the Digimon's personality. A Digimon, when talked to, will also make a remark about how a specific Farm Good placed on the farm can alter the way a Digimon is trained, a remark about a new Digimon placed on the farm, game trivia about your accomplishments, or even to remind you if they are capable of digivolving or not at the current time they are spoken to. When spoken to repeatedly each day, these particular sets of dialogue, with the exception of the introduction, will tend to loop.
Favor quests can be started once you met the requirements for them, with usually when you have the requirements met they will be the first thing a Digimon mentions. Usually the requirements involve a specific Digimon species, a Digimon with a specific personality, or other various conditions such as the number of quests completed, a certain boss defeated, or a certain number of Tamer Points or Play Time in the game for the requirements to start a specific favor quest. There are a total of 60 favor quests in this game, the very last of which, Quest #60, is the pathway to the game's True Final Boss fights against the Seven Great Demon Lords.
====Daily Events====
Daily Events occur whenever the time of day passes on the DigiFarm and as long as Digimon are present on the farm itself. When no farm goods are present, the Daily Events that occur will generally relate to providing increases to a Digimon's happiness, a Digimon finding a sum of Bits based, or a Digimon relieving some stress when these occur. These particular three Daily Events are influenced by your Tamer Rank, and thus have stronger effects when you're at a higher rank, such as finding 10,000 Bits as a reward in a Daily Event when at Tamer King, or a Digimon reducing half of their stress in an event at the same rank.
Daily events that relate to Farm Goods based off of ones that train stats can play by differently based on the rank of the good itself, or the percentage the good has which'll determine a Digimon's success rate when trying to increase their stats through Daily Events. Do note, however, that unless you manually train a Digimon, there is limited growth in a given stat when attempting to train them through Daily Events. Also keep in mind that most Farm Goods that train a Digimon's stats have a chance to fail even if they manage to appear on a Daily Event.
A Daily Event will play out with dialogue if they occur and nothing happens on the bottom screen to interrupt the dialogue. The dialogue a Digimon has during a daily event varies based off of a Digimon's personality. As an unusual oddity, though, whenever a Digimon refers to the player by gender, regardless of whether male or female was chosen as the player's in-game avatar, the Digimon during a daily event will seem to always refer to the player character as male. A similar issue also exists in favor quests, in which a given Digimon can be referred to as both male and female on two separate occasions based off of the specific favor quest they could potentially give out.
====Daily Report====
At the end of each DigiFarm day, Calumon will send you a Daily Report on the status of your DigiFarm(s). It'll showcase each Digimon's increase in stats and or level, any Daily Events that occur, any time a FarmGood upgrades up to Level 3, and how much food was produced and how much was eaten at the end of each day. When you first receive a Farm Report on a new file, Calumon will instruct you about how they work, and how, as in later games, viewing these reports at the end of each day is not mandatory to do.
===Digimon World Dawn and Dusk===
====Basic Changes from Digimon World DS====
On a minor note, instead of being referred to as DigiFarms, this mechanic are referred to as Farm Islands in these games. Aside from that, the mechanics for Farm Islands have changed from those of DigiFarms from the previous game, such as the nerfing and or alteration of pre-existing mechanics, as well as the addition of new ones. Just like before, you can have a maximum of 4 Farm Islands at a given time. However, due to the new mechanics, all Farm Islands are effectively the same when you start them off originally. In addition, some of the Farm Goods from the previous game do not return in this game, such as the ones relating to the Stress stat.
====DPU/MEMORY====
DPU is the maximum number of Digimon you can have on a single Farm Island; all Farm Islands have a maximum DPU of 8 GHz, which allows for a total 8 Digimon to be stored on a Farm Island at a given time. MEMORY is what limits the number of Farm Goods per island; Goods have a rank of D, C, B, or A, which require 4, 8, 12, and 16 MEMORY per Farm Good respectively. The maximum MEMORY you can have on a single Farm Island is 32 G. A Basic Island starts off with 4 DPU and 8 G.
The price for a Basic Island is 24,000 Bits. Below is the prices for upgrading a Basic Island after a Terran Board is equipped to the Farm Island. If you did not equip a Terrain Board to a Basic Island yet, you will not be able to upgrade until a Terran Board is equipped.
*DPU
** 4 GHz for 4 Digimon: Start.
** 5 GHz for 5 Digimon: 2,400 Bits.
** 6 GHz for 6 Digimon: 3,600 Bits.
** 7 GHz for 7 Digimon: 5,400 Bits.
** 8 GHz for 8 Digimon (Max): 8,100 Bits.
*MEMORY:
** 8 G: Start.
** 16 G: 4,000 Bits.
** 24 G: 6,000 Bits.
** 32 G (Max): 9,000 Bits.
====DigiFood====
In Digimon World DS, Food was generated automatically once per day by the farm itself, or was acquired as drops or as purchases from a shop. However, in Dawn and Dusk, Food is only generated by Goods associated with them. Just like in the previous game, each Digimon eats a given amount of food per day; however, the numbers were scaled back immensely, so the amount needed is significantly less.
* Fresh/In-Training: 1 unit consumed per Digimon
* Rookie: 2 units consumed per Digimon
* Champion: 4 units consumed per Digimon
* Ultimate/Armor: 6 units consumed per Digimon
* Mega/Ultra: 10 units consumed per Digimon
====BGM Board====
The background music (BGM) that plays at a Digi-Farm effects the efficiency of a Digimon's training there. All Digimon, by default, have a 100% growth rate on a Farm-Island provided they have a source of food. BGM Boards come in 8 types; one for each species of Digimon in the game. A BGM Board, when attached to a specific farm, raises a selected species' growth rate by 30%, and another by 10%. However, it also lowers the growth rate of two other species by 30% and 10% each. Below is a table of all 8 themes you can equip to a given Farm Island and their effects:
* Angel Theme: +30% Holy, +10% Aquan, -10% Machine/Mutant, -30% Dark.
* Devil Theme: +30% Dark, +10% Machine/Mutant, -10% Aquan, -30% Holy.
* DragonTheme: +30% Dragon, +10% Holy, -10% Dark, -30% Beast.
* Beast Theme: +30% Beast, +10 Dark, -10% Holy, -30% Dragon.
* Bird Theme: +30% Bird, +10% Dragon, -10% Beast, -30% Insect/Plant.
* Mech Theme: +30% Machine/Mutant, +10% Insect/Plant, -10% Bird, -30% Aquan.
* Sea Theme: +30% Aquan, +10% Bird, -10% Insect/Plant, -30% Machine/Mutant.
* ForestTheme: +30% Insect/Plant, +10% Beast, -10% Dragon, -30% Bird.
====Terrain Board====
By default, a Farm Island does not actually yield experience, and cannot be upgraded for more space until you place a Terrain Board onto it, which expands the size of the Farm Island's map and thus unlocks the option to upgrade your Farm Island's DPU and MEMORY slots. Terran Boards also yield a specific amount of specific Species Exp, so the prices of some of the Terran Boards vary depending on how much Exp they yield overall. Below is a list of all of the Terrain Boards you can purchase.
* Marble: 220 Exp total.
** 100 Holy Exp.
** 60 Bird Exp.
** 40 Dragon Exp.
** 20 Aquan Exp.
* Volcanic: 220 Exp total.
** 100 Dragon Exp.
** 60 Holy Exp.
** 40 Aquan Exp.
** 20 Bird Exp.
* Coral: 220 Exp total.
** 100 Aquan Exp.
** 60 Dragon Exp.
** 40 Bird Exp.
** 20 Holy Exp.
* Grssland: 220 Exp total.
** 100 Bird Exp.
** 60 Aquan Exp.
** 40 Holy Exp.
** 20 Dragon Exp.
* Tropical: 220 Exp total.
** 100 Insect/Plant Exp.
** 60 Machine/Mutant Exp.
** 40 Dark Exp.
** 20 Beast Exp.
* Machine: 220 Exp total.
** 100 Machine/Mutant Exp.
** 60 Beast Exp.
** 40 Insect/Plant Exp.
** 20 Dark Exp.
* Desert: 220 Exp total.
** 100 Beast Exp.
** 60 Dark Exp.
** 40 Machine/Mutant Exp.
** 20 Insect/Plant Exp.
* Darkness: 220 Exp total.
** 100 Dark Exp.
** 60 Insect/Plant Exp.
** 40 Beast Exp.
** 20 Machine/Mutant Exp.
* GlsCstl: 400 Exp total.
** 160 Holy Exp.
** 160 Bird Exp.
** 40 Dragon Exp.
** 40 Aquan Exp.
* GlsCrl: 400 Exp total.
** 160 Bird Exp.
** 160 Aquan Exp.
** 40 Holy Exp.
** 40 Dragon Exp.
* MgmaCrl: 400 Exp total.
** 160 Dragon Exp.
** 160 Aquan Exp.
** 40 Holy Exp.
** 40 Bird Exp.
* MgmaCstl: 400 Exp total.
** 160 Holy Exp.
** 160 Dragon Exp.
** 40 Bird Exp.
** 40 Aquan Exp.
* NiteJngl: 400 Exp total.
** 160 Dark Exp.
** 160 Insect/Plant Exp.
** 40 Beast Exp.
** 40 Machine/Mutant Exp.
* JnglPnel: 400 Exp total.
** 160 Machine/Mutant Exp.
** 160 Insect/Plant Exp.
** 40 Dark Exp.
** 40 Beast Exp.
* DsrtPnel: 400 Exp total.
** 160 Beast Exp.
** 160 Machine/Mutant Exp.
** 40 Dark Exp.
** 40 Insect/Plant Exp.
* NiteDsrt: 400 Exp total.
** 160 Dark Exp.
** 160 Beast Exp.
** 40 Machine/Mutant Exp.
** 40 Insect/Plant Exp.
====Talking/Quizzes/Quests====
Talking and the ability to answer quizzes is unchanged from Digimon World DS; this means that the mechanics that apply to both is exactly the same as the prior game, with some exceptions. However, Favor Quests are now only possible if you have a specific Digimon with a specific Personality on one of your Farm Islands, but to receive a quest from them, you must first accept it through the Tamer Union and not through talking to the Digimon on the Farm Island first. Once you have the quest, you then go to talk to your Digimon on your Farm Island to report in, and once the quest is completed, talking to them again will mark the quest for completion and will send your reward to the Tamer Union.
====Training/Stress====
Stress is accumulated on a Farm Island via training, but unlike the previous game, all training equipment increases a Digimon's stress by 20% per attempt. Also unlike the previous game, talking to a Digimon has no affect on lowering the stress of a Digimon in a Farm Island. Training stats in Dawn/Dusk is mostly the same from the prior game; however, this time, a failed attempt can actually decrease a stat based on a small percentage, but at the same time, a small percentage exists which allows for stats to increase nearly twice as much per training session. At the end of a DigiFarm day, stress will always decrease back to 0%.
====Farm Report====
At the end of each Farm Island day, you will be sent a Farm Report on the status of your Farm Islands(s). It'll showcase each Digimon's increase in stats and or level, any Daily Events that occur, or any time the growth rate increases or decreases based on how fed the Digimon are. However, unlike in Digimon World DS, Farm Goods do not upgrade past their initial stage when you first get them. It is, however, worth noting that unless you have Digimon or DigiEggs present in a Farm Island, that unlike the previous game, the Farm Island's clock mechanics will actually cease until a Digimon or DigiEgg is put into the Farm Island.
===Digimon Story: Lost Evolution===
===Digimon Story: Super Xros Wars Blue and Red===
===Digimon Story: Cyber Sleuth===
===Digimon Story: Cyber Sleuth - Hacker's Memory===
===Digimon Links===
===Digimon ReArise===
==Gallery==
File:s30905 nds 10.jpg|A sample of DigiFarm where the Digimon is talking to the player.
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