Agriculture

* Файл:Unknown Item icon.png Cotton Planting[[Unlocks:: Cotton Planting|]]
* Файл:Unknown Item icon.png Maize Planting[[Unlocks:: Maize Planting|]]
* Файл:Unknown Item icon.png Three-field System[[Unlocks:: Three-field System|]]
* Файл:Unknown Item icon.png Windmill Theory[[Unlocks:: Windmill Theory|]]

* Файл:Unknown Item icon.png John Barleycorn[[Unlocks:: John Barleycorn|]]
* Файл:Unknown Item icon.png Farmer's Hat[[Unlocks:: Farmer's Hat|]]
* Файл:Unknown Item icon.png Concordat of Worms[[Unlocks:: Concordat of Worms|]]
* Файл:Unknown Item icon.png The Wicked Wicker Man[[Unlocks:: The Wicked Wicker Man|]]
* Файл:Unknown Item icon.png Thresh Cereals[[Unlocks:: Thresh Cereals|]]
* Файл:Unknown Item icon.png Cotton Planter's Pouch[[Unlocks:: Cotton Planter's Pouch|]]
* Файл:Unknown Item icon.png Leather Planter's Pouch[[Unlocks:: Leather Planter's Pouch|]]

* Файл:Unknown Item icon.png Till Field[[Unlocks:: Till Field|]]
* Файл:Unknown Item icon.png Compost Bin[[Unlocks:: Compost Bin|]]
* Файл:Unknown Item icon.png Haystack[[Unlocks:: Haystack|]]

* Файл:Unknown Item icon.png Ear of Oats[[Unlocks:: Ear of Oats|]]
* Файл:Unknown Item icon.png Ear of Rye[[Unlocks:: Ear of Rye|]]
* Файл:Unknown Item icon.png Ear of Barley[[Unlocks:: Ear of Barley|]]
* Файл:Unknown Item icon.png Ear of Wheat[[Unlocks:: Ear of Wheat|]]
* Файл:Unknown Item icon.png Wild Oats[[Unlocks:: Wild Oats|]]

## In-Game Text

*"The first farmer was the first man, and all historic nobility rests on possession and use of land."*

*-Ralph Waldo Emerson, Society and Solitude*

While many may undertake the journey to the New World in search of plunder and gold, many more come seeking simply that humbler gold which every summer stands tall in the fields in promise of a rich harvest. Agriculture allows you to till fields and plant Cereals

## About

**Agriculture** allows one to use the Файл:Unknown Item icon.png Till Field action under the Файл:Unknown Item icon.png Build.

A Tilled Field is required to plant any seeds.

Agriculture also unlocks the ability to plant Cereal Seeds and Rip Up fields. 'Rip Up' removes the immature plants from a field and yields no return of seeds and no effect on the Influence bars; good for fixing mistakes of accidentally planting the wrong seed in a field.

## Tilling a field

Fields are not built like other structures. Instead of placing the 'ghost' of a structure to indicate where to build it, you must select the center of the area where you want your field to be. It will be the intersection of the 4 center squares of the field.

Fields are also not repaired and destroyed like other structures. To destroy a field, add Coarse Salt to it as if you are prepping it for planting. To repair a field, simply prep it with Humus and it will automatically be repaired as well. Fields built off claim will slowly decay like any other structure.

Fields hold Purity for farmed products. A field can increase by as much as 1% per harvest and will never decrease. Purity increases when the harvest purity is greater than the field purity.

Tilling a Field costs Phlegm and goes very slowly if you don't have a Hoe. Wooden Hoes speed tilling and reduce required Phlegm somewhat while Iron Hoes speed tilling and reduce Phlegm cost greatly.

**Shape and size of a theoretical field:**

⇑ Back to top ⇑⇑ Back to top ⇑
## Farming

Farming is accomplished by 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.

Preparing the field for planting requires a base of 5 Humus. After the first planting, a field's 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.)

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, Corn, and Cereal fields require 50 seeds; Cabbage requires 15 seeds.

* Cabbage, Ear of Cereals, and Cotton seeds are available for sale in Boston.
* Pumpkin seeds can be obtained through Gardening.
* Corn Seeds were available from the Thanksgiving package (and can be gotten from other players).

Once the seeds are planted, the fields can be fertilized at any time until the crops can be harvested.

* Note: 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 grown, they can be harvested; the harvest entry is added to the right-click menu for the field. Be careful, since some crops can be harvested at several stages:

* pumpkins can be harvested at any time once they reach the first stage and return different products in each of three stages;
* also, corn has two harvesting stages: baby corn first, then full ears of corn.
* Cereal Fields yield one Ear of Cereal per 50 points of Plenty, rounded up. The Ears of Cereal yield one seed per point of Plenty when threshed, or 0.01kg of Flour when milled.
* Cotton Fields yield one Raw Cotton per 20 points of Plenty, rounded up. Each Raw Cotton can be cleaned to produce Cotton. Each Raw Cotton will yield one seed per two points of Plenty.

⇑ Back to top ⇑⇑ Back to top ⇑
## Crop Growth and Rotation

### Influence

A field has four influences that affect the growth of various crops and the type of product they produce. The following image is displayed for a field that is not planted:

Файл:Farming-meters.jpg
In this image, the 1st meter has about 5% and the other meters are empty.

Each crop increases the value of one influence by at least 5% (this increase is modified by the influence boost for the field, see below, and the boost is improved if you have the Three-field System skill). Each crop also decreases the value of the other three influence bars by 5%.

 Corn | 1 | 3 | 2

The easiest way of taking advantage of this system is to designate a primary crop for each field and rotate crops that raise the influences it needs to get better products for that crop. Fertilizer can be used to boost the target influences faster. For example, for the highest tier cereal, you can plant pumpkin until the fourth bar is full and then plant cabbage fertilized with influence increasing fertilizer to raise the first bar before the fourth decreases too far.

### Crop Tiers

Crops will produce new types as the influence gets high enough. The following is a table of the various tiers of crops.

The type of product produced by a field is determined by the sum of the two influences values used by the crop (the values given are the percentage of the influence meter filled, so if both meters are completely filled, the total influence would be 200%):

* if the total influence is between 0% and 50% the field produces all tier 1 products.
* if the total influence is between 50% and 100% the field produces both tier 1 and tier 2 products.
* if the total influence is between 100% and 150% the field produces tier 2 products.
* if the total influence is between 150% and 200%, the field produces both tier 2 and tier 3 products.

In case only tier 2 and tier 1 products are produced, the tier 2 product produced is determined by the higher of the two influences (the product order in the previous table shows the tier 2 product with the lower numbered influence first).
In case tier 2 and tier 3 products are produced, the tier 2 product is determined by the \*\*lower\*\* of the two relevant influences.

### Growth Time

The base growth time are as follows

 Corn | 3 Days

### Rotation

This table shows a way to get Tier 3 crops (Wanted Result) while getting particular Tier 2 products (2nd Rotation). In this case you want the second crop to actually use influence bar raised by first crop, in order to get higher tier results while raising influence for the final product. Items in brackets in 3rd column are possible 2nd tier products you may receive.

* As of November 12th 2012, this table is correct.

⇑ Back to top ⇑⇑ Back to top ⇑

## Fertilizers & Field Values

You should fertilize right after you plant as you can no longer fertilize after crops are can be harvested. Each fertilizer can have one or more effects on the field:

* **Upkeep**

This reduces the amount of Humus needed to prepare a field as well as the amount of seeds needed to replant the field. The values after calculating for upkeep are base quantity \* (Upkeep/100) This value has a bottom cap of 50%. Adding Wood Choppings to the field improves the upkeep by lowering the Upkeep value. Example: a field at 50% Upkeep will require 2 Humus to prepare and 25 Seeds of Grain to plant where as 100% upkeep requires 5 humus and 50 seeds.
* **Plenty**

This value increases the yield of a field when harvested. Currently, planting a field provides a random amount plenty from 0% to a percentage equal to the planter's Stocks & Cultivars/100. The S&C bonus doesn't affect the fertilizer stacking penalty.
* **Speed**

This value reduces the growth time of the field. Normally, a field advances one stage every 24 hours and the speed value reduces that time. For example, a field at 200% speed should gain a stage of growth every 12 hours.
* **Influence**

This value boosts the amount of gain for the influence generated by the crop. Increasing this will speed the field to higher tiers of crops faster.

After a field is harvested, plenty, speed and influence are reset to 100%. After planting, each field loses 5% upkeep. For example, if you want to keep your field at 50%, then after you replant, you will need to lower the upkeep value from 55% to 50%.

* Hint: if you apply Wood Choppings as the fourth fertilizer, it will add 5% upkeep; doing it sooner just makes the other fertilizers less effective for no gain and doing it later will require 2 wood choppings.

Finally, the more fertilizers used on a field, the less effective next fertilizer becomes. Each fertilizer counts as one, so a Wood Chopping, a Coal, a Humus, and a Clay counts as four fertilizers, which would be the same reduction as using four Humus. The page for each fertilizer shows the amount of improvement for each field effect taking the number of previous applications of fertilizer into account.

* Note on cotton: It takes 10 clean cotton to produce a single cotton sheet, this can be achieve by a single field with approximately 200% plenty value.(click image below for larger version)

Файл:Cotton.png Файл:Cotton2.png

⇑ Back to top ⇑⇑ Back to top ⇑

## Seeds

Seeds for plants are recovered in various ways depending on the plant.

Grains need to be winnowed for seeds.
This is done with the No image found, click to upload Thresh Cereals command.
This destroys the ears of grain, though, so you can either get seed or grind in a windmill for flour.

Cotton seed is included in the boll.
In order to get seed, use the No image found, click to upload Clean Cotton command in the No image found, click to upload Craft menu.
This will return a ball of cotton and some seed.

Cabbage produces a seed stalk.
When the cabbage field is harvested, you get several heads of cabbage and a seed stalk.
Simply place the seed stalk in the container and wait 48 hours for it to dry to collect the seeds.

Seeds of Pumpkin can be obtained from any pumpkin by slicing it.

* When a field is at 100% upkeep the following are required to plant 1 field of a crop:
	+ 50 seeds of cotton
	+ 50 seeds of cereal
	+ 15 seeds of cabbage
	+ 50 seeds of pumpkin
	+ 50 seeds of corn

* When the field is 50% upkeep the following are required:
	+ 25 seeds of cotton
	+ 25 seeds of cereal
	+ 7 seeds of cabbage
	+ 25 seeds of pumpkin
	+ 25 seeds of corn

When mixing seeds of different purity, the purity will be averaged out in the new stack. For example, 10 0% seeds mixed with 20 3% seeds will result in a stack of 30 2% seeds.