Facility: Farm

## Farm

The **Farm** is one of the resource production facilities, allowing you to grow your own Food or Meds.

Accepts Gardening and Universal Facility Mods.

## Farm

Grows a decent amount of food.

**Building Requirements:**

* Large Slot (Outdoor)
* 1 Box of Seeds
* 4 / 5 / 7 / 10 / 13 Materials
* 3 Labor

**Facility Actions:**

* Boost Yields (requires Knowledge of Gardening)
* Upgrade: Farm 2 (**With Water, +3 Food/Day**)
* Replant: Medicinal Herbs (**Convert To +Meds/Day**)

**Passive Effects:**

* Crop: Vegetables (**+2 Food Per Day**) (+3 in Green Zone)
* Daily Maintenance (**-1 Materials Per Day**)

## Farm (Meds)

Grows a decent amount of meds.

**Building Requirements:**

* Building a Farm
	+ Large Slot (Outdoor)
	+ 1 Box of Seeds
	+ 4 / 5 / 7 / 10 / 13 Materials
	+ 3 Labor
* Using the *Replant: Medicinal Herbs* Facility Action
	+ Knowledge of Gardening
	+ 3 Boxes of Seeds
	+ 2 Labor

**Facility Actions:**

* Boost Yields (requires Knowledge of Gardening)
* Upgrade: Farm 2 (**With Water, +3 Meds/Day**)
* Replant: Food (**Convert To +Food/Day**)

**Passive Effects:**

* Crop: Herbs (**+2 Meds Per Day**)
* Daily Maintenance (**-1 Materials Per Day**)

## Farm 2

Grows a lot of food.

**Upgrade Requirements:**

* Knowledge of Gardening
* Water
* 5 Boxes of Seeds
* 5 / 6 / 8 / 12 / 15 Materials
* 4 Labor

**Facility Actions:**

* Boost Yields (requires Knowledge of Gardening)
* Replant: Medicinal Herbs (**Convert To +Meds/Day**)
* Upgrade: Farm 3 (**With Water, +4 Food/Day**)

**Passive Effects:**

* Crop: Vegetables (**+2 Food Per Day**) (+3 in Green Zone)
* Irrigation Rig (**Boosted Production: Water**; requires Water)
* Daily Maintenance (Noisy) (**-1 Materials Per Day, +1 Zombie Threat**)

**Note:** When Irrigation Rig is active (facility has Water access), the effect of Crop: Vegetables increases by 50%.

## Farm 2 (Meds)

Grows a lot of meds.

	* Upgrading Farm to Farm 2
		+ Knowledge of Gardening
		+ Water
		+ 5 Boxes of Seeds
		+ 5 / 6 / 8 / 12 / 15 Materials
		+ 4 Labor
	* Using the *Replant: Medicinal Herbs* Facility Action
		+ Knowledge of Gardening
		+ 3 Boxes of Seeds
		+ 2 Labor
2. Upgrading a Farm (Meds) to Farm 2 (Meds):
	* Knowledge of Gardening
	* Water
	* 5 Boxes of Seeds
	* 5 / 6 / 8 / 12 / 15 Materials
	* 4 Labor

**Facility Actions:**

* Boost Yields (requires Knowledge of Gardening)
* Replant: Food (**Convert To +Food/Day**)
* Upgrade: Farm 3 (**With Water, +4 Meds/Day**)

**Passive Effects:**

* Crop: Herbs (**+2 Meds Per Day**)
* Irrigation Rig (**Boosted Production: Water**; requires Water)
* Daily Maintenance (Noisy) (**-1 Materials Per Day, +1 Zombie Threat**)

**Note:** When Irrigation Rig is active (facility has Water access), the effect of Crop: Herbs increases by 50%.

## Farm 3

Grows a ton of food.

**Upgrade Requirements:**

* Knowledge of Agriculture
* Trader Leader
* Water
* 10 Boxes of Seeds
* 11 / 14 / 19 / 28 / 35 Materials
* 4 Labor

**Facility Actions:**

* Boost Yields (requires Knowledge of Gardening)
* Gardening Study
* Replant: Medicinal Herbs (**Convert To +Meds/Day**)

**Passive Effects:**

* Irrigation Rig (**Boosted Production: Water**; requires Water)
* Crop: Vegetables (**+2 Food Per Day**) (+3 in Green Zone)
* Improved Production (**+1 Food Per Day**; requires Knowledge of Agriculture) (+1.5 in Green Zone)
* Daily Maintenance (**-1 Materials Per Day**)

**Note:** When Irrigation Rig is active (facility has Water access), the effect of Crop: Vegetables increases by 50%.

## Farm 3 (Meds)

Grows a ton of meds.

	* Upgrading Farm 2 to Farm 3
		+ Knowledge of Agriculture
		+ Trader Leader
		+ Water
		+ 10 Boxes of Seeds
		+ 11 / 14 / 19 / 28 / 35 Materials
		+ 4 Labor
	* Using the *Replant: Medicinal Herbs* Facility Action
		+ Knowledge of Gardening
		+ 3 Boxes of Seeds
		+ 2 Labor
2. Upgrading a Farm 2 (Meds) to Farm 3 (Meds):
	* Knowledge of Herbalism
	* Trader Leader
	* Water
	* 10 Boxes of Seeds
	* 11 / 14 / 19 / 28 / 35 Materials
	* 4 Labor

**Facility Actions:**

* Boost Yields (requires Knowledge of Gardening)
* Gardening Study
* Replant: Food (**Convert To +Food/Day**)

**Passive Effects:**

* Irrigation Rig (**Boosted Production: Water**; requires Water)
* Crop: Herbs (**+2 Meds Per Day**)
* Improved Production (**+1 Meds Per Day**; requires Knowledge of Herbalism)
* Daily Maintenance (**-1 Materials Per Day**)

**Note:** When Irrigation Rig is active (facility has Water access), the effect of Crop: Herbs increases by 50%.