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Long answer: you get x-number of resources per specific resource on a planted and harvested famrfield. Lets assume you have a small farm that has a production of 8 wheat per tile and 4 vegetables per tile (not sure about the actuall numbers so I just assume these). Lets also assume you have 10 farm tiles and your workers can harvest and plant all of them.
If you only allow wheat you would get 10x8 units of wheat (80 units)
If you only allow Vegetables you would get 10x4 units of vegetables (40 units)
If you allow both you would get a number of wheat fields and vegetable fields that combine to 10 so lets say 3 vegetable and 7 wheat. This would then result in 56 units of wheat and 12 units of vegetable.
This does of course not take into account additional bonus production (using humans, prep during storm, hearths, perks,...)
Same goes for all field using buildings.
Thanks for the guide. Follow up how does planting and harvesting work? i have two farms going with different resources and in both the workers are idle and the fields empty. why wont the plant?
If none of this is the case then maybe you can show a screenshot of the situation?
Also keep in mind that while these 56 units of wheat and 12 units of vegetable will be planted you will probably not be able to harvest them all. Planting crops goes much faster since the farmers don't have to move the harvested crops from their farm to the warehouse. If you find your farmers to be too slow you can add a second farm building which will only be staffed during Clearance.
If you uncheck a possible crop in a farm the farmers will still harvest that crop, so with a bit of micro management you can make sure that a certain type of crop is planted in a certain number or even uncheck all resources in the second farming building, the farmers will still go to harvest (and till during storm).
Which makes finding an fixing a Cauldron event in a glade that already has fertile soil more valuable.
If you build a warehouse right next to the farm, you wont really have this issue. I build a warehouse next to every farm and every mine.
A farmer normally saws and harvests 5 fields per year. So:
Plantation = 30 berries per person per year
Small farm = 30 grain per person per year
(each can house 2, so thats 60 resources per year and utilizing 10 fields, chance for double yield will add a bit more to the output)
For comparison,
a ** gathering camp will have a comparable output.
a small gathering camp will have about 2/3 that output. (so around 20ish)
That makes a 1* farm recipe the worst production. I very much try to avoid using them. In fact i kinda act like those recipes aren't even there. A small farm in my mind just produces only wheat. :)
The 1* recipes are good if you get the right cornerstones, e.g. double yield or a lot of double production (biscuit diet) and are in need of the product produced. Otherwise I also tend to avoid planting 1* recipes.
I didn't realize how inefficient the 1 Star farms were.
So that's why the Plantation is considered the emperor of farms. >.> Plantation + Ranch actually solves a lot of problems. ;)
It may solve problems, but the ranch is trash too. Look at its inefficiency in products produced per minute. Its totally and utterly terrible just like the field kitchen.
Imo the plantation is primarily the top farm because its ** recipe is edible as is while grain or herbs are not. So its great to start out and from there and you can find recipes that improve the raw berries into something better without having a useless blueprint and hungry people until you find that. (or all your people working over hours in that terribly inefficient field kitchen)
The Ranch may be trash, but it's reliable trash.
I've had multiple settlements that have relied on a ranch churning out meat and eggs to keep production/food going, and if it's the only option until better nodes arrive, it's what you need to use.
IE: LOTS of one resource (especially fiber/reeds/maybe wheat) and not enough anything else.
Yes, it is slow, but that's what cornerstones and rain engines are for. I have fed a lot of foxes and beavers with pickled eggs from a ranch.
I will try it when the opportunity arrives. I am actually wondering if i just never noticed all it can do or if it got buffed since i last looked. I simply disregarded the entire building for the past year. (which i always tell people not to do in this game)
An infinite production of inedibles from certain farms or the clay pit or even a per minute cornerstone combined with the right species who eat skewers (meat + eggs), pickled goods (meat + leather for skins + eggs) or just plain jerky for those games with harpies AND lizards.
The conditions have to be right, otherwise I don't take this building.