Ancient Cities

Ancient Cities

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Sarsgamer Dec 29, 2024 @ 2:03pm
Kale worth farming and where does it go?
I'm not sure if Kale is worth farming. Seems multiple plants make up a single bundle of kale.

Also where is it all going? Harvesting about 760 plants I'm lucky to keep about 30 for the next season. It'll show I have like 60 but no more end up in the container and then the number just drops like they are eating it while bringing it to storage.

Beetroots are a bit similar but a bit better. However, not sure if it's worth harvesting them either. They get ate up nearly instantly.

While my hazelnuts I gather tend to rot and barely get eaten. I feed them to my animals along with flax and wheat grain.
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UncasualGames  [developer] Dec 30, 2024 @ 12:52am 
The yield of each type of crop depends on the climate of your location. The suitability or unsuitability of a crop at a location is shown by a thermometer icon on each farm.
yuriseme Dec 30, 2024 @ 2:48am 
Currently, it is almost pointless to grow kale, unless you already have plenty of food and you have nothing else to do to keep people busy.
1. Low calorie content - labor costs are greater than the effect.
2. Not suitable for trade, because it weighs a lot. For example, beets can be transported three times as much, so they sometimes make sense.
3. The time of work in the fields for sowing kale coincides with the time of harvesting wheat and collecting the main wild fruits, which are much more important.

Therefore, at the moment I do not see any strategy for using kale in which it would be useful. Even pigs are more useful for recycling spoiled food into meat.
Sarsgamer Dec 30, 2024 @ 1:58pm 
Originally posted by UncasualGames:
The yield of each type of crop depends on the climate of your location. The suitability or unsuitability of a crop at a location is shown by a thermometer icon on each farm.

Oh neat. I'll have to look more closely. I don't recall seeing an icon.
Sarsgamer Dec 30, 2024 @ 2:10pm 
Originally posted by UncasualGames:
The yield of each type of crop depends on the climate of your location. The suitability or unsuitability of a crop at a location is shown by a thermometer icon on each farm.

Okay now I see that icon and kale is low at 29% yield followed by beetroot at 57%. That makes more sense why those two seem to be the most under performing. At least my wheat is 100% which is my favorite for straw.

I see it changes based on historical times though does like more or less rain affect it too?
UncasualGames  [developer] Dec 31, 2024 @ 10:37am 
Originally posted by Sarsgamer:
Originally posted by UncasualGames:
The yield of each type of crop depends on the climate of your location. The suitability or unsuitability of a crop at a location is shown by a thermometer icon on each farm.

Okay now I see that icon and kale is low at 29% yield followed by beetroot at 57%. That makes more sense why those two seem to be the most under performing. At least my wheat is 100% which is my favorite for straw.

I see it changes based on historical times though does like more or less rain affect it too?

At the moment crops are only affected by temperature as a matter of playability. All other wild plants are also affected by humidity.
Originally posted by Sarsgamer:
I'm not sure if Kale is worth farming. Seems multiple plants make up a single bundle of kale.

Also where is it all going? Harvesting about 760 plants I'm lucky to keep about 30 for the next season. It'll show I have like 60 but no more end up in the container and then the number just drops like they are eating it while bringing it to storage.

Beetroots are a bit similar but a bit better. However, not sure if it's worth harvesting them either. They get ate up nearly instantly.

While my hazelnuts I gather tend to rot and barely get eaten. I feed them to my animals along with flax and wheat grain.


* Kale farming is for the more arctic parts of Europe as the type we have in-game is a cold temp loving type of kale, all other regions will have a much higher yield of the other crop types.

* Kale has the lowest calorie count of all food types for humans.

* The overall highest amount of crop type should ideally be wheat in all regions in any large Neo tribes to avoid hammering on the wild straw resources + Bread has high calorie count and is very loved by tribe.

* If livestock amount is low and you have a healthy mix of repair maintenance apart from straw, you can easily survive on only peas in all regions apart from the northern parts of Region 1. Region 1 is northern Europe.

* Avoid giving livestock wheat grains, instead, build enough mud ovens and process the grains into bread. Bread is the 3rd highest calorie food tribe has, and should ideally always be present in any larger Neo tribes.

* Feed livestock: Flax grains, Roots, and surplus peas about to rot away. If you have all housing needing straw for maintenance, then build few hay feeders as straw has the lowest calorie option and a cow needs 4500 calories per meal.

* 1 unit of flax grain can almost feed an entire cow while you will need 18 units of straw in comparison.

* Beets has the lowest calorie content after kale, avoid if tribe can cultivate peas instead and you struggle with food.

* Remember that each game speed mode will demand different amount of meals per month.
So if you play on Slow you will need to cover for 6 meals per month for humans and 3 meals for livestock.

* All wild produce should be adjusted down as you get up farms in your locality. The end goal is to have a 75-80%% division on cultivated income versus a 20%-25% wild income.
Last edited by LadyLillyno; Jan 1 @ 8:41pm
Originally posted by LadyLillyno:
Originally posted by Sarsgamer:
I'm not sure if Kale is worth farming. Seems multiple plants make up a single bundle of kale.

Also where is it all going? Harvesting about 760 plants I'm lucky to keep about 30 for the next season. It'll show I have like 60 but no more end up in the container and then the number just drops like they are eating it while bringing it to storage.

Beetroots are a bit similar but a bit better. However, not sure if it's worth harvesting them either. They get ate up nearly instantly.

While my hazelnuts I gather tend to rot and barely get eaten. I feed them to my animals along with flax and wheat grain.


* Kale farming is for the more arctic parts of Europe as the type we have in-game is a cold temp loving type of kale, all other regions will have a much higher yield of the other crop types.

* Kale has the lowest calorie count of all food types for humans.

* The overall highest amount of crop type should ideally be wheat in all regions in any large Neo tribes to avoid hammering on the wild straw resources + Bread has high calorie count and is very loved by tribe.

* If livestock amount is low and you have a healthy mix of repair maintenance apart from straw, you can easily survive on only peas in all regions apart from the northern parts of Region 1. Region 1 is northern Europe.

* Avoid giving livestock wheat grains, instead, build enough mud ovens and process the grains into bread. Bread is the 3rd highest calorie food tribe has, and should ideally always be present in any larger Neo tribes.

* Feed livestock: Flax grains, Roots, and surplus peas about to rot away. If you have all housing needing straw for maintenance, then build few hay feeders as straw has the lowest calorie option and a cow needs 4500 calories per meal.

* 1 unit of flax grain can almost feed an entire cow while you will need 18 units of straw in comparison.

* Beets has the lowest calorie content after kale, avoid if tribe can cultivate peas instead and you struggle with food.

* Remember that each game speed mode will demand different amount of meals per month.
So if you play on Slow you will need to cover for 6 meals per month for humans and 3 meals for livestock.

* All wild produce should be adjusted down as you get up farms in your locality. The end goal is to have a 75-80%% division on cultivated income versus a 20%-25% wild income.

Again thanks for the tips and notes!

I've updated and expanded my farms by quite a bit since my original post. I dropped kale and beetroots completely. Thankfully I had a backup save before I did it cause I underestimated the demand for tools lol.

I may need another flax crop farm based on your comments to feed my animals. It's currently 57% yield and not sure if it'd be enough to feed my animals. Also I don't get many roots and use hazelnuts instead.

I also moved and fenced in my thresher area and placed ground storage for wheat and flax crops in that area and removed my multiple storehouses for wheat and flax crops... it was too demanding of reed. And without fenced area it seemed the animals were eating stuff they shouldn't be.

Assume you're harvesting enough wheat grains; what is a good number of mills and mud ovens to do for 400+ population? Is it better to assign these to a builder group or leave to the tribe? In my playing it seems better to leave with the tribe and set as priority - cheese as well.
I normally have 2-4 threshers per 900 cell farm based on tribe busyness, and player can make builder groups or make the production chores communal based on policy usage.

Builder groups for the larger tribes is very tidy and very easy to keep control over wrt to work spots and allocation of work force. If the bread industry is under communal responsibility player will lose control over who does what and when unless policies are used well in conjunction with control of other communal chores.

In 400+ tribes I always use a mix between CT and GT simply because we only have 8 builder groups and 3 of them is needed to keep up architecture objects incl Arch-demanding storage.
I use 3 for Arch + storage, 1 for dairy with 10 dairy stations, 1 for janitorial such as fireplaces, benches, torches, and dryers, 1 for milling and baking with 4 mills and 8 ovens, 1 for threshing with 12 wheat threshers, and 1 for all stone works, such as all stone fences and all religion. I have much more ovens made than the group takes care of, and also more dairy stations if I have 150-ish milk producing livestock, but all above what is GT is then CT.

I also normally have around 10 mills and 20 ovens if I have 8 maxed out wheat farms.
So if you have 1 maxed out wheat farm you can easily have around 2 mills and 4-6 ovens to cover all processing of the produce.

This is pure player preference based on play-style and group set-up, and if balance is wonky we must adjust our groups and/or overall set-up and policies.

If you have all in tribe responsibility; then using the communal policies correctly is needed in 400+ tribes that are very busy. Ideally should also use work hour policy to make sure all threshing is done by the time planting starts again the next year if you have max amount of farms in 400+ tribes.

Within app 14-15 months we must have threshed it all or lose whatever is not done. The decay from wheat sheaves are transferred to grains, then to flour, so there is no reset of decay during the steps from each process from raw produce to bread.
If you struggle with reaching over all threshing I recommend using storehouses for the sheaves, grains, and flour.

In addition, all large tribes relying on farms for app 75% of the food income will not likely have enough free people to do threshing as well as milling and baking in time to avoid rotting away resources after farms demand work from November through June.

Smaller tribes can easily manage well without maxing out all farms or groups.
Starting small is always a good teacher and then adjust as tribe expands and become more populated. In Beginners or Normal there will rarely if ever be any need for maxing out any farm types.
Player must find suitable workforce balance himself in all aspects of farming.
Originally posted by Sarsgamer:

Assume you're harvesting enough wheat grains; what is a good number of mills and mud ovens to do for 400+ population? Is it better to assign these to a builder group or leave to the tribe? In my playing it seems better to leave with the tribe and set as priority - cheese as well.

Bread now makes little sense in production, it costs a lot of labor, and the effect after processing is insignificant. Or maybe it was always like that, I just didn't know the calorie content ​​of food and it seemed like it was profitable to grow bread, now it's open information.

If you have 30 cows and the same number of goats, then just by processing milk you can provide calories for 350-400 people. And there is also meat. Considering how active livestock spam is now, this is not difficult to achieve at standard speed. So the main task and problem now is to feed livestock, so it is profitable to use grain as livestock feed. Or even better, just sow pulses and flax because they overlap less in the harvest. This greatly simplifies the gameplay and settings to achieve extraordinary efficiency of the tribe. My recommendation for beginners. It works on hardcore in the hardest places of the map with a fertility of wheat of 22% and flax of 14%.
And in general, you can feed a tribe of any size only at the expense of livestock, if there were no limit.
Last edited by yuriseme; Jan 3 @ 9:45am
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