Main Farm
The Main farm is available straight away and provides:
Goods marked with a * may be requested by the ship, try and keep a supply of them in stock.
- a farmhouse for housing workers, providing storage and speeding up building
- houses for providing workers
- barns for providing storage
- fields and fertile fields for growing *wildflowers, *corn, *cabbages, *wheat and special seeds from events
- apple orchards (>level 6) for producing *apples and leaves
- cherry orchards (>level 16) for producing *cherries and leaves
- stables for producing *eggs, *pigs (>level 8), *milk(> level 14) and dung
- mill for making chicken, pig and cow feed from corn, cabbages and wheat respectively
- silo (>level 5) for making fertiliser from dung
- composter (> level 7) for making humus from leaves
- a nursery (>level 20) for growing special seeds with increased yields or shorter growth times
- a water tower (>level 15) which reduces the amount of fertiliser and feed needed by orchards and stables. This costs gold to buy.
- a workshop (>level 20) which reduces the amount of goods needed for production. This costs gold to buy.
- a dog, not just for the happiness that they bring: They give experience points when you train them too.
Goods marked with a * may be requested by the ship, try and keep a supply of them in stock.
Production Values
NB: These values are produced from my own farm, they will vary from farm to farm depending on the state of development.
I had production costs of -86% with a level 5 Windmill, a level 1 Water Tower and Level 1 Workshop. All fields, orchards and stables are level 6. The formulae used for profit/min are: Fields: ((production number*selling price)-seed cost)/production minutes Orchards: ((production number*selling price)-production cost)/production minutes Stables: ((production number * selling price)-feed cost-production cost)/production minutes NB: No account has been taken of the cost of fertiliser |
Fields |