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Difference between revisions of "Field"

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(Climate and Terrain type)
 
(8 intermediate revisions by 3 users not shown)
Line 61: Line 61:
  
 
* '''Conditions:'''  
 
* '''Conditions:'''  
** Character has a [[Hoe]] equipped
+
** Character has a [[Hoe]] in his inventory
 
** Character has enough [[Glut]] and [[Energy]]
 
** Character has enough [[Glut]] and [[Energy]]
 
*'''Expected lasting time:''' 2 hours.
 
*'''Expected lasting time:''' 2 hours.
Line 81: Line 81:
  
 
* '''Conditions:'''
 
* '''Conditions:'''
 +
** Character has a [[Sickle]] in his inventory
 
** Crops are grown
 
** Crops are grown
 
** Character has enough [[Glut]] and [[Energy]]
 
** Character has enough [[Glut]] and [[Energy]]
Line 91: Line 92:
 
* '''Required resources:'''  
 
* '''Required resources:'''  
 
** 10% [[Glut]], 20% [[Energy]]
 
** 10% [[Glut]], 20% [[Energy]]
 +
** 1 [[Sickle]]
 
* '''Action Effects:'''  
 
* '''Action Effects:'''  
 
** Crops are deposited in the terrain storage
 
** Crops are deposited in the terrain storage
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{{FieldMatrix/Grape}}
 
{{FieldMatrix/Grape}}
 
{{Columns/End}}
 
{{Columns/End}}
 +
 +
 +
{|border = 1 cellpadding="5" style= "border-collapse:collapse; text-align:center;"
 +
|-
 +
| Land type
 +
! Wheat / Hay
 +
! Cotton
 +
! Linen
 +
! Medical Herbs
 +
! Mulberry / Leaf
 +
! Flowers
 +
! Hop
 +
! Grape
 +
|-
 +
|Flat - Hot ||3 / 7||style= "background-color:lightgreen;"|8||style= "background-color:lightgreen;"|9||7||5 / 2||5||3||7
 +
|-
 +
|Flat - Mild ||style= "background-color:lightgreen;"|6 / 9||5||style= "background-color:lightgreen;"|9||style= "background-color:lightgreen;"|10||8 / 3||style= "background-color:lightgreen;"|10||5|||8
 +
|-
 +
|Flat - Cold ||1 / 3||3||3||3||2 / 1||7||style= "background-color:lightgreen;"|10||3
 +
|-
 +
|Hilly - Hot ||2 / 5||6||7||5||8 / 3||3||3||5
 +
|-
 +
|Hilly - Mild ||5 / 7||4||5||8||11 / 4||style= "background-color:lightgreen;"|10||5||style= "background-color:lightgreen;"|10
 +
|-
 +
|Hilly - Cold ||1 / 3||2||2||5||4 / 1||5||style= "background-color:lightgreen;"|10||5
 +
|-
 +
|Mountainous - Hot ||1 / 3||4||5||3||10 / 3||2||2||3
 +
|-
 +
|Mountainous - Mild ||2 / 5||3||3||5||style= "background-color:lightgreen;"|15 / 5||8||3||5
 +
|-
 +
|Mountainous - Cold ||1 / 2||1||1||5||5 / 2||3||style= "background-color:lightgreen;"|10||5
 +
|-
 +
|}
  
 
You may see old table [[Field/Table|here.]]
 
You may see old table [[Field/Table|here.]]
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* [[Inventory Take]]
 
* [[Inventory Take]]
  
{{NavBuildings}}
+
{{navBuildings}}
[[Category: General Information]]
+
[[Category: Structures]]

Latest revision as of 17:50, 23 September 2017

Terrainidle.jpg An Idle Terrain Terrainseed.jpg A Sowed Terrain Terrainharvest.jpg A Ready-to-harvest Terrain

The Field is a buyable structure in the Castle or in the Village.

All Fields have an inventory capacity of 250kg where the produced items go once the field is harvested, and where the Seeds together with the Fertilizer should go in order to be able to sow the Field.

A character may own a maximum of two fields.

In the fields, you can grow the following products:


Wheat bag.png
Wheat Bag (6 max per 2+10+2 hours)
Source: Field | Basic time: 2+10+2 hours
Tool: Hoe
Required: 1 Fertilizer, 1 Seed
Secondary product: Hay
See Field for details
Hay.png
Hay (9 max per 2+10+2 hours)
Source: Field | Basic time: 2+10+2 hours
Tool: Hoe
Required: 1 Fertilizer, 1 Seed
Secondary product: Wheat Bag
See Field for details
Mulberry.png
Mulberry (15 max per 2+10+2 hours)
Source: Field | Basic time: 2+10+2 hours
Tool: Hoe
Required: 1 Fertilizer, 1 Seed
Secondary product: Mulberry Leaf
See Field for details
Mulberry leaf.png
Mulberry Leaf (5 max per 2+10+2 hours)
Source: Field | Basic time: 2+10+2 hours
Tool: Hoe
Required: 1 Fertilizer, 1 Seed
Secondary product: Mulberry
See Field for details
Cotton yarn.png
Cotton Yarn (8 max per 2+10+2 hours)
Source: Field | Basic time: 2+10+2 hours
Tool: Hoe
Required: 1 Fertilizer, 1 Seed
See Field for details
Linen yarn.png
Linen Yarn (9 max per 2+10+2 hours)
Source: Field | Basic time: 2+10+2 hours
Tool: Hoe
Required: 1 Fertilizer, 1 Seed
See Field for details
Medherb.png
Medical Herbs (10 max per 2+10+2 hours)
Source: Field | Basic time: 2+10+2 hours
Tool: Hoe
Required: 1 Fertilizer, 1 Seed
See Field for details
Flowers.png
Flowers (10 max per 2+10+2 hours)
Source: Field | Basic time: 2+10+2 hours
Tool: Hoe
Required: 1 Fertilizer, 1 Seed
See Field for details
Hop.png
Hop (10 max per 2+10+2 hours)
Source: Field | Basic time: 2+10+2 hours
Tool: Hoe
Required: 1 Fertilizer, 1 Seed
See Field for details
Grape.png
Grape (10 max per 2+10+2 hours)
Source: Field | Basic time: 2+10+2 hours
Tool: Hoe
Required: 1 Fertilizer, 1 Seed
See Field for details

[edit] Fields availability

Fields availability depends on region type:

Capital Flatlands Hilly Mountainous
40 35 25 15

[edit] Costs

Terrain cost depends on:

  • Max available terrains
  • Free terrains
  • Carisma

[edit] Fertile Land

By owning a field, you will be able to purchase fertile farm land which will enable you to cultivate crops and herbs. In order to cultivate any crops, you will need to have seeds and sow them.

Land prices will rise as more people begin to purchase it. Therefore it is good to keep an eye on the current land value. Once your crops have grown, you will be prompted to harvest them to produce the crop.

[edit] Sowing

Once you have purchased your land, you can seed your field. Once you have sown your seeds, they will begin to grow. Ordinarily, it will take about 2 hours to plough your field and a further 10 hours to allow your crops to grow.

  • Conditions:
    • Character has a Hoe in his inventory
    • Character has enough Glut and Energy
  • Expected lasting time: 2 hours.
  • Time modifiers:
  • Queue applies? No.
  • Required resources:
  • Action Effects: Crops are planted and starts to grow.

[edit] Harvesting

Once the crops are grown you can harvest your terrain.

  • Conditions:
    • Character has a Sickle in his inventory
    • Crops are grown
    • Character has enough Glut and Energy
  • Expected lasting time: 2 hours.
  • Time modifiers:
  • Character Strength
  • Queue applies? No.
  • Required resources:
  • Action Effects:
    • Crops are deposited in the terrain storage
    • Two seeds are deposited in the terrain storage

[edit] Seeds Types

Seed Produced Items (Max)
Wheat Seed 6 Wheat Bags, 9 Hay bales, 2 Wheat seeds
Medical Herbs Seed 10 Medical Herbs, 2 Medical Herb seeds
Cotton Seed 8 Cotton Yarns, 2 Cotton seeds
Mulberry Seed 5 Mulberry Leaf, 15 Mulberry, 2 Mulberry seed
Linen Seed 9 Linen Yarns, 2 linen seeds
Flower Seed 10 Flowers, 2 flower seeds
Hop Seed 10 Hops
Grape Seed 10 Grapes

[edit] Climate and Terrain type

There are no limitations on cultivations type, in each region everything can be cultivated. Production however can be affected in a positive or negative way depending on the region climate and terrain type:

Wheat bag.png Hay.png Wheat Bag / Hay

Land Type Warm/Hot Mild Cold
Flat 3 / 7 6 / 9 1 / 3
Hilly 2 / 5 5 / 7 1 / 3
Mountainous 1 / 3 2 / 5 1 / 2


Cotton yarn.png Cotton Yarn

Land Type Warm/Hot Mild Cold
Flat 8 5 3
Hilly 6 4 2
Mountainous 4 3 1


Linen yarn.png Linen Yarn

Land Type Warm/Hot Mild Cold
Flat 9 9 3
Hilly 7 5 2
Mountainous 5 3 1

Medherb.png Medical Herbs

Land Type Warm/Hot Mild Cold
Flat 7 10 3
Hilly 5 8 5
Mountainous 3 5 5


Mulberry.png Mulberry leaf.png Mulberry / Mulberry Leaf

Land Type Warm/Hot Mild Cold
Flat 5 /2 8 / 3 2 / 1
Hilly 8 / 3 11 / 4 4 / 1
Mountainous 10 / 3 15 / 5 5 / 2


Flowers.png Flowers

Land Type Warm/Hot Mild Cold
Flat 5 10 7
Hilly 3 10 5
Mountainous 2 8 3

Hop.png Hop

Land Type Warm/Hot Mild Cold
Flat 3 5 10
Hilly 3 5 10
Mountainous 2 5 10


Grape.png Grape

Land Type Warm/Hot Mild Cold
Flat 7 8 3
Hilly 5 10 5
Mountainous 3 5 5


Land type Wheat / Hay Cotton Linen Medical Herbs Mulberry / Leaf Flowers Hop Grape
Flat - Hot 3 / 7 8 9 7 5 / 2 5 3 7
Flat - Mild 6 / 9 5 9 10 8 / 3 10 5 8
Flat - Cold 1 / 3 3 3 3 2 / 1 7 10 3
Hilly - Hot 2 / 5 6 7 5 8 / 3 3 3 5
Hilly - Mild 5 / 7 4 5 8 11 / 4 10 5 10
Hilly - Cold 1 / 3 2 2 5 4 / 1 5 10 5
Mountainous - Hot 1 / 3 4 5 3 10 / 3 2 2 3
Mountainous - Mild 2 / 5 3 3 5 15 / 5 8 3 5
Mountainous - Cold 1 / 2 1 1 5 5 / 2 3 10 5

You may see old table here.

[edit] Increasing Field level

You can work on your Field to increase its level.

[edit] Level 2 Field

A level 2 Field enables the Grant functionality. The owner will then be able to assign the following profiles:


List of all Buildings an locations in game
Basic Resources ForestFish ShoalGold MineStone MineCoal MineWhite Sand CaveSalternClay MineIron Mine
Farms and Fields FieldCow FarmSheep FarmPigs FarmSilkworms FarmBees Farm
Shops InnBlacksmithCarpenterTailorHerbalistGoldsmithPotterDistillery
Government Structures Royal PalaceCastleVillageCourtBarracks and Prisons (Level 2)AcademyTraining GroundsTavernMarketHarborWatch Tower
Religious Structures Level 1 (Head Quarter) Level 2 Level 3 Level 4
Other DumpBuilding SiteBattlefieldWellHouse
Related article Kingdom (Community) ProjectsStructure Control Requirements
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