Difference between revisions of "Field"
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− | [[File:terrainidle.jpg]] ''An '''Idle Terrain''' | + | {{TOCr}} |
+ | [[File:terrainidle.jpg]] ''An '''Idle Terrain''' '' [[File:terrainseed.jpg]] ''A '''Sowed Terrain''' '' [[File:Terrainharvest.jpg]] ''A '''Ready-to-harvest Terrain''' ''<br><br> | ||
− | + | 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: | |
− | |||
− | + | {{Columns/Start}} | |
− | + | {{Crafting/Wheat Bag}} | |
− | + | {{Crafting/Hay}} | |
− | + | {{Crafting/Mulberry}} | |
+ | {{Crafting/Mulberry Leaf}} | ||
+ | {{Columns/Separator}} | ||
+ | {{Crafting/Cotton Yarn}} | ||
+ | {{Crafting/Linen Yarn}} | ||
+ | {{Crafting/Medical Herbs}} | ||
+ | {{Columns/Separator}} | ||
+ | {{Crafting/Flowers}} | ||
+ | {{Crafting/Hop}} | ||
+ | {{Crafting/Grape}} | ||
+ | {{Columns/End}} | ||
− | == | + | ==Fields availability== |
− | + | Fields availability depends on region type: | |
+ | <div style="width:60%"> | ||
+ | {|class='hor-minimalist-a' | ||
+ | |- | ||
+ | !Capital | ||
+ | !Flatlands | ||
+ | !Hilly | ||
+ | !Mountainous | ||
+ | |- | ||
+ | |40 | ||
+ | |35 | ||
+ | |25 | ||
+ | |15 | ||
+ | |} | ||
+ | </div> | ||
+ | ==Costs== | ||
− | + | Terrain cost depends on: | |
− | + | * Max available terrains | |
+ | * Free terrains | ||
+ | * Carisma | ||
− | + | ==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. | |
− | + | ==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:''' | ||
+ | ** Character [[Strength]] | ||
+ | ** Bought bonuses: [[Worker Package Bonus]] | ||
+ | ** Worn [[Сlothes|clothes]] | ||
+ | * '''Queue applies?''' No. | ||
+ | *'''Required resources:''' | ||
+ | ** 14% [[Glut]], 16% [[Energy]] | ||
+ | ** 1 [[Fertilizer]] (drop it in the field storage) | ||
+ | ** 1 [[Seeds|seed]] | ||
+ | ** 1 [[Hoe]] | ||
+ | * '''Action Effects:''' Crops are planted and starts to grow. | ||
− | == | + | ==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]] | ||
+ | ** Bought bonuses: [[Worker Package Bonus]] | ||
+ | ** Worn [[Сlothes|clothes]] | ||
+ | * '''Queue applies?''' No. | ||
+ | * '''Required resources:''' | ||
+ | ** 10% [[Glut]], 20% [[Energy]] | ||
+ | ** 1 [[Sickle]] | ||
+ | * '''Action Effects:''' | ||
+ | ** Crops are deposited in the terrain storage | ||
+ | ** Two seeds are deposited in the terrain storage | ||
− | + | ==Seeds Types== | |
+ | |||
+ | {|class='hor-minimalist-a' | ||
+ | |- | ||
+ | !Seed | ||
+ | !Produced Items (Max) | ||
+ | |- | ||
+ | |Wheat Seed | ||
+ | |6 [[Wheat Bag]]s, 9 [[Hay| Hay bales]], 2 Wheat seeds | ||
+ | |- | ||
+ | |Medical Herbs Seed | ||
+ | |10 [[Medical Herbs]], 2 Medical Herb seeds | ||
+ | |- | ||
+ | |Cotton Seed | ||
+ | |8 [[Cotton Yarn]]s, 2 Cotton seeds | ||
+ | |- | ||
+ | |Mulberry Seed | ||
+ | |5 [[Mulberry Leaf]], 15 [[Mulberry]], 2 Mulberry seed | ||
+ | |- | ||
+ | |Linen Seed | ||
+ | |9 [[Linen Yarn]]s, 2 linen seeds | ||
+ | |- | ||
+ | |Flower Seed | ||
+ | |10 [[Flowers]], 2 flower seeds | ||
+ | |- | ||
+ | |Hop Seed | ||
+ | |10 [[Hop]]s | ||
+ | |- | ||
+ | |Grape Seed | ||
+ | |10 [[Grape]]s | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ==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: | ||
+ | |||
+ | {{Columns/Start}} | ||
+ | {{FieldMatrix/Wheat}} | ||
+ | |||
+ | |||
+ | {{FieldMatrix/Cotton}} | ||
+ | |||
+ | |||
+ | {{FieldMatrix/Linen}} | ||
+ | {{Columns/Separator}} | ||
+ | {{FieldMatrix/Medical Herbs}} | ||
+ | |||
+ | |||
+ | {{FieldMatrix/Mulberry}} | ||
+ | |||
+ | |||
+ | {{FieldMatrix/Flowers}} | ||
+ | {{Columns/Separator}} | ||
+ | {{FieldMatrix/Hop}} | ||
+ | |||
+ | |||
+ | {{FieldMatrix/Grape}} | ||
+ | {{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.]] | ||
+ | |||
+ | ==Increasing Field level== | ||
+ | |||
+ | You can work on your Field to increase its level. | ||
+ | |||
+ | * '''Conditions:''' | ||
+ | ** Required items are in the field storage | ||
+ | ** Character has enough [[Glut]] and [[Energy]] | ||
+ | *'''Expected lasting time:''' 80 hours. | ||
+ | * '''Time modifiers:''' | ||
+ | ** Character [[Strength]] | ||
+ | ** Bought bonuses: [[Worker Package Bonus]] | ||
+ | * '''Queue applies?''' No. | ||
+ | *'''Required resources:''' | ||
+ | ** 6% [[Glut]], 6% [[Energy]] per working hour | ||
+ | ** 30 [[Iron Piece]]s | ||
+ | ** 80 [[Wood Piece]]s | ||
+ | ** a [[Work Hammer]] | ||
+ | * '''Action Effects:''' Fields level is increased to the next level. | ||
+ | |||
+ | ==Level 2 Field== | ||
+ | |||
+ | A level 2 Field enables the ''Grant'' functionality. The owner will then be able to assign the following profiles: | ||
+ | |||
+ | * [[Worker Profile]] | ||
+ | * [[Inventory Deposit]] | ||
+ | * [[Inventory Take]] | ||
+ | |||
+ | {{navBuildings}} | ||
+ | [[Category: Structures]] |
Latest revision as of 17:50, 23 September 2017
Contents |
An Idle Terrain A Sowed Terrain 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:
|
|
|
[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:
- Expected lasting time: 2 hours.
- Time modifiers:
- Character Strength
- Bought bonuses: Worker Package Bonus
- Worn clothes
- Queue applies? No.
- Required resources:
- 14% Glut, 16% Energy
- 1 Fertilizer (drop it in the field storage)
- 1 seed
- 1 Hoe
- Action Effects: Crops are planted and starts to grow.
[edit] Harvesting
Once the crops are grown you can harvest your terrain.
- Conditions:
- Expected lasting time: 2 hours.
- Time modifiers:
- Character Strength
- Bought bonuses: Worker Package Bonus
- Worn clothes
- 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:
|
|
|
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.
- Conditions:
- Expected lasting time: 80 hours.
- Time modifiers:
- Character Strength
- Bought bonuses: Worker Package Bonus
- Queue applies? No.
- Required resources:
- 6% Glut, 6% Energy per working hour
- 30 Iron Pieces
- 80 Wood Pieces
- a Work Hammer
- Action Effects: Fields level is increased to the next 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 | Forest • Fish Shoal • Gold Mine • Stone Mine • Coal Mine • White Sand Cave • Saltern • Clay Mine • Iron Mine |
Farms and Fields | Field • Cow Farm • Sheep Farm • Pigs Farm • Silkworms Farm • Bees Farm |
Shops | Inn • Blacksmith • Carpenter • Tailor • Herbalist • Goldsmith • Potter • Distillery |
Government Structures | Royal Palace • Castle • Village • Court • Barracks and Prisons (Level 2) • Academy • Training Grounds • Tavern • Market • Harbor • Watch Tower |
Religious Structures | Level 1 (Head Quarter) • Level 2 • Level 3 • Level 4 |
Other | Dump • Building Site • Battlefield • Well • House |
Related article | Kingdom (Community) Projects • Structure Control Requirements |