"The first farmer was the first man, and all historic nobility rests on possession and use of land."
– Ralph Waldo Emerson, Society and Solitude
While many may undertake the journey to the New World in search of plunder and gold, many more come seeking simply that humbler gold which every summer stands tall in the fields in promise of a rich harvest. Agriculture allows you to till fields and plant Cereals.
Agriculture also unlocks the ability to plant Cereal Seeds and Rip Up fields. 'Rip Up' removes the immature plants from a field and yields no return of seeds and no effect on the Influence bars; good for fixing mistakes of accidentally planting the wrong seed in a field.
Tilling a field
Fields are not built like other structures. Instead of placing the 'ghost' of a structure to indicate where to build it, you must select a tile.
The selected tile's North West corner will mark the center of the eventual 4x4 field. Tilled fields are inconvenient to destroy if you misplace them, because you need to right click two Coarse Salt onto the field in order to destroy it. Also it is not recommended to till fields without a Wooden Hoe / Iron Hoe / Farmer's Hoe, since it'll take a lot of Phlegm and time to do so without this tool.
Placing a theoretical field:
| ||selected tile|
north = up
Hint: Currently there is no penalty to overlapping fields with structures, so long as you can access the center to "use" it. However, we expect that there will eventually be a penalty and taking advantage of this fact may become a problem later.
Farming is accomplished by tilling a field, preparing it with Humus, and then planting seeds. Once seeds are planted, you can then fertilize the fields using various items. After a period of time, your crops grow and you can then harvest them.
To prepare a new field, you place 5 Humus on the field. After the first planting, the upkeep can be reduced (see Fertilizers below) so that less humus is required to prepare the field.
After the fields are prepared, the seeds can be planted. Each field requires an amount of seed depending on the crop planted; having reduced the upkeep on the field lowers the number of seeds needed. On a field with 100% upkeep, Cotton, Corn, and Cereal fields require 50 seeds; Cabbage requires 15 seeds.
- Cabbage, Ear of Cereals, and Cotton seeds available for sale in Boston.
- Pumpkin seeds can be obtained through Gardening.
- Corn Seeds were available from the Thanksgiving package (and can be gotten from other players).
Once the seeds are planted, the fields can be fertilized at any time until the crops can be harvested.
- Note: avoid using +speed fertilizers late in the cycle. There is almost no return for getting a few extra percentage to the speed when there might only be a few hours left for the field to grow.
Finally, when the crops are grown, they can be harvested; the harvest entry is added to the right-click menu for the field. Be careful, since some crops can be harvested at several stages:
- pumpkins can be harvested at any time once they start growing (in other words, they've grown at least one stage after planting) and return different products;
- Corn has two harvesting stages: baby corn first, then full ears of corn.
- Cereal Fields yield one Ear of Cereal per 50 points of Plenty, rounded up. The Ears of Cereal yield one seed per point of Plenty when threshed, or 0.01kg of Flour when milled.
- Cotton Fields yield one Raw Cotton per 20 points of Plenty, rounded up. Each Raw Cotton can be cleaned to produce Cotton. Each Raw Cotton will yield one seed per two points of Plenty.
- Potato yield one potato per 20% of Plenty.
A field has four influence bars that affect the type of products produced. When the field is harvested, one bar increases by 5 points times the influence percentage. (The increase is less if you have not yet learned the Three-field System skill.) The other three bars are reduced by 5 points.
For example, the field
has had its influence bars raised by growing cabbage, grains, and cotton. Higher tier products can be obtained on this field: either tier 2 Cabbage or Cereal or tier 3 Cotton, Tobacco, Pumpkin, or Corn. The relevant influence bars for each type of crop are as follows.
Crop Tiered products from Gives to Cabbage 3 4 1 Ear of Cereal 4 1 2 Cotton 1 2 3 Pumpkin 2 3 4 Corn 1 3 2 Potato 3 4 1 Tobacco 1 2 3
One way of taking advantage of the tiered system is to designate a primary crop for each field and rotate crops that raise the bars it needs to get better products for that crop. For example, for better types of cotton, you can first grow cabbage and cereal to raise the first and second bars.
Fields will produce higher tier crops as the influence bars get high enough. The following is a table of the various tiers of crops.
The type of product produced by a field is determined by the sum of the two relevant bars:
- if the sum is between 0 and 50 the field produces all tier 1 products.
- if the sum is between 50 and 100 the field produces both tier 1 and tier 2 products.
- if the sum is between 100 and 150 the field produces tier 2 products.
- if the sum is between 150 and 200, the field produces both tier 2 and tier 3 products.
If the sum is below 150, then the tier 2 product is in the same order on the two tables. For example, a field with the first bar at 100 and the second at 0 could produce Indian Cotton, while a field with the first bar at 0 and the second at 100 could produce Egyptian Cotton. If the sum is above 150, then the lower of the two influence bars determines the type of tier 2 product. For example, a field with the first bar at 95 and the second bar at 80 could produce a mixture of Sea Island Cotton and Egyptian Cotton.
The base growth time are as follows:
Plant Type Base Cabbage 3 Days Corn 3 Days Cotton 4 Days Ear of Cereals 3 Days Potato 4 ½ Days Pumpkin 8 Days Tobacco ? Days
This table shows a way to get Tier 3 crops (Wanted Result) while getting particular Tier 2 products (2nd Rotation). In this case you want the second crop to actually use influence bar raised by first crop, in order to get higher tier results while raising influence for the final product. Items in brackets in 3rd column are possible 2nd tier products you may receive.
Wanted Result 1st Rotation 2nd Rotation Cabbage Cotton Pumpkin (Sugar Treat, Connecticut Field, Harvest Moon) Cotton Cabbage Ear of Cereals (Ear of Barley) Cabbage Corn (White Corn) Ear of Cereal Pumpkin Cabbage (Head of White Cabbage) Pumpkin Ear of Cereals Cotton (Egyptian Cotton) Corn Cotton (Egyptian Cotton) Cotton Corn (Blue Corn) Corn Cabbage Cotton (Indian Cotton) Cotton Cabbage (Head of Green Cabbage)
The highlight around each crop is to indercate which bile it is alined to, red-blood, blue-phlem, yellow-Ybile, black-Bbile. Cotten has a purple highlight since it looks odd without one.
How to use
Lets say you wanted to grow teir 3 cabbage. Find it on the table and look to see which two teir 1 crops are touching its position. For cabbage that is Cotton and pumpkin. Thus you need the third (cotton) and fourth (pumpkin) bars to be filled to get teir 3 cabbage. If the cotton bar is higher then you will get green cabbage as well as the red. Ig the pumpkin bar is higher then you will get white cabbage as well as red.
Another Crop Table, updated by Murphy [http://forum.salemthegame.com/viewtopic.php?f=5&t=1603&p=224424#p224424]
You should fertilize right after you plant as you can no longer fertilize after crops are can be harvested. Each fertilizer can have one or more effects on the field:
- This reduces the amount of Humus needed to prepare a field as well as the amount of seeds needed to replant the field. The values after calculating for upkeep are base quantity * (Upkeep/100) This value has a bottom cap of 50%. Adding Wood Choppings to the field improves the upkeep by lowering the Upkeep value. Example: a field at 50% Upkeep will require 2 Humus to prepare and 25 Seeds of Grain to plant where as 100% upkeep requires 5 humus and 50 seeds.
- This value increases the yield of a field when harvested. Currently, planting a field provides a random amount plenty from 0% to a percentage equal to the planter's Stocks & Cultivars/100. The S&C bonus doesn't affect the fertilizer stacking penalty.
- This value reduces the growth time of the field. Normally, a field advances one stage every 24 hours and the speed value reduces that time. For example, a field at 200% speed should gain a stage of growth every 12 hours.
- This value boosts the amount of gain for the influence generated by the crop, this is important for getting higher tier crops. The full bonus is awarded regardless of the stage the crop is when harvested.
Fertilizer Type Upkeep Plenty Speed Influence Bloom - - ▲ 700 - Bonemeal - ▲ 100 - - Clay - - ▽ 50 ▲ 60 Coal - ▽ 50 ▲ 50 - Crown Manure - ▲ 250 ▲ 125 ▲ 150 Dross - - ▲ 200 - Egg Shell - - ▲ 90 ▲ 48 Fertile Turkey Droppings - ▲ 90 ▲ 180 ▲ 108 Hay - - - ▲ 110 Humus - ▲ 25 ▲ 50 ▲ 29 Lime - ▲ 50 ▽ 50 - Little Limestone - ▲ 500 - - Mysterious Lillypad - - - ▲ 1100 Rotten Fruit - - ▲ 180 ▲ 108 Turkey Droppings - ▲ 40 ▲ 90 ▲ 48 Wood Choppings ▽ 20 - - - Pig Manure - ▲ 150 ▲ 100 ▲ 120 Cow Manure - ▲ 150 ▲ 150 ▲ 180 Sheep Manure - ▲ 100 ▲ 250 ▲ 120 Goat Manure - ▲ 100 ▲ 100 ▲ 180 Guano - ▲ 475 ▲ 625 ▲ 270 Whale Excrement ▽ 40 - - -
After a field is harvested, plenty, speed and influence are reset to 100%. After planting, each field loses 5% upkeep. For example, if you want to keep your field at 50%, then after you replant, you will need to lower the upkeep value from 55% to 50%.
- Hint: if you apply Wood Choppings as the fourth fertilizer, it will add 5% upkeep; doing it sooner just makes the other fertilizers less effective for no gain and doing it later will require 2 wood choppings.
Finally, the more fertilizers used on a field, the less effective next fertilizer becomes. Each fertilizer counts as one, so a Wood Chopping, a Coal, a Humus, and a Clay counts as four fertilizers, which would be the same reduction as using four Humus. The page for each fertilizer shows the amount of improvement for each field effect taking the number of previous applications of fertilizer into account.
- Note on cotton: It takes 10 clean cotton to produce a single cotton sheet, this can be achieve by a single field with approximately 200% plenty value.(click image below for larger version)
Seeds for plants are recovered in various ways depending on the plant.
As a note, each crop unit provides a maximum number of seeds based on the crop type.
That number can be lower and one of them almost always have less than the maximum because Grains need to be winnowed for seeds.
This is done with the Thresh Cereals command.
This destroys the ears of grain, though, so you can either get seed or grind in a windmill for flour.
Cabbage produces a seed stalk.
When the cabbage field is harvested, you get several heads of cabbage and a seed stalk.
Simply place the seed stalk in the container and wait 48 hours for it to dry to collect the seeds.
- When a field is at 100% upkeep the following are required to plant 1 field of a crop:
- 15 seeds of Cabbage
- 50 seeds of Cereal
- 50 seeds of Corn
- 50 seeds of Cotton
- 15 seeds of Potato
- 50 seeds of Pumpkin
- 50 seeds of Tobacco
- When the field is 50% upkeep the following are required:
- 7 seeds of Cabbage
- 25 seeds of Cereal
- 25 seeds of Corn
- 25 seeds of Cotton
- 7 seeds of Potato
- 25 seeds of Pumpkin
- 25 seeds of Tobacco
Seeds of Pumpkin can be obtained from any pumpkin by slicing it.