Farming Ideas

  • Farming Ideas

    I know most players won’t care or worry about this whatsoever; farming just isn’t something they do or really want an upgrade for. And some might argue this is a absurd request, insert Farmville comment here, yadda yadda.

    Regardless, as a gardening enthusiast in the real world I’d like to see some of the following changes: Fertilizers, Compost, Beekeeping, Food upgrades, Crop Rotation requirements, and Orchards.

    Fertilizers and manures.
    These would be an extra resource from livestock: chickens, goats, horses, etc. Could also be ground from bones as well.

    Requires a drying rack to process: This can be an upgrade to the farm area or an additional small building. The waste from animals can be dried out and used as an item to amend the soil of your crops.

    The farm squares that are fertilized speed up the plant growth. With a reduction in time to yield (-10% to -30% time) based on the rarity of the fertilizer.

    Heavy detail: certain crops can prefer certain fertilizers or manures, e.g. a tomato loves manure and also gets a bigger yield boost from it (+10% yield), herbs love fertilizer and get a bigger reduction in growth time (-10% time), while carrots don’t really care or get other adjustments (standard to yield).

    Compost
    Plants should likewise offer an extra resource: green waste and brown waste.

    The green waste would be fresh leaves or even the food itself. This could also come from scraps when preparing food.

    Brown waste would be stalks and dried out fibers plant parts. Could use the drying rack for manures as above. And also come from scraps when preparing food. A player that neglected their farm without harvest too long would also get brown waste. And green waste that is unused too long would turn into brown waste.

    Requires a bin to process. This can be an upgrade to the farm area or an additional small building. Compost requires a 2:1 Brown:Green waste ratio, but takes some game time (perhaps four-seven days) to make. And should make enough to cover three to four farm squares.

    Compost should be a long term bonus to each farm square (perhaps lasting two weeks) and offer the following benefits; reduction of focus to water (water retention), small speed boost (-5% time) and small production boost (+10% yield) to that farm square while active.

    Heavy Detail: A dedicated farmer might be able to just meet a fully composted farm by the time they need to reapply their first squares again. So compost could make enough to cover three or four square plots, but by the time you apply to the rest of your field, the initial compost should be exhausting soon. This would generate a market demand for those who want full coverage.

    Beekeeping
    Bees would require housing adjacent to a farm for best benefits. Housing too far away should increase the time for yields or bonus yields. But bees in proximity to crops should help increase the crop's yields overall.

    Bees themselves produce two items of various levels. Honey and Wax.

    Honey obviously opens up more food choices, from honey itself to cakes and even meads. This gives a greater spectrum of food bonuses for players. I’ll leave that to speculation. The time to generate resources should be about a week (5-7 days), and take into consideration the crops that the bees used to make their honey (see heavy detail below).

    Wax can be used to make candles: a housing item to boost comfort or relaxation. Or perhaps are used to add lanterns to oxen and elk, or as an off-hand item. This would affect game play and make darkness a real issue to deal with.
    The wax can also be used in herbalism; opening up more healing over time and larger heal items; again, diversifying the market and player customization.

    Heavy Detail: The types of honey and wax can be specialized by the flowers the bees are pollinating. A hodgepodge mix of plants will generate regular honey. But a solid week of the same flower will generate an uncommon, rare, or exceptional yield (let players learn what these are on their own!) helping to make the food or item have just that slight extra edge.

    

Maximized Food

    This takes into consideration the effect of boosting your farm with the above amenities; fertilizers, compost, and bees. These foods would slightly increase the prepared food benefit by a little extra.

    • Crops that have one of these amenities will have a chance to produce uncommon food.
    • Crops with two of these amenities will have a chance to produce uncommon (increased) and rare food.
    • Crops with all three amenities will have a chance to produce uncommon (further increased), rare (increased), and exceptional crops.


    Seed chance should still remain with the watering focus, and never have an upgraded application from these upgrades. Unless that comes in addition to the watering focus.

    Crop Rotation
    This shouldn’t really be a benefit in as much as it’s a detriment to lazy farmers. A farm that gets reused with the same crop over and over and over again will suffer yields due to a crop rotation need. Perhaps even suffering an infestation of a weed, fungus, insect, or just withering; diminishing or outright destroying the crop instead.

    Crops should be cycled after four to five growths before encountering this issue, and still be able to grow with a reduction in yields for another two to three growths before the pests arrive.

    Destroyed/withered crops can’t be used to make compost as above.

    Orchards
    This would be wonderful to have in a field instead of farms that rotate. A player plants saplings for an orchard rather than the crops that grow in a day. These trees could be relatively "quick" to grow (say in 10 days to a few weeks) to much longer to grow (say in a few months!). As they take more time and dedication they should provide an end product that is higher tiered with a better edge.

    Some ideas: Cherries, Pecans, Grapes, and Plums might require less time to grow. 
Pears, Peaches, and Apples might be in the middle time to grow. Apricots, Almonds, and Olives might take the longest time to grow.

    Once mature, the fruit tree produces a large yield every week. Sped up with the previous amenities from above. They can also be removed providing a small bit of wood instead (though their food should be far more preferable).

    In time they may be affected by blight (especially if untended, or adjacent to a farm that has pests).

    This further affects food in adding additional food types for player customization. And larger buildings like guild halls may start to demanding luxury foods in time. Requiring the player base to spend the months to grow an almond orchard for marzipan treats or an olive orchard with a tasty oil for pasta dishes.

    In summation
    These are ideas to develop farming into the next level based on tricks farmers and gardeners actually use. This would ultimately add rewards for dedicated farmers who've upgraded their farm fields over time. It would also increase a spectrum of marketable resources and products making player customization further increased. Please feel free to comment or make other suggestions along these lines below! Thank you for reading.

    The post was edited 1 time, last by motku: Some grammar updates and thought about grapes. Oh yeah, Oxford comma! ().