v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.34:How large a farm do I need

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 5: Line 5:
  
 
==The math==
 
==The math==
Your dwarves can plant 1 [[seed]] per tile on each [[farm plot]], and depending on the crop, the [[skill]] of the [[grower]], and whether the farm plot was [[fertilizer|fertilized]], each planted tile will yield a stack of 0-12 (average: 5) edible, [[mill|millable]], [[brewing|brewable]], or otherwise [[farmer's workshop|processable]] plants each harvest cycle. Brewing always quintuples stack sizes; for example, a stack of [[cave wheat]]s [5] is brewed into a [[barrel]] of [[Dwarven beer]] [25] at a [[still]].  Processing [[quarry bush]] plants into quarry bush leaves at a farmer's workshop also quintuples stack size, as does processing [[sweet pod]]s into [[Dwarven syrup]].  [[mill|Milling]] sweet pods into [[Dwarven sugar]] does ''not'' increase stack size.  [[Pig tail]]s and [[plump helmet]]s grow faster than other crops, and as long as the mature plants are harvested promptly, it is not hard to grow multiple crops of either plant each season from the same plot.
+
Your dwarves can plant 1 [[seed]] per [[tile]] on each [[farm plot]], and depending on the crop, the [[skill]] of the [[grower]], and whether the farm plot was [[fertilizer|fertilized]], each planted tile will yield a stack of 0-12 (average: 5) edible, [[mill|millable]], [[brewing|brewable]], or otherwise [[farmer's workshop|processable]] plants each [[season]]. If fully planted, a 3x3 farm plot can thus yield an average of 9 stacks of 5 plants per season, or 180 plants per year. Brewing always quintuples stack sizes; for example, a stack of [[cave wheat]]s [5] is brewed into a [[barrel]] of [[Dwarven beer]] [25] at a [[still]].  Processing [[quarry bush]] plants into quarry bush leaves at a farmer's workshop also quintuples stack size, as does processing [[sweet pod]]s into [[Dwarven syrup]].  [[mill|Milling]] sweet pods into [[Dwarven sugar]] does ''not'' increase stack size.  [[Pig tail]]s and [[plump helmet]]s grow faster than other crops, and as long as the mature plants are harvested promptly, it is not hard to grow two crops of either plant each season from the same plot.
  
{| class="wikitable"
+
A beginning fortress has 7 dwarves, each of which consumes 6 [[Main:urist|urist]]s of food and drink per dwarf per season, or 168 for the whole fortress for the year. A properly-managed and fully-utilized 3x3 plot (9 tiles * average 5 plants harvested per season * 4 seasons * 5 brewing/milling multiplier = 900 units of food and drink) could potentially feed the entire fortress. A single 5x5 plot could potentially feed hundreds of dwarves (25 x 5 x 4 x 5 = 2500 units of food and drink).
! Plant Name
 
! Active Seasons
 
! Days Per Harvest
 
! Harvests Per Tile Per Season
 
! Harvests Per Tile Per Year
 
! Average Plants Harvested Per Tile Per Year
 
! Average Processed Food/Drink Per Tile Per Year
 
|-
 
|Plump helmet
 
|4
 
|25
 
|3
 
|12
 
|60
 
|300
 
|-
 
|Pig tail
 
|2
 
|25
 
|3
 
|6
 
|30
 
|150
 
|-
 
|Cave wheat
 
|2
 
|42
 
|2
 
|4
 
|20
 
|100
 
|-
 
|Sweet pod
 
|2
 
|42
 
|2
 
|4
 
|20
 
|100
 
|-
 
|Quarry bush
 
|3
 
|42
 
|2
 
|6
 
|30
 
|150
 
|-
 
|Prickle berry
 
|4
 
|25
 
|3
 
|12
 
|60
 
|300
 
|-
 
|Wild strawberry
 
|4
 
|25
 
|3
 
|12
 
|60
 
|300
 
|-
 
|Longland grass
 
|4
 
|25
 
|3
 
|12
 
|60
 
|300
 
|-
 
|Rat weed
 
|4
 
|25
 
|3
 
|12
 
|60
 
|300
 
|-
 
|Fisher berry
 
|4
 
|25
 
|3
 
|12
 
|60
 
|300
 
|-
 
|Rope reed
 
|4
 
|25
 
|3
 
|12
 
|60
 
|300
 
|-
 
|Sliver barb
 
|4
 
|25
 
|3
 
|12
 
|60
 
|300
 
|-
 
|Sun berry
 
|4
 
|25
 
|3
 
|12
 
|60
 
|300
 
|-
 
|Whip vine
 
|4
 
|25
 
|3
 
|12
 
|60
 
|300
 
|}
 
 
 
A beginning fortress has 7 dwarves, each of which consumes 6 [[Main:urist|urist]]s of food and drink per dwarf per season, or 168 for the whole fortress for the year. The starting group can theoretically be fed by a single farm tile, but in practice they will need more because they are unable to use the farm tile to its fullest potential. A properly-managed and fully-utilized 3x3 plot could produce an average of up to 2700 units of food and drink per year, enough to feed an entire mature fortress. A single 5x5 plot could produce an average of up to 7500 units of food and drink per year, enough to feed over three hundred dwarves.
 
  
 
The general limitation is not the size of the farm per se, but the skill of the growers, the availability of seeds and [[potash]] for fertilizer, and careful management of [[labor]], [[stockpiles]], and the food industry to ensure that crops are harvested (rather than left to [[wear|wither]] in the field), are properly stored away from [[vermin]], the plants are processed, and seeds are recovered so that the cycle can continue next season.
 
The general limitation is not the size of the farm per se, but the skill of the growers, the availability of seeds and [[potash]] for fertilizer, and careful management of [[labor]], [[stockpiles]], and the food industry to ensure that crops are harvested (rather than left to [[wear|wither]] in the field), are properly stored away from [[vermin]], the plants are processed, and seeds are recovered so that the cycle can continue next season.
Line 135: Line 13:
 
==Approaches==
 
==Approaches==
 
Many fortresses begin with a single large farm (5x5) with [[plump helmet]]s, or several smaller farms (3x3 or 1x5 are common) with a wider variety of crops. Given the small number of dwarves, a single smaller farm (2x4 or 3x3) is probably best for beginning fortresses. As the growers [[experience|level up]] and farm yields increase the farm can be expanded and newer, smaller farms with different crops can be added to enable new growers to practice their skills. The more tiles of farm plot you have, the more growers (and harvesters) you will need.
 
Many fortresses begin with a single large farm (5x5) with [[plump helmet]]s, or several smaller farms (3x3 or 1x5 are common) with a wider variety of crops. Given the small number of dwarves, a single smaller farm (2x4 or 3x3) is probably best for beginning fortresses. As the growers [[experience|level up]] and farm yields increase the farm can be expanded and newer, smaller farms with different crops can be added to enable new growers to practice their skills. The more tiles of farm plot you have, the more growers (and harvesters) you will need.
 
To minimize the cost of [[fertilize|fertilization]], farm plots should ideally be one less than a multiple of 4 tiles -- ex. (1x3), (1x7), (3x5), (3x9), (5x7), (7x9)
 
  
 
{{Template:Farming FAQ}}
 
{{Template:Farming FAQ}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)