- 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.
Difference between revisions of "v0.31:How large a farm do I need"
(Still working on farming FAQ, please check figures) |
(→Approaches: 1 farmer per 5 tiles? Seriously?! Utterly ridiculous. Removed suggested "rule of thumb".) |
||
Line 9: | Line 9: | ||
==Approaches== | ==Approaches== | ||
− | Many fortresses begin with a single large farm (5x5) with {{L|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 {{L|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 | + | Many fortresses begin with a single large farm (5x5) with {{L|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 {{L|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. |
[[Template:Farming FAQ]] | [[Template:Farming FAQ]] |
Revision as of 08:16, 18 February 2011
Template:L require 2 units of Template:L and 4 units of Template:L each season. Template:L can produce enough Template:Ls to satisfy part or all of these requirements. However, be aware that the more and larger your farms are, the more time and effort must be accorded to their maintenance.
The Math
Your dwarves can plant 1 Template:L per Template:L on your Template:L, and depending on the crop, the Template:L of the Template:L, and whether the farm plot was Template:L, each planted tile will yield a stack of 0-11 (average: 5) edible, Template:L or Template:L plants each Template:L. If fully planted, a 3x3 farm plot can thus yield an average of 9 stacks of 5 plants per season, or enough food for 180 individual Template:Ls a year. Depending on the crop, the actual yield can be increased by further processing. For example, a stack of Template:Ls [5] can be made into either a Template:L of Template:L [25] at a Template:L or a Template:L of Template:L [25] at a Template:L or Template:L.
A beginning fortress has 7 dwarves, each of which consumes 6 urists 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).
The general limitation is not the size of the farm per se, but the skill of the growers, the availability of seeds and Template:L for fertilizer, and careful management of Template:L, Template:L, and the Template:L to ensure that crops are harvested (rather than left to Template:L in the field), are properly stored away from Template:L, the plants are Template:L, and seeds are recovered so that the cycle can continue next season.
Approaches
Many fortresses begin with a single large farm (5x5) with Template:Ls, 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 Template:L 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.