Farming and Harvesting

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Harvesting is an important part of Fractured and one of the cornerstones of building and maintaining a town.

Without harvesting, no town can be built and maintained.

It is so important, that only Trusted Citizen of a town are allowed to take part in this process.

Farmland

Empty Field.png

In order to start a harvest, you must cultivate, plant, sow and tend the farmland in and around a city.

These are set in designated areas outside of the town, but areas within the town may also be released by the governor or vice-governor.

You can recognize these by small, straight, sandy areas and can find the fields outside of a town by the grain symbol on the world map. Map Pin Field.png

Glossar about Fields

Field Stats.png

Soil fertility:

Soil fertility describes the basic fertility of a field and cannot be influenced.

A higher soil fertility increases the basic yield by the value and conversely reduces the yield with a lower soil fertility.

Irrigation:

Irrigation describes the level of irrigation in a field.

If this value falls below the tolerable value of a crop, the plant suffers damage to its health.

Irrigation is reduced by 2% each time an hour has passed.

Current Health:

The current health describes the current state of the plant, which can be influenced by irrigation.

If the life drops to 0, the plant is dead and the yield is lost.

Growth:

Growth denotes the current growth of the plant.

Plants can be farmed from 80%, but have less yield depending on growth progress.

Final Yield:

The final yield describes the final percentage that arises from the various influences.

The final yield is made up of the following percentages: soil fertility, current health, growth and soil nutrition.

Yield:

The full calculation of what the harvest will yield is:

Final Result = Final Yield * Yield

Replanting

Fields can be replanted at any time after the old one has been harvested or while an existing crop is growing there, but with the understanding that progress will then be lost.

Crops

Crops.png

Crops is a general term for anything that can be planted on a farm plot.

The crops are divided into respective categories, which each remove from their own or add nutrition from the other to the soil when farmed.

Cereals

Wheat

Wheat Field.png
Grain, also known as wheat, belongs to the category of cereals.

Unlike others, Wheat extracts the most nutrition from the soil and has the longest growing time, but also the highest yield.

Icon Wheat.png
Cereals
Legumes
Vegetables
Leafy Greens
Flowering Plants
Nutrition Influence
-30%
+5%
+5%
+5%
+5%
Growing Time per hour
1,40%
Harvest Yield
125
Grow Time
72 Hours
Required Irrigation (before taken damage)
40%

Rice

Rice Field.png
Rice is the second crop that belongs to the cereals category.

It is the fastest growing crop who have yield, but needs more attention as it is much more sensitive to lack of water.

Icon Raw Rice.png
Cereals
Legumes
Vegetables
Leafy Greens
Flowering Plants
Nutrition Influence
-10%
+5%
+5%
+5%
+5%
Growing Time per hour
4%
Harvest Yield
25
Grow Time
24 Hours
Required Irrigation (before taken damage)
80%

Flowering Plants

Cotton

Cotton Field.png
The only one available in the flowering plants category at the moment.

In contrast to the other plants (except clover), cotton is not required for the maintenance of a city but can only be used for the production of clothing.

Icon Cotton Ball.png
Cereals
Legumes
Vegetables
Leafy Greens
Flowering Plants
Nutrition Influence
+5%
+5%
+5%
+5%
-30%
Growing Time per hour
2%
Harvest Yield
25
Grow Time
48 Hours
Required Irrigation (before taken damage)
40%

Legumes

Beans

Bean Field.png
Beans belong to the legume category as one of the two crops.

Beans are mid-table, requiring less time and attention than wheat, but also yielding less.

Icon Raw Beans.png
Cereals
Legumes
Vegetables
Leafy Greens
Flowering Plants
Nutrition Influence
+10%
-10%
+10%
+10%
+10%
Growing Time per hour
2,70%
Harvest Yield
25
Grow Time
36 Hours
Required Irrigation (before taken damage)
40%

Clover

Clover Field.png
Clover is the second crop that falls under the Legumes category.

Clover does not yield, however it is the best way to replenish nutrition in fields as it provides lots of nutrition, requires little attention and grows quickly.

Icon Clovers.png
Cereals
Legumes
Vegetables
Leafy Greens
Flowering Plants
Nutrition Influence
+20%
-5%
+20%
+20%
+20%
Growing Time per hour
4%
Harvest Yield
0
Grow Time
24 Hours
Required Irrigation (before taken damage)
40%

Vegetables

Vegetables are current not in the game.

Leafy Green

Leafy Greens are current not in the game.


Tables with Stats

By harvesting the crop, influence of nutrition.
Wheat Right Rice Right Cotton Right Clover Right Beans Right
Cereals
-30%
-10%
+5%
+20%
+10%
Legumes
+5%
+5%
+5%
-5%
-10%
Vegetables
+5%
+5%
+5%
+20%
+10%
Leafy Greens
+5%
+5%
+5%
+20%
+10%
Flowering Plants
+5%
+5%
-30%
+20%
+10%


Grow
Wheat Right Rice Right Cotton Right Clover Right Beans Right
Growing Time per Hour
1,40%
4%
2%
4%
2,70%
Harvest Yield
125
25
25
0
25
Grow Time
72 Hours

(3 Days)

24 Hours

(1 Day)

48 Hours

(2 Days)

24 Hours

(1 Day)

36 Hours

(1 1/2 Days)

Required Irrigation (before damage taken)
40%
80%
40%
40%
40%

Package Station

Env Package Table.png
Package Station.png

Package Stations are used to convert crop and meat into feed sacks which can then be turned in to the city for building it up and maintenance.


How to use

Package Station Crafting.png

1) To craft a feed sack, you need 20 of each of the following items:

to then convert them into Dried Meat Sack or into Wheat, Beans or Rice Sack.


Package Station Storage.png

2) The converted food is stored in the attached storage and can be removed from there.


3) These sacks can now be brought to the city of Halle to finance either maintenance or construction.


Tip) It must be considered that the feed bags are heavy goods and the use of a cart should be considered accordingly.