Содержание


Agriculture exists from the dawn of civilization on the Land of the Clones. The importance of agriculture cannot be overestimated: it is the basis of the food and economic structure of society, as well as one of the most profitable activities. This section describes practical recommendations for growing fodder and food crops and describes ways to profit from farming. Farming will fill your storehouse with food and feed, and will ensure your Serfs with the work and your higher level clones with the profit.

Do not forget to read the subsections "Questions and Answers". Support specialists prepared this section based on the most frequently asked questions from users.

[править] How to start?

[править] How does farming starts?

On the Land of Clones, farming begins with building a house for your clone. Each level of the house corresponds to a certain number of units of development. The State allocates land plots (fields) to homeowners in accordance with the number of units of development of their real estate. The higher the level of your house, the more land the State will allocate to you.

%fields_number_by_house_type%

[править] Land cultivation

So, you have a land plot, in order to grow something on it, you need to assign a clone to a plot of land available for cultivation (for more details on the number of plots available for processing, see "The amount of land and clone’s status"). You can decide yourself which of your clones will handle cultivation of a particular piece of land, or use an automatic system for distributing clones to your land plots. In automatic mode, clones are distributed in order of status decreasing.

A clone assigned for the cultivation of a plot is not required to have his own house or to live in a house where the plot is being cultivated. For assignment to the field (both in manual and automatic mode), the clone must have the status of a Peasant or higher.

Attention! Hungry clones cannot cultivate fields. If a clone’s Energy is below 0 (or if he belongs to an account that has clones with an Energy level below 0) - this clone cannot be sent to the plot.

A clone assigned for cultivation of any land plot will spend 1 unit of energy per day at the stages of fertilization, sowing and harvesting (for more details on the stages of farming, see section "Cyclicity"). If at some day your clone completes work in one area and gets the assignment to cultivate another plot of land, then on that day your clone will spend 2 units of Energy, one for each field being processed. Energy units for work at the fields are withdrawn on the next day after the work is completed.

Types of work and time of their performance by your clones:

%fields_duration_of_work%

Attention! Changing of a clone assigned to the cultivation of any land plot, before the completion of the harvesting in that area, will result in this section passing to the state of the bare fallow and all the resources involved in agricultural work in this sector (fertilizer, seeds, harvest) will be lost. After harvesting, your clones will be removed from their land plots automatically and you will need to re-send them to the land plots (manually or automatically) in the next agricultural season.

[править] Help of servants in the cultivation of a land

To speed up the process of land cultivation, you can recruit clones (Serfs) as servants. The servant receives assignments for work on the house or on the fields in the section "Work for Serfs" of the "Employment" game section. To do this, you need to determine the total budget of payments for the servants for the tasks, as well as the cost of each task. These two parameters, as well as the level of development of the house, determine the number of available tasks for Serfs. Set the values of these parameters, as well as get more information about this, in the subsection "Your Houses" in the "Real Estate" section.

A hired Serf performs the task and thereby accelerates the execution of the work of the relevant stage of farming (fertilization, sowing or harvesting) by 10% on the field adjacent to the house. Each engaged servant is assigned to one plot of land and accelerates the execution of works on this plot. If the owner of the house has engaged more servants than the fields he is handling to cultivate at the moment, then, in this case, several servants can be assigned to one plot for further accelerating of the execution of the works of the corresponding stage of cultivating of the land in this area.

%fields_duration_of_work_with_servant%

[править] Planting Seeds

The Land of Clones is a free country. What product to cultivate and its quantity are entirely up to you. You need to take into account market prices for different agricultural products and develop the right price strategy to maximize profits from this type of activity.

Whichever type of agricultural products you choose for growing on your fields, you need to purchase seeds of the appropriate culture, which you can do in the Department of Biotechnology of the State Farm.

More details about the seeds planting you can find in the chapter "Cyclicity of Agriculture".

[править] Questions and Answers

Question How many clones of the status of a Peasant and higher can work on one of my fields?
Answer Only one. But Serfs can help him. This will speed up the work on your fields.
Question How to attract Serfs to work in my fields as a servant?
Answer You need to establish a wages fund and the cost of one task in the subsection "Your houses" in the "Real Estate" section. If the value of this fund or the cost of each task is equal to 0, then the Serfs will not work on your fields. No one likes to work for free ... On the other hand, the higher the cost of each task on your fields, the sooner some Serf will undertake it. After all, the order of distribution of tasks at the Labor Exchange is determined by the cost of each task. The higher it is, the higher will be your task in the general list of assignments at the Labor Exchange and the sooner it will be distributed to some Serf.
Question A clone’s Energy units for agricultural work are expended on the next day. What will happen if on the next day, a clone does not have the required number of Energy units?
Answer The Energy units will still be expended, and the total number of them will be negative. Do not forget to ensure that you have the right number of Energy units available to clones so that your clones can cope with the work on other enterprises and not get reprimanded because of a low energy level. Remember, a deficiency of Energy units over three consecutive days can lead to the dismissal of your clone from the main work at the State enterprise or to instant dismissal at the private enterprise, as he won’t be able to cope with his duties.
Question I do not quite understand how the performance of an agricultural work will be accelerated, if several servants will work simultaneously on my land plot. Let's say I have a castle, the development level is 50 units. So, 50 Serfs are able to work in this castle and on adjacent fields at the same time. It turns out that if I do the cultivation of one field only, which means all of 50 Serfs will work on it. And if each Serf accelerates the execution of works by 10%, then all of them will accelerate by 500%. This simply can’t happen...
Answer It's totally right! The greater miracles are possible on the Land of Clones! You are absolutely right: in the situation described by you, the acceleration will indeed be by 500%. But only if you set a really attractive price for a work on your plot of land, that 50 tasks will be taken at once on this plot. Each task is implemented within 1 hour. If 50 Serfs undertake to perform tasks at your house or at the adjacent land plot areas, then it will take 1 hour of their joint work to finish the work. It would be equivalent to 6 hours of work of your own clone without the help of servants!
Question I can’t see any of collected products in the storehouse after the harvesting. Where have they gone?
Answer Don’t worry, your harvested products haven’t disappeared. Harvesting was done by your clones assigned to the fields. Therefore, the harvested crop turned out to be in a clone’s bag, which was engaged in the land cultivation.

[править] Growing flowers (for Serfs)

A Serf - the only clone on the account - can grow flowers on the land plot of his property. To do this, he must first build a Hut. Construction of a Hut is instant and free, you can build a Hut in the section "Rentier - Real Estate - Build a house".

Seeds of flowers can be obtained free of charge from the State Farm ("Trade" menu section). In total there are 9 varieties of flowers.

Dedicated to the Hut a piece of land can be sown with a single bag of flower seeds. With one bag of seeds, 50 flowers of a certain type will mature.

The total time required for growing flowers depends on their type:

Flower type Sowing, hours Maturing, hours Harvesting, hours
Lilies 1 24 3
Roses 1 36 3
Chrysanthemum 1 24 3
Tulips 1 48 3
Carnation 1 12 3

After the collection of flower, the land needs to rest; it goes into the state of "bare fallow", which lasts 3 hours. After which it is again ready for planting.

The State encourages beginners, ambitious farmers, so taxes for the cultivation of flowers are not charged. Also, Serfs do not spend energy while processing a field (in the stages of sowing and harvesting), in contrast to the clones of higher statuses.

Attention! If your clone was engaged in processing the field, and then on the same day become a Craftsman, then the next day the Energy will be expended for the for work on the field the day before, according to the rules of this gaming module, because at the time of calculation he will no longer be a Serf. If you want to enhance a status of a Serf, and at that moment he is processing a field, he will automatically be removed from this job.

[править] Usage of the flowers

Flowers can be sold to other players at the Fair.

A bouquet of unlimited number of flowers can be presented as a compliment to another player by sending it along with a letter via game mail. The recipient will see a beautiful picture of your bouquet and its composition.

A bouquet can consist only of flowers of one type, it is impossible to mix species in a bouquet.

[править] Amount of land and clone’s status

On the Land of Clones, social status is a key indicator that determines the scale of the opportunities offered to your clones.

Agriculture is one of the most important, as well as one of the most profitable types of entrepreneurial activity of the inhabitants of the Land of Clones. The number of land available for processing, and hence the amount of profit received by your clones engaged in agriculture, depends on the social status of your clone. The higher the social status of a clone, the more land plots your clone can process and the more opportunities to profit from this type of activity will be available to him.

This is just one of many benefits and bonuses that increase the well-being of residents as their social status increases.

%fields_number_by_status%

[править] Questions and Answers

Question Let’s suppose I have 2 clones. Both are townsman, but one has a mansion, and the other has no real estate. So one of them has 10 plots of land, but he can only process 5. Is it possible to assign my second clone, which is without real estate, to fields of other clone’s house?
Answer It is possible. You can assign clones to process the fields of any other clones in your account.

[править] Land Plots Management

As you progress in the game, the amount of land plots transferred by the State to your clone will only grow, and you will have to manage an increasing number of land plots. We have tried to make the management of your land plots convenient at any level, regardless of the number at your disposal.

In the section "Agricultural fields" there are two sets of land management elements: integrated and individual.

[править] Integrated management of all plots at the account

Integrated field controls are located at the top of this section, titled "Your Land plots". This function allows you a fully integrated management of all land plots at your account. If your clones own a large number of houses and it is already difficult for you to manage the fields of each house individually, you can use these function. If you choose a round icon for the required stage of the agricultural cycle, you can manage all parts of your account in this stage, regardless of their affiliation to a particular house and / or clone.

By carrying out complex operations for all land plots of your account, which require resources, such as seeds, fertilizers, or gold coins, resources will be deducted from the current active clone, even if the plot is not belongs to his house, but to the house of another clone of your account.

[править] Land plots Management of a specific house

The controls of the land plots of a specific house are located in the subsection entitled “Your Fields”, under complex controls. Using these controls, you can fertilize, seed, harvest, or reduce the duration of bare fallow in the areas of each house individually. Management is carried out by choosing the square icon of the corresponding stage of the agricultural cycle. The control button "Show houses with designated workers" allows you to limit the list of houses by those where agricultural work is currently being carried out.

Carrying out operations with land plots of a particular house, which require resources, such as seeds, fertilizers, or gold coins, resources will be deducted from the current active clone, even if the plot is not belongs to his house, but to the house of another clone of your account.

[править] Cycling of agriculture

All natural phenomena and many types of human activity are subject to a certain order and cyclical nature. Agriculture is no exception to this rule. There is a certain sequence of phenomena and processes that lead to the desired result and form a cycle that allows you to re-obtain the desired result of activity and get it through certain periods for an unlimited period of time. This section describes the successive stages of agricultural activity that form the cycle of agriculture on the Land of Clones.

The agricultural season is the time period from the end of one bare fallow period to the beginning of the next bare fallow period.

[править] Stage 1: Fertilizer

Of course, you can skip the process of a land fertilizing. Crops will grow without fertilizer. However, the real entrepreneur understands that the maximum profit is achieved by ensuring maximum production. And the maximum production of agricultural products is achieved by increasing the soil fertility, and fertilization is an important technique in this difficult task.

Fertilizers can be produced in the Livestock Breeding - Manure and Fertilizer section or purchased from other players at the [https://www.ageofclones.com/exchange/fertilizer-manure-feed Fair.

The period of fertilization to 100% fertilization of an area takes 5 days (120 hours). The time spent is proportionally reduced depending on the amount of fertilizer applied.

Several important points to consider when fertilizing land:

  • Fertilizer can be carried out only before the start of the sowing stage.
  • The duration of the fertilizer phase can be reduced by https://www.ageofclones.com/house/help servants].
  • Work at this stage requires 1 unit of Energy per day by your clone in a status of Peasant (or higher status) for each fertilized field (for each day of work, even if they were lasted incomplete day).
  • If you remove your clone from the land plot during the fertilizer process, such a plot will immediately turn into a state of bare fallow, and the fertilizer applied will disappear.

More information about the fertilizer process and the effect of fertilizers on the crop is described in the chapter "Fertilizers and Increasing of a Crop Yields".

[править] Stage 2: Sowing

In order to get to the process of sowing of a land plots, it is necessary to purchase seeds of agricultural crops in the Department of Biotechnologies of the State Farm.

%seed_cost%

Purchased seeds you will find in the bag of the clone that bought them and will be available for use. You can transfer them from the clone bag to the storehouse so that your other clones can use your purchased seeds as needed. One bag of seeds is enough to sow a single land plot with the appropriate crop.

Any clone in a Peasant status or higher at your account can be assigned to sow any land you own.

The sowing process lasts %period_seeding_days% days (%period_seeding_hours% hours) and is carried out in the following order: those fields that are fertilized in the current season are sown first, then those that cannot be fertilized in the current season (i.e., the fields that were fertilized last season), and then all remaining.

Several important points to consider about sowing of a land:

  • The duration of the seeding phase can be reduced by servants.
  • Work at this stage requires the 1 unit of Energy per day by your clone of a Peasant status or higher on each sowed field (for each day of work, even if they were incomplete days).
  • If you remove your clone from the plot in the process of sowing, then this plot will immediately turn into a state of bare fallow, and the seeds sowed will disappear.

[править] Stage 3: Growth and ripening of a crop

After completion of seeding, the period of growing of a crop will start automatically. This period lasts %period_growth_and_maturation_days% days (%period_growth_and_maturation_hours% hours).

The rate of ripening of a crop in all fields located at the territory of the Principality or City in which the Wonder of the World The Great Ear is built increases by 5%.

The rate of growing of a crop in all fields located at the territory of the Principality in which the “Aqueduct” a Megalithic Structure is built increases by 5%.

If a watering system is built in the house where the field is located and it is attached to this field, then the rate of growth of a crop increases by another 10%.

Several important points to consider it the process of ripening of a crop:

  • The duration of the crop ripening cannot be reduced by the involvement of servants.
  • Clones don’t spend Energy at this stage of work
  • If you remove your clone from the field in the process of ripening of the crop, then this area will immediately turn into a state of bare fallow, and the used seeds (and fertilizers) will disappear.

[править] Stage 4: Harvesting

At the end of crop ripening period, the plots goes to next stage, a state of waiting for the harvest to begin. Before harvesting, you must pay an agricultural tax. As long as the crop tax is not paid, your crop will remain at the fields, but it will not disappear. While waiting for a tax payment for the harvesting, your clones do not waste their Energy.

The amount of tax varies depending on the type of crop. Details are in the table below:

%field_taxes%

The tax for harvesting paid by you goes to the State budget. Of these revenues, the State makes payments to the following funds:

  • 20% - on all Wonders of the World
  • 30% - to State Farm Securities
  • 10% - to Owner of the settlement where the crop was harvested
  • 5% - to Prince, in whose territory the harvest was harvested
  • 5% - to Reserves of the Cities of this Principality
  • 9% - to Reserve of bonuses for employees at the University
  • 1% - to Welfare reserves

Harvesting lasts 3 days (72 hours).

The yield of a land plot depends on the degree of fertilization. Read more about this in the "Fertilizers" chapter.

Several important points to consider when harvesting land plots:

  • The duration of the harvest phase can be reduced by servants.
  • Work at this stage requires 1 unit of Energy by your clone in a Peasant status (or higher status) per day on each field (for each day of work, even if they work take place for part of a day)
  • If you remove your clone from the land plot during harvesting, such a plot will immediately turn into a state of bare fallow, and the spent seeds (and fertilizers) will disappear. Tax fee will not be refunded.

At the end of the harvesting stage, the clones are removed from the processing of a plot automatically and the land plot enters the state of "Bare fallow".

[править] Stage 5: Bare fallow

As a protection against exhaustion, a land, like people, requires periodic rest. In agriculture, the period of complete rest of the land is called "bare fallow". Bare fallow preserves moisture in the soil, enriches it with nutrients available to agricultural plants (primarily nitrogen) and cleans the soil from weeds, pathogens and pests. On The Land of Clones, the period of bare fallow lasts %period_land_under_fallow_days% days (%period_land_under_fallow_hours% hours). The plots become bare fallow at the end of the "Harvest" phase and the designated clones are automatically released.

If you remove your clone from the work on a land plot, such a plot will immediately turn into the state of bare fallow.

The duration of the bare fallow period can be reduced by building Wonders of the World by a Prince and also by the processing your fields with the "Live land" potion.

The construction of Wonder of the World "Giant Sunflower" in the Principality reduces the duration of the bare fallow period of all the land plots of this principality by 3 days (20%). The construction of the Wonder of the World "Queen of the Night" in the Principality reduces the duration of the bare fallow period by 2 days. The construction of the "Aqueduct", the Megalithic Structure, in the Principality also reduces the duration of the bare fallow period by 2 days.

[править] "Live Land" potion

A single use of the "Live Land" potion %land_under_fallow_elixir_image% reduces the duration of the bare fallow period by 24 hours. The same plot can be watered with this potion no more than 5 times in one season. That is, the maximum reduction in the period of bare fallow with the help of a potion is 5 days.

Potion “Live Land” %land_under_fallow_elixir_image% can be produced in the Magicians’ Tower or purchased at the Fair.

Potion can be applied using this control: %image_land_under_fallow_hours_big%. In the drop-down menu you need to select the amount of potion you want to use. Potions are applied to all your land plots consistently, 1 potion per field, starting with those of them that were in the state of the bare fallow less than others. If you have more potions than fields in the state of bare fallow, then the remaining potions will be distributed among the fields, following the same rule.

[править] Farming infographics

For your convenience, our specialists have developed a comprehensive scheme that clearly demonstrates the cycle of agriculture on the Land of Clones.

[править] Questions and Answers

Question Tell me, do seeds spoil during prolonged storage? I’m planning to purchase a lot of seeds, in order not to worry about their availability every time I sow the fields.
Answer No way! The seed supply can be stored in your storehouse indefinitely and never get spoil.
Question Tell me, is the crop get spoiled if I have to leave it not harvested on the fields until I paid the agricultural tax?
Answer The crop does not spoil at the fields from the moment of ripening until the beginning of the harvest after paying the agricultural tax.
Question My clone has collected the crop, buy the number of products in the storehouse did not increase? Where did the crop go?
Answer Do not worry, your crop is not lost. Your clones assigned to the field engaged in harvesting, therefore, the harvested crop is in the bag of a clone engaged in processing the land plot on which the crop was harvested. You can transfer the harvested crop from the bag of this clone to the storehouse, so that other clones can take advantage of the crop.
Question How soon I will get a crop?
Answer It depends on several factors: did you use the help of the servants to speed up the work, did you fertilize the land and did not delay the payment of the tax for harvesting. If you did not fertilize the land and did not use the help of servants, then you will get a harvest in 20 days, with 100% fertilizer - 25 days, if you also graze Magic Hens in the field, then in 27 days.
Question What does the bare fallow period mean?
Answer This is a period in which the land is not used for growing plants and harvesting. Bare fallow preserves the fertility of the soil and prevents its exhaustion.

[править] Fertilizer and increasing of a yield

[править] What kind of fertilizers do we have?

The Biotechnology Department of the State Farm of the Land of Clones produces four types of fertilizer from animal manure:

%fertilizer_types%

There is no difference what kind of fertilizer you use to increase the yield, just pay attention to the different amounts of each fertilizer for the maximum, 100% fertility of the land.

[править] Fertilizer application procedure

The main purpose of fertilizers in the game is to increase the productivity of your fields. Fertilizer can be applied to any land plot (except for those that were fertilized in the previous season) in the end of the bare fallow period and before the sowing process. Fertilizing your plots is possible only once per season. Remember that you can fertilize your fields only every second agricultural season. Season is the time period from the end of the bare fallow period of the land plot to the beginning of the next bare fallow period of the land plot.

If you for any reason do not have the opportunity or you do not wish to fertilize your fields by 100%, partial fertilization of fields is also possible.

Remember that fertilization increases yields only during one growing season (the one in which fertilizers were applied). Fertilizer properties at a land plot are not transferred to the next season.

Attention! If your plot has already been fertilized in the current season, even partially (10%, 50% fertilizer), this plot can no longer be fertilized either in this or in the next season. In the next season, this land plot will not be available for fertilizer at all.

As in real life, the fertilizer application procedure has certain duration. You can see details in the table below.

The degree of fertilizer for 1 land plot Duration of fertilizer procedure
10% 0.5 days (12 hours)
50% 2.5 days (60 hours)
100% 5 days (120 hours)

The procedure of fertilization can be accelerated by attracting additional workers - Serfs. See details in the subsection "Assistants in processing of land" section "How to start?" of this manual.

[править] Increasing of the yields

When applying fertilizer to a land plot the main goal is to increase the amount of crop harvested from this plot. Yield increasing is proportional to the degree of fertilization of your fields.

Details of how the fertilization increase crop yields, depending on the use of fertilizers - in the table below.

%fertilizer_profit%

[править] Magic Hens on the fields

You can graze your magic hens of mortal species (Leghorn, Minorca, Sussex) on any of your land, ready for sowing (but before sowing), once in the growing season. Magic hens are grazing in the fields for two days. During this time, your magic hens provide a yield increase of the land in which they graze, by 10% as a result of natural soil fertilizer. Moreover, grazing magic hens does not prevent the use of conventional fertilizers on this land plot. But you can do it only consistently, not simultaneously. Magic hens can be allowed to graze on the land plot before or after, but not at the same time as the process of applying the conventional fertilizers.

Magic hens with a total value of 7 gold can be sent to graze one field. Those, either one hen of the sussex species, or seven hens of the leghorn species, or in any other combination. The result of the yield increasing of the fields will be exactly the same for any combination of hens. However, if only one hen-leghorn that worth 1 gold is released to graze in the field, then the yield increasing of this field will be 1/7 of the maximum possible.

In addition, there are two modes of distribution your hens to the fields: maximum and uniform. Let suppose you chose 7 fields and have 7 hens of leghorn species. The “maximum” distribution mode of the hens will place all your leghorn to graze in one field, while the “Uniform” will distribute 1 leghorn into each of the selected fields.

Unlike conventional fertilizers, which can be applied every second season, magic hens can graze in your fields every season.

There is a possibility that your hen can be abducted by kite during grazing in the field. Read more in the help section "Magic hens".

It may happen that the hen dies during grazing (as a result of natural aging). If this happens, the bonus from her grazing will be fully preserved.

[править] Questions and Answers

Question Is it possible to use conventional fertilizers and grazing magic hens within one agricultural cycle?
Answer Of course, all in your hands! You can use only hens, and not use fertilizers, or vice versa: use fertilizers, but do not involve hens on the fields, but the maximum effect will be achieved if you will use the magic hens on the fields before or after applying conventional fertilizers, i.e. use both hens and fertilizers in one agricultural cycle.
Question If the magic hens are grazing in the field after fertilizer, does this mean that the total yield will be 33 kg (with a basic crop yield of 10 kg and with maximum use of fertilizer)?
Answer Magic hens increase yield by 10% from the current value. This means that if the field was fertilized and its yield should be 30 kg, then grazing of hens will increase it to 30 + 30 * 0.1 = 33 kg.

[править] Agriculture Products

[править] Types of agricultural products

All agricultural products grown on the Land of Clones are divided into two main categories: forage crops and food crops.

[править] Forage crops

  • Lucerne
  • Fodder beet
  • Rutabaga
  • Oat
  • Turnip
  • Hemp

[править] Food crops

  • Amaranth
  • Tomatoes
  • Cabbage
  • Onion
  • Hemp
  • Potatoes
  • Eggplant

This remarkable plant in the Land of Clones can be used both as food and as animal feed. Below you can see the properties of this crop.

[править] Historical background: general information about the properties of the plant

The first mention of one of the products of cannabis - hemp - dates from the third millennium BC.

Hemp is characterized by rapid growth; hemp 3-4 times more efficiently absorbs carbon dioxide than deciduous trees. 1 ha. of hemp produces as much pulp as 4 ha. of wood. At the same time, hemp paper does not require additional bleaching with chlorine. Paper for textbooks was made from hemp until the end of the XIX century. Almost all the first Bibles, maps, charts, flags were also made from hemp; Hemp fibre is 10 times stronger than cotton. A 17 mm harpoon rope made from hemp kept up to 2,800 kg in weight and was used when hunting for whales. Until 1820, 80% of all textiles, linen and other fabrics were made from hemp, since the mechanism for separating cotton fibres had not yet been invented. Hemp fabric is the only natural fabric that does not deteriorate when in contact with saline sea water. Levi’s first jeans were also made from hemp.

Hemp seeds contain up to 30-40% of oil. The first lanterns in Russia were fuelled with hemp oil. Quality paints before 1937, were made on the basis of hemp oil too.

Coal, methanol (wood alcohol), methane and gasoline can also be obtained from hemp seeds and stems. The first car model Ford Model-T went on such gasoline.

Hemp seeds contain the same amount of protein (up to 24%) as soybeans, and are easily digested. They also have all the amino-fatty acids that a person needs. Hemp was used for medicinal purposes in ancient Rome. And in the United States in the 1930s, hemp extract was part of about 40% of the drugs. US Presidents George Washington and Thomas Jefferson were among the major planters who grow cannabis.

During the life of Peter I, Russia was the world's leading exporter of hemp, in the middle of the 18th century, only Russian exports amounted to 37,000 tons per year, and in the 20th century, hemp became the first global crop that reached a billion dollars in turnover.

[править] Hemp in the virtual world of clones

On the Land of Clones, this culture is planned to be used as feed for some animals, raw materials for the production of cold pressed oil, for the manufacture of ropes and canvas for ships; It can be used in the manufacture of gunpowder for greater flammability and as corresponding increasing in the firing range of firearms, for sewing high-quality clothing for our clones and, possibly, for many other things.

Summarizing, we can conclude that hemp is a strategic resource.

[править] Amaranth

Chua, Huantli, Ramdana, Red Cockscomb, Rhamdana, Velvet Flower - all these are the names of one wonderful plant - amaranth.

[править] Historical background: general information about the properties of the plant

This plant keeps a great secret. According to legends, Mara is the goddess of death among the ancient Slavs, the initial letter A - denies, thus, amaranth literally means "denying death." Once amaranth was the main food of the Slavic peoples, and they were distinguished by longevity and excellent health. Amaranth is a source of the most powerful antioxidant, which is called "squalene." Eating amaranth in the form of porridge, bread or germinated seeds literally rejuvenates the body.

[править] Amaranth in the virtual world of clones

The harvest of amaranth is significantly higher than that of the family of the nightshade. When using amaranth clones get an increased amount of energy. Cooking food from amaranth seeds is an extremely simple process, each clone it can do and it does not require additional knowledge and skills.

[править] Ways to use crops

[править] Forage crops (for animals)

Forage crops can be used to feed your animals and cannot be served as food for your clones in the Canteen.

Read more about the number of forage crops needed to maintain an optimal diet for livestock, described in the chapter "What to feed with?" section "Cattle". Hemp is used to improve the diet of chickens on the chicken farms.

[править] Food crops (for residents of the Land of Clones)

Food crops can be used to feed your clones and replenish the energy level in the Canteen, and can also be used for feeding livestock - pigs.

For more information about the amount of Energy units that your clones receive in the Canteen with the consumption of certain food crops, see the section “Canteen” in the “Character” section of the main menu.

[править] Food crops (for vessels to sail)

Agricultural food crops can also be used to equip your vessels to sail. Read more about this in the subsection "Your vessels" of the section "Voyage ships".

[править] Selling of crops on the Trade Guild’s Commodities Market

Both forage crops and food crops can be sold on the Trade Guild’s Commodities Market and receive direct and considerable benefits. The main thing is to work out the correct pricing policy, based on the current market situation.

[править] Questions and Answers

Question How is that? My clone has collected the crop, buy the number of products in the storehouse did not increase? Where did the crop go?
Answer Do not worry, your crop is not lost. Your clones assigned to the field engaged in harvesting, therefore, the harvested crop is in the bag of a clone engaged in processing the land plot on which the crop was harvested. You can transfer the harvested crop from the bag of this clone to the storehouse, so that other clones can take advantage of the crop.