How to Start?
How does Agriculture begin?
In the Land of Clones, Agriculture starts with building a house for your clone. The State allocates to all houseowners plots of land (agricultural fields with an area of 1 Acre each) in accordance with the number of development units of their real estate (house level). Each level of the house corresponds to a certain number of units of development. The higher the level of your house, the more plots the State will allocate to you. Details in the table below:
At the same time, if the level of your house has increased with the help of the "Hospitable shelter" potion, then the number of fields will also be increased (for example, if the Estate has a current level of 40 units, then the house has 40 fields).
In the Land of Clones, social status is a key indicator that determines the extent to which a clone can engage in a particular activity. This also applies to agriculture. The higher the social status of the clone, the more land plots your clone can cultivate at the same time.
To fully engage in agriculture, your clone must have the status of Peasant or higher. Craftsmen cannot cultivate fields.
Serfs have the opportunity only to grow flowers on the plot near their dugout. See the chapter § For Serfs: Growing Flowers for details. Cultivation of agricultural crops is not available to them.
The table below shows how many fields are available for simultaneous processing by clones of a particular status.
So you have land. In order to start processing a field and grow a crop (that is, to complete one agricultural cycle), you first need to assign a clone to any plot of land available to processing. You can independently decide which of your clones will cultivate this or that plot of land (manual mode of distribution of clones), or use the automatic system of distribution of clones for your plots. In automatic mode, all free clones are distributed in order of decreasing their social status across all free fields.
Agricultural cycle (season) is a collection of all stages of field cultivation, starting from the stage of fertilization (or from the stage of sowing seeds if you decided not to fertilize the field) and up to the stage of "black fallow". In the course of one agricultural cycle, a clone working in the field receives one crop, and then is automatically released from work in this field. After that, the field goes into the "black fallow" state (it rests before the start of the next cycle). For a detailed description of each stage, see the chapter § Stages of land cultivation (cyclic farming).
You can find the field assignment and exemption history of all your clones on the tab "Business → Agriculture → Operations History".
A clone assigned to work on a plot does not have to own or live in a home that owns the plot he is working on. The house can belong to any clone on your account. To be assigned to the field (both manually and automatically), the clone must have the social status "Peasant" or higher.
Work in the field can be combined with any other occupation, including work in state or private enterprises, EXCEPT:
- Work on gold mines in settlements (Hamlet - City).
A clone assigned to cultivate any plot will consume 1 work efficiency unit per day during the fertilization, seeding and harvesting phases (for each day of work, even part-time). If on any given day your clone completes work on one plot and is assigned to cultivate another plot of land, then on that day your clone will spend 2 work efficiency units, one for each field cultivated. Work efficiency units for work in the fields are spent on the day following the day of work, in the checkout time.
If the clone does not have enough work efficiency and the Canteen does not have the necessary supply to replenish it, the work efficiency will still be spent, and the clone's work efficiency indicator will become negative. Remember that in this case, the clone will not be able to cope with his duties in other jobs, will receive reprimands and may be fired.
The following are the stages of work where work efficiency is consumed, and the timing of their completion by your clones:
Attention! Hungry clones cannot work at fields. If the work efficiency of a clone is less than 0, then such a clone cannot be assigned to a plot. If the user account has at least one clone with a negative work efficiency, an unrepaired settlement, an unrepaired house, an unrepaired Wonder of the World, an unrepaired Principality, or an unrepaired Great Building, it will also be impossible to assign clones to cultivate agricultural fields. In this case, the already processing fields will successfully complete their processing cycle.
Attention! If you manually release a clone from work in a field that is already at some stage of cultivation (from fertilization to harvesting), this will cause that plot to go into a black fallow state, and all resources already used in agricultural work on this plot (fertilizer, seeds, agricultural tax), as well as future crop will be lost forever. In this case, it will be considered that the another agricultural cycle in this field has not started yet.
After the harvest is over, your clones will be released from their plots automatically, and you will need to redistribute them to free plots (manually or automatically) in the next growing season (cycle).
Fields management variants
As your account grows, the amount of land plots available for cultivation by your clones will only grow. You will have to manage more and more plots of land. We tried to make the management of your plots convenient at any level of development, regardless of their number.
In the "Business → Agriculture → Your Fields" section, there are two sets of plots management elements: Complex (all plots) and Individual (plots of a particular house).
Complex management of all plots of the account
Complex controls for field management are located at the top of this section, titled "Your plots", and are 9 round indicators that display the number of fields in various stages of processing. These controls provide the ability to comprehensively manage and carry out operations in relation to all land plots of your account at once. 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 controls. By selecting the round icon of the required stage of the agriculture cycle, you can manage all areas of your account that are in this stage, regardless of whether they belong to a particular house and / or clone.
By carrying out complex operations in relation to all the land plots of your account, you will spend resources at some stages of processing - such as seeds, fertilizers or gold coins. However, remember that the required resources will be consumed from the current active clone (the one that you operate at the moment), even if the plot does not belong to his house, but to the house of another clone of your account. The required resources must be available for use by this clone.
Plots management of a specific house
The controls for the land plots of a particular house are located in a subsection entitled "Your fields", under the complex controls. They are a list of houses with an indication of the number of fields in this house that are in one stage or another of processing. Using these controls, you can fertilize, sow, harvest, or reduce the duration of the black fallow phase on the lots of each of your houses individually. Management is carried out by selecting the square icon of the corresponding stage of the agricultural cycle in the desired house. The "Show Houses with Assigned Workers" control allows you to restrict the list of houses to those that are currently processing (the fields that have clones assigned to work).
By carrying out operations in relation to the land plots of a certain house, you will spend resources at some stages of processing - such as seeds, fertilizers or gold coins. However, remember that the required resources will be consumed from the current active clone (the one that you operate at the moment), even if the plot does not belong to his house, but to the house of another clone of your account. The required resources must be available for use by this clone.
You yourself choose which crop and how much to grow at one time or another. Business processes in the "World of Clones" are close to real, so the level of demand and prices for various types of products on the Commodities Market may change. You must learn how to develop the right strategy to get the maximum profit from this type of activity.
Whatever type of agricultural product you choose to grow in your fields, you need to purchase seeds of the appropriate crop for sowing. You can do this at the Department of Biotechnology of the State Farm.
More details about the stage of sowing seeds are described in the chapter § Stages of land cultivation (cyclic farming).
|Question||Let's say I have 2 clones. Both are Townsmen, but one has a mansion, and the other has no real estate. This means that one of the townsmen has 10 plots of land, but he can only cultivate 5. Can I assign my second clone, which is without real estate, to the fields of a clone with a mansion?|
|Answer||Yes! You can assign clones to fields in the houses of any other clones on your account.|
|Question||How many clones of "peasant" status and higher can work on one field?|
|Answer||Only one clone. But hired servants (serfs) can help him. This will speed up the work in your fields at some stages of the agricultural cycle. Read more about the help of the servants in the chapter § Servants' Help in the cultivation of the fields.|
|Question||My clone has harvested, but the amount of production in storehouse has not increased. Where did the harvest go?|
|Answer||Don't worry, your harvest is not lost. Harvesting is carried out by the clone that is assigned to work in this field. Therefore, the harvest was in the bag of this clone. If necessary, you can set up automatic collection of various types of products from the clone bag in the storehouse.|
For Serfs: growing flowers
Despite the fact that a Serf cannot grow crops, an introductory agricultural opportunity is available for clones of this status - namely, growing flowers on a plot near a dugout. This feature will be available if the Serf is the only clone in your account. To do this, he needs to first build a dugout. Building a dugout is instant and free, you can build a dugout in the section "Rentier → Real Estate → Build a House".
Flower seeds can be obtained for free at the State Farm (menu section "Trade → State Farm → Department of Biotechnology → Sowing material"). In total, there are 9 kinds of flowers.
A plot of land with a dugout at a time can be sown with one bag of seeds. From one bag of seeds, 50 flowers of a certain type will ripen.
The process of growing flowers proceeds similarly to the process of growing other crops: you need to send a clone to work in the field, sow seeds, wait for the crop to ripen, and collect flowers. The difference lies only in the fact that the processes of fertilizing the soil are not available to the serfs, and all agricultural stages are completed faster, in just a few hours. For a detailed description of all processes, see the chapters § How to start? and § Stages of land cultivation (cyclic farming).
The total time required to grow flowers depends on their variety:
|Variety of flowers||Sowing, hours||Ripening, hours||Harvesting, hours|
|Roses (black, yellow, scarlet)||1||36||3|
|Tulips (black, red, white)||1||48||3|
After picking the flowers, the field needs to rest, so the plot goes into a "Black Fallow" state, which lasts 3 hours. After that, the field is again ready for clone's assignment and processing.
There is no agricultural tax for growing flowers. Also, serfs do not spend work efficiency when cultivating the field (at the stages of sowing and harvesting). It is impossible to hire servants to speed up the processes when growing flowers.
Attention! If your Serf was processing the field, and then on the same day he received the social status of a Craftsman, then the next day he will use up his work efficiency for working on the field the day before, according to the rules of this game module, since at the checkout time he will no longer be a Serf. If, at the moment of upgrading his social status, a Serf was cultivating the field, he will automatically be removed from this work, and the harvest of flowers will be lost.
Flowers can be sold at the Fair to other players.
An unlimited number of flowers can be gifted as a compliment to another player by sending it along with a letter by game mail. The recipient will see a beautiful picture of your bouquet and its composition.
A bouquet can consist of flowers of several varieties at the same time. To add each new variety, use the "Add a gift to the letter" link on the letter creation page.
Crops (agricultural products)
Types of agricultural products and ways to use them
All agricultural products grown on the Land of Clones are divided into three main categories: forage crops (used to feed livestock and poultry), food crops (used as food for clones) and industrial crops (used as raw materials for the production of certain goods). Moreover, some agricultural crops can be included in several categories at once.
The following crops are used for feeding cattle:
- Fodder beet
The following crops are used for feeding pigs:
The following crops are used to add to the diet of chickens on chicken farms:
For more information on the amount of feed crops needed to maintain an optimal diet for livestock, see the chapters § What to feed? of the relevant help sections: /cattle/help "Business → Livestock Breeding → Cattle → Help" and "Business → Livestock Breeding → Pigs → Help" . Flax is used as an additive to improve the diet of chickens in chicken farms. Read more in the help section "Business → Livestock Breeding → Chicken Farm → Help".
In addition, forage crops can be sold at Commodities Market at the Trade Guild.
Clones can eat the following crops:
For more information on the amount of work efficiency your clones gain when consuming certain food crops, see "Canteen" page.
Agricultural food crops can also be used to equip your voyage ships for sailing to distant shores. For more information, see "Business → Voyage Ships → Your Ships → Help" page.
In addition, food crops can be sold at Commodities Market at the Trade Guild.
The following crops are used for the production of industrial goods:
The flax used as a raw material is suitable for the production of linseed oil (in the Cold Pressing Workshop in Administrative Units or in [ https://www.ageofclones.com/_kingdom/resourceProductionBuilding/type/24 Principalities]), Clone's Casual Clothing, State Dependent Attire, and Utility Vests (at Atelier at [https:/ /www.ageofclones.com/_settlement/resourceProductionBuilding/type/6 Administrative Units] or in Principalities), rigging equipment for military vessels in the Navy (at the Sewing and Rigging Factory in Administrative Units or in Principalities).
Interesting facts about Flax
This wonderful plant in the World of Clones can be used both as an industrial raw material and as an additive in poultry feed. Below you can see the properties of this agricultural crop.
Historical digression: general information about the properties of the plant
The first mention of flax was made many centuries BC. It was used in completely different areas of life in ancient Egypt, India. Valuable qualities are possessed not only by its fibers, but also by seeds.
The fabric, made from flax fibers, is famous for its excellent heat and moisture conductivity, which allows the skin to breathe even in the most intense heat. The quality of products can be different - from coarse linen, which goes on sails, to the finest and very expensive clothes for noble people. It would not be superfluous to mention that, when preparing mummies for eternal life, the ancient Egyptians used linen bandages.
Flax seeds are a valuable source of cellulose and oil. Traces of flour from flax seeds can be found in the settlements of ancient people long before the advent of great civilizations. Entire scientific works have been written about the healing power of the plant.
Flax in the virtual World of Clones
In the Land of Clones, this culture is used as a useful additive to poultry feed, raw material for the production of cold-pressed oil, for the manufacture of ropes and canvas for ships, for sewing quality clothes for our clones; it can be used in the production of gunpowder for greater flammability and a corresponding increase in the firing range of firearms and for many other things - after all, technological progress does not stand still!
Summing up, we can conclude that flax is a strategic resource.
Interesting facts about Amaranth
Cockscombs, Cat's tail, Fox's tail, Velvet - all these are the names of one wonderful plant - Amaranth.
Historical digression: general information about the properties of the plant
The plant holds a great secret. According to legend, Mara is the goddess of death among the ancient Slavs, the initial letter A is negation, thus, amaranth literally means "denying death." Once upon a time, amaranth was the main food of the Slavic peoples, and they were distinguished by longevity and excellent health. Amaranth is a source of a powerful antioxidant called squalene. Eating amaranth in the form of porridge, bread or sprouted seeds literally rejuvenates the body.
Stages of land cultivation (cyclic farming)
This section describes the successive stages of agricultural activity that form the farming cycle on the Land of Clones. These actions must be performed every time you want to get a crop on your land. Some of these actions are mandatory in each agricultural cycle (season), some are not.
Stage 1: Fertilizing
The maximum volume of agricultural production is achieved by increasing soil fertility. Fertilization is an important (albeit optional) stage in agriculture. Crops will grow even without fertilizer - but the harvest will be less. An experienced entrepreneur will always find a middle ground and be able to calculate his benefits - both when using fertilizers and in their absence.
Soil fertilization in the State of clones can be done in two ways:
- Manual application of specially made fertilizers on the field.
- Grazing Magic Hens on the field.
These two methods are complementary - they can be used together and separately. With simultaneous use during one agricultural cycle, their effect is summed up. The order of execution is unimportant - you can first fertilize the field manually, and then start grazing magic hens, or you can do the opposite.
You can produce fertilizer yourself in the section "Business → Livestock Breeding → Manure and Fertilizer" from manure produced by your livestock or poultry, or purchase it from other players on [https http://www.ageofclones.com/exchange/fertilizer-manure-feed Fair].
The period of manual fertilization at the maximum possible fertilization of the plot (100% fertilization) takes 5 days (120 hours). The time spent is proportionally reduced depending on the amount of fertilizer applied (you can fertilize the field with less amount of fertilizer).
The duration of grazing magic hens on the field is 2 days (48 hours).
A few important points to consider when fertilizing plots of land:
- Fertilization (both methods) can only be carried out before the start of the sowing phase.
- Fertilizer is applied first to all available plots to which the irrigation system is attached (if available), and then to all others.
- The duration of the manual fertilization step can be reduced by hiring a servant.
- The duration of the grazing magic hens phase cannot be reduced by hiring servants.
- Works in the manual fertilization phase require your clone to spend 1 unit of work efficiency per day in each field he fertilizes (for each day of work, even if they were carried out in less than a day).
- Works at the stage of grazing magic hens do not require work efficiency costs.
- If you release your clone from working in the field during manual fertilization or grazing, then such a plot will immediately go into a "black fallow" state, and the applied fertilizers will disappear.
For more information about the fertilization process and the effect of fertilizers on crops, see the chapter § Fertilizers and Increasing Crops.
Stage 2: Sowing
The next stage is sowing seeds in the field. Sowing can be done both on fertilized fields and on fields without fertilizer. This is a mandatory stage of the agricultural cycle that lasts %period_seeding_days% days (%period_seeding_hours% hours).
To sow plots of land, it is necessary to purchase crop seeds from Department of Biotechnology at the State Farm. One bag of seeds is enough to sow one plot of land with the appropriate crop. The cost of seeds is shown in the table below:
The seeding process is carried out in the following order: fields fertilized in the current growing season are sown first, then those that cannot be fertilized in the current season (i.e. fields that were fertilized last season), and then all remaining. The presence of an attached irrigation system in a field increases the priority of planting in this field in each category listed.
A few important points to consider when sowing on plots of land:
- The duration of the seeding phase can be reduced by hiring servants.
- Works during the sowing phase require your clone to spend 1 unit of work efficiency per day in each field he sows (for each day of work, even if they were carried out in less than a day).
- If you release your clone from working in the field during the sowing process, then such a plot will immediately go into a "black fallow" state, and the applied seeds (and fertilizers if any) will be lost.
Stage 3: Growth and maturation of the Crop
Immediately after the completion of sowing, the harvest ripening period will automatically begin. This period lasts %period_growth_and_maturation_days% days (%period_growth_and_maturation_hours% hours).
The speed of crop maturation can be increased, thereby reducing the ripening period. When multiple conditions are present, the corresponding speed increases are summed. Details below:
- The rate of crop maturation in all fields located in the territory of the principality or the city in which the Great Ear Wonder of the World is built is increased by 5% relative to the initial one. With the presence of the Wonder of the World in both the Principality and the city, the rate of maturation will increase by 10% relative to the initial one.
- The rate of crop maturation in all fields located in the territory of the principality, in which the megalithic structure "Aqueduct" was built, is increased by 5% relative to the initial one.
- If there is an irrigation system attached to the field, the maturation speed is increased by 10% relative to the initial one.
A few important points to consider in the process of ripening the crop:
- The duration of the harvest phase cannot be reduced by hiring servants.
- Works at this stage do not require work efficiency costs.
- If you release your clone from working in the field during the ripening of the crop, then such a plot will immediately go into a "black fallow" state, and the applied seeds (and fertilizers if any) will be lost.
Stage 4: Harvesting
After the crop is ripe, the plot of land goes into a state of waiting for the harvest to begin. Before harvesting, you need to pay agricultural tax for each mature field. Until the tax is paid, your crops will be in the fields waiting to be harvested, but not wasted. During the tax pending period, your clones working on these fields do not need work efficiency.
The amount of tax depends on the type of crop grown. Details are in the table below:
The harvest tax you paid goes to the State budget. From these incomes, the State makes payments to the following funds:
- 20% - to the Fund of the owners of the Wonders of the World "Giant Sunflower";
- 10% - to the Fund of the owners of the Wonders of the World "Great Ear";
- 30% - to the State Farm Securities Dividend Fund;
- 10% - to the owner of the settlement on whose territory the crop was harvested;
- 5% - to the Prince on whose territory the crop was harvested;
- 5% - to the Fund of cities of this principality;
- 9% - to the Fund of University Staff Premiums;
- 1% - to the Charity Fund.
Harvesting lasts 3 days (72 hours).
The amount of crop harvested from a plot of land depends on the degree of its fertilization. More about this is described in the chapter § Fertilizers and increasing Crops.
A few important points to consider when harvesting from plots of land:
- The duration of the harvest phase can be reduced by hiring servants.
- Harvest phase jobs require your clone to spend 1 work efficiency unit per day in each field they harvest (for each day of work, even if it's not a full day).
- If you release your clone from working in the field while waiting for the harvest or in the process of harvesting, then such a plot will immediately go into a "black fallow" state, and the applied seeds (and fertilizers if any) will be lost. Tax already paid will not be refunded.
Upon completion of the harvest, the clone working in the field is automatically released from work in this plot, the harvested crop enters the bag of this clone, and the land goes into the state of "black fallow".
Stage 5: "Black Fallow"
Agricultural land needs periodic rest as a defense against exhaustion. Such a period of complete rest of the land is called "black fallow". "Black fallow" preserves the moisture reserve in the soil, enriches it with nutrients (primarily nitrogen) and cleanses the soil of weeds, pathogens and pests. On the Land of Clones, the "black fallow" period lasts %period_land_under_fallow_days% days (%period_land_under_fallow_hours% hours). Plots go into the "black fallow" state automatically as soon as the "Harvest" stage is completed. At the same time, the clones that worked in these areas are automatically released from work.
Also, all plots of land, where you manually release clones from work at any other stages of the agricultural cycle, go into the "black fallow" state.
The duration of the "black fallow" period can be reduced in the following ways (in this case, the effect of all methods is summed):
- The presence of the Giant Sunflower Wonder of the World in the principality reduces the duration of the "black fallow" period on all plots of land in this principality by 3 days.
- The presence of the Wonder of the World "Queen of the Night" in the Principality reduces the duration of the period of "black fallow" on all plots of land in this Principality by 2 days.
- The presence of the Megalithic structure "Aqueduct" in the principality reduces the duration of the period of "black fallow" on all plots of land in this principality by 2 days.
- Applying %land_under_fallow_elixir_image% "Fertile Land" potions to a field reduces the duration of the "black fallow" period on this field by up to 5 days. Read more below.
"Fertile Land" Potion
A single use of the %land_under_fallow_elixir_image% "Fertile Land" potion reduces the duration of the "black fallow" period on this plot of land by 1 day (24 hours). The same plot can be treated with the potion no more than 5 times in one agricultural season. Thus, the maximum reduction of the period of "black fallow" with the help of the potion is 5 days (120 hours).
A potion can be applied to a plot using this control: %image_land_under_fallow_hours_big% . In the menu that appears, you need to enter the amount of potions that you want to use for all the listed fields. Potions are applied to all your land plots in the "black fallow" state in sequence, 1 potion per field, starting with those that were in the "black fallow" state the least. If you have entered more potions than there are fields in the "black fallow" state, then the remaining potions will again be distributed to the same fields, following the same rule. The maximum number of potions that can be applied to the same plot of land in one season is 5.
For your convenience, our specialists have developed a graphical complex diagram that clearly demonstrates one agricultural cycle at the World of Clones. The scheme is available at link.
|Question||Do seeds spoil when stored for a long time? I plan to stock up on a lot of seeds so I don't have to worry about having them every time I sow.|
|Answer||A supply of seeds can be stored in your bag or storehouse indefinitely and will never go bad.|
|Question||Does the crop spoil if I have to leave it in the fields unharvested for a while until I pay the agricultural tax?|
|Answer||The harvest does not deteriorate in the fields from the moment of ripening until the start of harvesting after payment of the agricultural tax.|
|Question||My clone has harvested, but the amount of production in storehouse has not increased. Where did the harvest go?|
|Answer||Don't worry, your harvest is not lost. Harvesting is carried out by the clone that is assigned to work in this field. Therefore, the harvest was in the bag of this clone. If necessary, you can set up automatic collection of various types of products from the clone's bag to the storehouse.|
|Question||How soon will I get the harvest?|
|Answer||It depends on several factors: whether you used the help of servants to speed up the work, whether you fertilized the land additionally, and whether you delayed the payment of the harvest tax. If you did not fertilize the land and did not use the help of servants, then you will receive a harvest in 20 days. If fertilized by 100%, then after 25 days. If they also carried out grazing of magic hens on the field, then after 27 days.|
|Question||What does the period of "black fallow" mean?|
|Answer||This is the period during which the land is not used for growing crops, but simply resting. "Black fallow" preserves the fertility of the soil and prevents its depletion.|
Fertilizers and increasing Crops
The use of fertilizers can significantly increase the yield from one field in one agricultural cycle. In this way, it is possible to obtain more production in practically the same period of time and at the same basic costs (seed cost, agricultural tax).
There are two ways to fertilize agricultural fields in Land of Clones:
- Manual introduction of specially made fertilizers on the field;
- Grazing magic hens at the field.
These methods can be used separately or combined. When methods are combined, the effect of their application will be summed up.
Why fertilize the fields?
The main goal when fertilizing a plot of land is to increase the amount of crop that will be obtained from this plot in the current agricultural cycle. Yield increases are proportional to the amount of fertilizer applied to your fields. That is, if you applied half of the maximum amount of fertilizer, the increase in the amount of the crop will also occur by half of the maximum possible.
The dependence of the increase in field yields depending on the use of fertilizers is shown in the table below:
What types of fertilizers are?
The Department of Biotechnology of the State Farm at the Land of Clones produces four types of fertilizer from animal manure:
It makes no difference what type of fertilizer you use to increase your harvest. But different types of fertilizers have different nutritional value. Therefore, pay attention to the different amount of each fertilizer needed for maximum, 100% fertilization of the plot.
You can produce fertilizer yourself in the section "Business → Livestock Breeding → Manure and Fertilizers" from manure produced by your livestock or poultry, or purchase it from other players on [https http://www.ageofclones.com/exchange/fertilizer-manure-feed Fair]. You can also sell unnecessary surplus fertilizers at the Fair.
Fertilizers can be applied to any plot of land that meets the following requirements:
- A clone has been assigned to work on the plot;
- Sowing of seeds has not yet begun on the plot;
- The plot has not yet been fertilized in the current agricultural season;
- The plot was not fertilized in the previous agricultural season.
Please note that you can only fertilize your fields every second agriculture season. But at the same time, the application of fertilizers increases the yield only during one agricultural season (the one in which the fertilizers were applied). Fertilizer properties are not transferred to the next season.
Partial fertilization of fields is possible if for any reason you do not wish to fertilize your fields to 100%.
Attention! Fertilizers are applied to each plot only once. If your plot has already been partially fertilized (10%, 50% fertilization) in the current season, this plot can no longer be fertilized additionally in the same season. Next season the plot will also be unavailable for fertilization.
The procedure for fertilizing takes a certain time. The duration of work depends on how much fertilizer is applied. You can apply any integer amount of fertilizer (in kilograms), but not more than the maximum for this type. For ease of understanding, time calculations for fertilization at 10%, 50% and 100% are given. Details are in the table below.
|The degree of fertilization of the plot||Duration of the fertilization procedure|
|10%||0.5 days (12 hours)|
|50%||2.5 days (60 hours)|
|100%||5 days (120 hours)|
The duration of the manual fertilization stage can be reduced by hiring a servant. For more information on the role of servants, see the chapter § Servants' Help in the cultivation of the fields of this manual.
Grazing magic hens at the fields
This method of additional fertilization of land is suitable for those farmers who keep magic hens. Your Leghorn, Minorca, Sussex hens can be released to graze on any of your land that meets the following requirements:
- A clone has been assigned to work on the plot;
- Sowing of seeds has not yet begun on the plot;
- The plot has not yet grazed by hens in the current agricultural season.
Magic hens graze in the fields for 2 days (48 hours). During this time, they provide an increase in productivity on this land plot up to 10% as a result of natural fertilization of the land. Moreover, grazing hens does not at all interfere with the use of conventional fertilizers on this piece of land. Not simultaneously, but sequentially. The magic hens can be released to graze on the plot before or after, but not at the same time as the manual fertilization process.
When both fertilizer methods are used together, the effect of their application is summed up.
Unlike the manual fertilization process, magic hens can be released to the same plot each agricultural season. The grazing effect only lasts for the current season.
The duration of the grazing stage cannot be reduced by hiring servants.
Each breed of magic hens has a certain nominal value:
- Leggorn - 1 gold coin;
- Minorca - 3 gold coins;
- Sussex - 7 gold coins.
You can send one or more magic hens of different breeds to each plot at the same time, but in such a way that their total cost does not exceed 7 gold coins. The total cost of grazing hens will determine the degree of fertilization of the plot and, ultimately, the increase in yield in the current agricultural season. Details in the table:
|The total cost of grazed hens in this field in the current season, gold coins|
|Possible combinations of breeds of hens|
|Leghorn (1pc)||Leghorn (2 pcs)||Leghorn (3 pcs)
or Minorca (1 pcs)
|Leghorn (4 pcs)
or Minorca (1 pc)+Leghorn (1 pc)
|Leghorn (5 pcs)
or Minorca (1 pc)+Leghorn (2 pcs)
|Leghorn (6 pcs)
or Minorca (2 pcs)
or Minorca (1 pc)+Leghorn (3 pcs)
|Leghorn (7 pcs)|
or Minorca (2 pcs)+Leghorn (1 pc)
or Minorca (1pc)+Leghorn (4 pcs)
or Sussex (1 pc)
|100% * (1/7)||100% * (2/7)||100% * (3/7)||100% * (4/7)||100% * (5/7)||100% * (6/7)||100% (maximum)|
|Yield increase of the field (relative to the yield of the given field without grazing)|
|10% * (1/7)||10% * (2/7)||10% * (3/7)||10% * (4/7)||10% * (5/7)||10% * (6/7)||ten%|
|Example: Final yield of Amaranth (kg) relative to an initial yield of 12 kg (without additional manual fertilization)|
|Example: Final yield of Amaranth (kg) relative to an initial yield of 36 kg (with additional manual fertilization)|
Attention! Grazing is carried out on each plot only once. If you have already sent magic hens even in incomplete sets (worth less than 7 gold coins) to the field in the current season, additional grazing will not be possible on this plot in the same season. The new grazing will only be available next season.
For convenience, there are two modes for distributing your magic hens across fields: Maximum and Equable. Let's say you want to start grazing on 7 plots of land and you have 7 Leghorn hens. "Maximum" hens distribution mode will place all of your Leghorns on one field, while "Equable" mode will distribute 1 Leghorn to each of the selected fields.
When magic hens graze on your land, there is a chance that one of them will be kidnapped by a kite. Read more in the help section "Business → Livestock Breeding → Magic Hens → Help".
It may happen that magic hen will die while grazing (of old age). If this happens, the effect of her grazing will still be taken into account in full (same as in the case of abduction by a kite).
Servants' Help in the cultivation of the fields
To speed up the execution of work on your plots of land, you can hire servants - clones in the status of "serf". The process of hiring servants is detailed in "Rentier → Real Estate → General Information", chapter § Real Estate → § Hiring servants. A servant assists a clone working in the field during the following stages of the agricultural cycle:
- fertilizer (only manual fertilization);
- sowing seeds;
Each hired servant is assigned to one plot of land, which is in the stages of fertilization, sowing or harvesting (if any in this house). At the same time, each servant speeds up the execution of work in this particular plot by 10%. If the owner of the house has hired more servants than there are fields in the specified stages of cultivation at the moment, then several servants can be assigned to one plot. At the same time, the processing speed of this plot also increases accordingly. The maximum number of servants that can be hired at the same time is equal to the development level of the house.
Please note that the servants increase the processing speed by 10%, and do not reduce the processing time by 10%. The processing time is, of course, also reduced and is calculated according to the following formula:
T = Tb / (1 + 0,1*n),
- Tb - base time (the time required to complete the process without the help of servants);
- n - the number of servants (permanently working on the field for which the calculation is performed).
This formula allows you to calculate the necessary time for fertilizing, sowing and harvesting, provided that the servants work in the field constantly, from the beginning to the end of the process, while their number does not change. Below, as an example, the time for these processes is calculated, assuming that one servant is constantly working on the plot:
|Question||It is not entirely clear to me how much faster the agricultural work will be if several servants work on my plot at the same time. Let's say I have a castle, that is, the level of development of the house = 50. This means that 50 serfs can work in this castle and on the fields adjacent to it at the same time. It turns out that if I am currently processing only one field in this castle, then all 50 serfs will work on this field. And if each serf speeds up the execution of work by 10%, then the result will be an acceleration of 500%. Is it really true?|
|Answer||Yes! You are absolutely right: in the situation you describe, the acceleration will indeed be 500%. At the same time, the work time will be reduced by 6 times.|
|Question||The sowing process without the involvement of a servant lasts 48 hours, with the involvement of one servant - 43.6 hours. How many hours of servant work will I have to pay in total?|
|Answer||Since the total process time is 43.6 hours, the servant will also work for the same time. You will need to pay for 44 hours (create 44 tasks).|