Agriculture, Food, and Water¶
Farming is an async profession, not a click-heavy minigame. The player acquires plot access, commits inputs, waits through timed growth and tending phases, and collects output. The system should feel like running a real operation — season-aware, input-dependent, and genuinely tied to the wider economy — rather than a set of repetitive button presses.
This document covers crop farming, animal husbandry, the processing chain from raw output to usable goods, the food system, water, and how all of it connects to town reserves, market prices, and crafting demand.
Design Principles¶
NPC farming is the floor, player farming is the ceiling. Every town and village has baseline NPC producer farms that run automatically so the world does not collapse when player numbers are low. Player farms produce better quality, greater variety, and higher volume — but they do not replace the baseline. They improve on it.
Farming outputs feed almost every other system. Grain feeds rations. Livestock hides and tallow feed leatherworking and alchemy. Wool feeds clothworking. Wax and honey feed alchemy and cooking. Bone feeds tinkering and toolcraft. A farm is not just a food source — it is a crafting material pipeline.
Seasons and soil matter. A field that was over-cropped without rotation degrades. A field managed with crop rotation, soil treatment, and irrigation outperforms a neglected neighbor every cycle. Players who invest in their land are rewarded over players who just plant-and-forget.
Food state affects expedition eligibility. Hunger, thirst, and fatigue should affect what expeditions a character can attempt, not just apply a passive penalty. A character who is critically hungry cannot leave on a Rank B or higher expedition. A character who is well-fed and rested moves faster and recovers better.
Player Survival States¶
Track the following conditions per character:
| Condition | Bands |
|---|---|
| Hunger | Fed → Stable → Low → Strained → Critical |
| Thirst | Hydrated → Stable → Low → Strained → Critical |
| Fatigue | Rested → Stable → Tired → Strained → Exhausted |
| Temperature | Comfortable → Cold → Chilled → Freezing / Comfortable → Warm → Hot → Heat-Stressed |
| Injury Burden | None → Light → Moderate → Severe → Incapacitated |
Effects by band:
| Band | Expedition impact |
|---|---|
| Stable across all | No penalty. Full expedition access. |
| Low in one | Minor speed penalty, minor recovery reduction. |
| Strained in one | Significant penalty to speed and combat efficiency. Higher-rank expeditions locked. |
| Critical in any | Top two expedition rank tiers locked. Recovery quality reduced. |
| Two or more Critical | All expeditions locked. Character must be fed and rested before departure. |
Players should see their current band in the expedition preparation screen, not buried in a stats panel. The message should be explicit: Hungry — D-rank and above expeditions unavailable.
Food Categories¶
Each category influences different outcomes. Players cannot rely exclusively on one type.
| Category | Primary Effect | Notes |
|---|---|---|
| Staple grain and bread | Hunger maintenance, medium duration | Cheap, widely available; no morale bonus |
| Meat and fish (fresh) | Hunger maintenance, high calorie value | Spoils fast; must be eaten or preserved quickly |
| Preserved rations | Hunger maintenance, long shelf life | Reduced calorie efficiency vs. fresh; indispensable for long expeditions |
| Cooked meals | Hunger maintenance + morale bonus | Requires cooking skill and ingredients; strong quality ceiling |
| Medicinal food and tonics | Specific buffs (endurance, recovery, cold resist) | Alchemy or Cooking crossover recipes |
| Luxury or morale food | High morale bonus, minor hunger value | Honey cakes, delicacy fish, festival bread; premium market items |
A character eating only staple grain can keep their hunger band at Stable indefinitely but never reaches a morale bonus. A character with access to a variety of food categories can push into sustained morale and recovery bonuses.
Meat Rarity, Wild vs. Farmed, and Settlement Preferences¶
Not all meat is interchangeable. A settlement that has eaten pork and beef its entire life treats venison as a feast food. A frontier outpost that lives off wild game finds salted pork bland by comparison. Settlement culture, tier, current season, active holidays, and a low-amplitude weekly drift all determine which meat commands a premium — and which sits unsold at the butcher's stall.
Separately, rarer meat produces measurably better nourishment, but only when prepared in a recipe designed to use it. Feeding Exceptional venison into a soldier's hardtack ration caps the output at Common quality and wastes the input. Rarity is not a free upgrade — it has to be unlocked by matching the right recipe to the right ingredient.
Meat Rarity Tiers¶
| Tier | Source | Nourishment quality ceiling | Market behavior |
|---|---|---|---|
| Common | Farm pig, farm chicken, farm cattle, domestic goat | Common–Fine (depends on herd condition) | High volume, low margin, stable price; everyday butcher supply |
| Uncommon | Wild rabbit, pheasant, river perch, freshwater trout, small game birds | Fine | Moderate premium; taverns pay a small bonus; spoils faster than farm stock |
| Moderate | Wild deer, young elk, wild boar (Coedmoch/Coedwych), large river fish (pike, salmon) | Superior | Meaningful premium; the ceiling for standard prestige tavern meals and better expedition rations |
| Rare | Brown bear, trophy elk, wolf, large predator kills, monster-grade game | Exceptional | Low volume, limited buyer pool; premium price windows during festivals; not suitable for everyday cooking |
| Exotic | Monster-sourced meat (specific bestiary creatures), regional specialty animals unique to one zone | Masterwork potential | Special order or festival event only; faction gift economy; no standing market price |
Wild vs. Farmed: Same Category, Different Ceiling¶
Farm animals and wild animals of the same broad type are not equal inputs.
Farm stock is raised in controlled conditions. Its output is predictable, reliable, and at a lower quality ceiling — farm cattle reach Fine–Superior at best, never Exceptional, regardless of how well the herd is managed. Domestic animals are optimised for volume and consistency, not the depth of nourishment that comes from wild forage.
Wild game lives on varied terrain diet. This produces higher nutritional density and a higher quality ceiling, but with more variability. A wild boar taken from Coedmoch is not the same as a farm pig slaughtered in Talmaes, even if both produce "pork." The wild kill reaches Superior where the farm pig stops at Fine.
| Meat type | Farm ceiling | Wild ceiling | Notes |
|---|---|---|---|
| Beef / cattle | Fine (Good herd), Superior (peak conditions) | — (no wild cattle in launch region) | Farm is the only source |
| Pork | Common–Fine | Superior (wild boar, Coedmoch/Coedwych) | Wild boar fills the quality gap above farm pig |
| Poultry | Common–Fine | Fine–Superior (pheasant, moorhen, wild duck) | Both valid; wild bird is better but lower volume |
| Venison | — (no farmed deer) | Moderate–Exceptional (deer, elk) | Hunting-only; quality scales with animal size and zone |
| Fish | Fine (fish farming near Arujoki) | Superior–Exceptional (wild river run, seasonal fish) | Seasonal wild fish events spike quality and price |
| Bear / wolf | — | Rare (Exceptional ceiling) | Trophy hunting category; not a food staple |
| Monster meat | — | Exotic (Masterwork potential, creature-specific) | Requires specific bestiary creature; unique properties per species |
Recipe Tier Matching¶
A recipe has a designated meat slot with a quality ceiling. The ceiling is set by the recipe tier, not the input.
| Scenario | Outcome |
|---|---|
| Common farm meat in a Common ration recipe | Correct match — full output at Common quality |
| Uncommon game in a Common ration recipe | Output caps at Common — rarity is wasted; input consumed at full quantity |
| Uncommon game in a Fine tavern meal recipe | Correct match — full output at Fine quality |
| Moderate wild game in a Fine tavern meal recipe | Output upgrades within Fine band — moderate game enables the top of the Fine ceiling |
| Rare meat in a Common ration recipe | Output caps at Common — significant waste; rare input is consumed as if it were Common stock |
| Rare meat in a prestige recipe (rare-required slot) | Full output at Exceptional quality; prestige recipe unlocks the rarity |
| Exotic meat in a prestige recipe | Masterwork potential if all other conditions (cook skill band, spice quality, tool tier) are met |
The practical rule: rare and exotic meat should not flow into bulk provisioning. Any cook or provisioner who uses trophy game for field rations is consuming the premium and delivering Common output. The system does not prevent this, but the waste is visible in the output quality.
Prestige Recipes (Rare or Exotic Input Required)¶
Prestige recipes have an explicit minimum meat tier that cannot be substituted. They are not available to apprentice-level cooks. The recipe must be obtained — from the Trevalkaan Culinary Guild, a festival commission, or a specific NPC teacher.
| Recipe | Required meat tier | Output | Access |
|---|---|---|---|
| Braised Bear Haunch | Rare (bear) | Superior–Exceptional morale meal; grants temporary cold resist | Culinary Guild, rank 3 |
| Venison Provision Pack | Moderate (deer/elk) | Superior long-duration expedition ration | Culinary Guild, rank 2 |
| Roast Boar Quarter | Moderate (wild boar only — not farm pig) | Fine–Superior feast provision; morale bonus | Culinary Guild, rank 2 |
| Trophy Game Bone Stock | Rare (any rare-tier game bones) | Exceptional cooking base for physician recovery meals | Alchemy-Cooking crossover recipe |
| Festival Centrepiece | Rare or Exotic (designated per event) | Morale feast item consumed in town festival events; cannot be individually equipped | Festival commission only |
| Monster Meat Preparation | Exotic (specific bestiary creature per recipe) | Creature-specific effects (varies); Masterwork nourishment potential | Special order; requires bestiary knowledge of the creature |
Settlement Meat Preferences¶
Each settlement has a preference profile. The profile has three layers: a cultural baseline that rarely changes, a seasonal/festival modifier that follows the calendar, and a weekly drift that introduces low-amplitude random variation in what the market is actively paying above-price for.
Cultural baseline preference by settlement:
| Settlement | Everyday supply (no premium) | Preferred/traditional | Prestige demand (noble/guild) |
|---|---|---|---|
| Talmaes | Farm pork, farm beef | Venison (feast), pheasant (feast days) | None — small agricultural village |
| Arujoki | River fish, freshwater perch | Smoked salmon, pike | Exceptional seasonal fish (Midsummer run) |
| Metsadu | Rabbit, game bird | Venison, mushroom-venison stew | Monster meat (Forest Spirits tradition) |
| Rumiarr | Goat, mountain rabbit | Elk (winter), wolf (warrior feast) | Trophy elk (Solstice) |
| Polheen | Farm pork, transit trade beef | Seasonal game (what passes through) | None — trade waypoint; preferences shift with caravans |
| Trevalkaan (common district) | Farm pork, poultry, salt fish | Beef, venison | — |
| Trevalkaan (guild/merchant district) | Beef, venison | Bear, trophy elk, quality fish | Exotic and monster meat (festival windows) |
| Trevalkaan (garrison) | Salt pork, hardtack (Common rations) | Fresh beef, preserved provision (Fine) | None; bulk supply is the priority |
Settlement tier preference tendency:
- Village: Common farm stock is fully acceptable. Uncommon game is a treat. Rare is a festival item.
- Town (common): Uncommon game is expected in the market. Moderate wild game is a normal premium line. Rare is festival-exclusive.
- Town (elevated district): Moderate wild game is the baseline premium. Rare is expected during festivals. Exotic is special order.
- City (noble): Moderate is treated as adequate common supply. Rare is the expected dining tier. Exotic is prestige.
Festival Demand Calendar¶
| Festival | Season | Meat in demand | Price effect | Notes |
|---|---|---|---|---|
| Spring Planting Festival | Early Spring | Spring lamb; farm poultry | +30% on lamb and poultry across farming villages | Lamb is a renewal symbol; must be from the current season's flock |
| Midsummer Hunt | Summer | Wild deer, boar, rabbit — anything hunted, not farmed | +40–60% on all wild game for 3 days | Community board event; hunter who brings the largest kill receives a bonus commission |
| Harvest Feast | Late Summer / Autumn | Roast farm pig (primary); grain-fed poultry | +25% on farm pig and poultry region-wide | The one festival where farm meat outperforms wild |
| Forest Spirits Day | Autumn | Monster meat or exotic game (Metsadu-local) | Premium for exotic at Metsadu only | Small festival; limited reach but highest per-unit premium in the calendar |
| Winter Solstice Feast | Winter | Wild boar (the traditional feast animal); elk | +50% on wild boar; elk commands noble-tier price | The largest food-demand event of the year; begin stockpiling boar weeks in advance |
| Threshold Night (New Year) | End of Winter | Bear (courage tradition); wolf meat (warrior gift) | Bear meat peaks; wolf is secondary premium | Bear is culturally significant; this is the reliable annual window for bear-hunting income |
| Trade Fair | Late Summer | All rare and exotic meats; imported delicacies | +20–35% on rare; exotic buyers present for 1 week | The only reliable window to sell exotic meat to non-festival buyers |
Weekly Preference Drift¶
Separate from festivals, each settlement's butcher, tavern keeper, and market run a weekly preference drift — a low-amplitude random shift representing a chef's weekly special, a patron request, or a buyer restocking.
| Drift result | Duration | Price effect |
|---|---|---|
| No change | — | Current preference holds |
| Minor tier shift | 1 week | One tier up or down in preferred meat; small price adjustment (±10%) |
| Category shift | 1 week | Settlement temporarily prefers a different meat type (e.g., Talmaes wants more poultry instead of pork); normal price on pork, small premium on poultry |
| Craving spike | 3 days | One specific meat type premium doubles, then returns to base; announced in settlement notice board |
Craving spikes are announced at the notice board and expire without warning. A player who acts within the 3-day window captures the premium; one who arrives on day 4 finds the price already normalized.
Nourishment Quality by Meat Tier¶
Higher-rarity meat prepared in a matching recipe produces better outcomes across all nourishment metrics. These are only realized if the recipe tier matches the meat tier — mismatched recipes cap at the recipe ceiling regardless of input.
| Meat tier | Hunger recovery duration | Hunger decay rate | Morale effect | Additional |
|---|---|---|---|---|
| Common (farm stock) | 1.0× baseline | Standard | None | Reliable; no surprises |
| Uncommon (wild small game) | 1.2× | Standard | Minor (+1 morale step) | Noticeable improvement over farm stock |
| Moderate (large wild game) | 1.5× | −20% decay for duration | Moderate (+2 morale steps) | Meaningfully longer expedition comfort window |
| Rare (trophy game, bear) | 2.0× | −35% decay for duration | Strong (+3 morale steps) | Doubles effective ration duration; competitive advantage on long expeditions |
| Exotic (monster meat, creature-specific) | Up to 3.0× (exceptional prep only) | −50% decay; additional resist | Maximum morale; creature-specific condition bonus | Effect type depends on the source creature; documented per bestiary entry |
The gap between Common farm stock and a well-prepared Moderate wild game provision is not cosmetic. A character with a Venison Provision Pack in their kit stays fed longer, maintains a better hunger band deeper into an expedition, and carries a passive morale bonus throughout. Over a B-rank expedition, this difference compounds.
Water System¶
Water is a separate supply class from food. Every expedition consumes water from the character's carried supply. Some biomes stress water differently.
Water Sources¶
| Source | Notes |
|---|---|
| Wells (village or town) | Free to access; slow to deplete; refills daily |
| Rivers and safe springs | Free; accessible during riverbank and wetland expeditions |
| Caravan water stores | Purchased for long-haul or desert-adjacent routes |
| Water merchants | Available in town; price rises when town water reserve is strained |
| Rain capture (advanced) | Requires a cistern or barrel set at a fixed plot |
| Snow melt | Available in winter; costs fuel to process into safe water |
Water and Town Reserves¶
Town water reserves are tracked separately from food. A town can be food-stable and water-failing simultaneously if its wells are contaminated or its river access is disrupted.
A contaminated or dry water source creates quest pressure immediately: water routes must be secured, alternative sources found, or a purification project completed before the reserve recovers.
Plot Acquisition¶
Players access farming through plot leases or ownership. Leases are the entry path; ownership comes through sustained investment.
Plot Lease (Village)¶
- Acquired from a village headman or land registry (Bathrys in Talmaes is the primary early source)
- Costs a weekly fee in coin or material delivery
- The plot is pre-cleared and ready for immediate use
- Lease can be terminated by the headman if the plot sits idle for too long
- Quality tier of a leased plot depends on the village and which plots are available — Talmaes has the best soil in the launch region; Rumiarr is rocky and unsuitable; Metsadu can support herb gardens and mushroom caves but not field crops
Plot Ownership (Town Project)¶
- Unlocked through sustained player investment in a village or town
- Requires completing a series of land-improvement commissions (drain the bog, clear the stones, fence the pasture)
- Owned plots do not incur weekly lease fees
- Owned plots can be passed between characters via the market or guild roster
Plot Types¶
| Type | What it supports | Where available |
|---|---|---|
| Crop field | Grain, root vegetables, legumes, flax | Talmaes, Trevalkaan Outer Fields |
| Orchard plot | Fruit trees, berry rows, hop vines | Talmaes, sheltered vale sites |
| Herb garden | Medicinal herbs, spice plants, dye plants | Metsadu, Trevalkaan garden plots |
| Mushroom cave | Fungal crops, glowcap, alchemical fungi | Rumiarr lower caves, karst cavern sites |
| Pasture | Livestock grazing, herd management | Talmaes, Polheen vale, Trevalkaan commons |
| Dedicated stable | Draft animal care, breeding | Trevalkaan livery district, Polheen |
| Beehive row | Honey, wax, pollen | Talmaes (Enkwen's hive rows), sheltered meadow plots |
Crop Farming¶
Growth Cycle¶
Each crop goes through four stages. Each stage is a timed job that can be submitted async. Tending adds to the timer but improves output quality and reduces event risk.
| Stage | What the player does | Timer | Skip penalty |
|---|---|---|---|
| Prepare | Till field, apply soil treatment, test soil | 2–4 hours | Poor seedbed reduces yield 10–20% |
| Plant | Select seed stock, plant with or without a seed drill | 1–3 hours | Uneven spacing reduces yield 5–15% |
| Tend | Weed, water, watch for pest signs; repeat weekly | 30–60 min/week | Each missed tend cycle increases blight and pest risk, reduces quality ceiling |
| Harvest | Collect with sickle or scythe; carry to storage | 2–6 hours | Delays past peak week reduce yield 10% per day |
Irrigation: Fields adjacent to a well or with an irrigation ditch reduce the yield penalty from missed tending cycles by 50%. Building an irrigation channel is a plot improvement project that costs timber, stone, and labor.
Seed drill: Using a seed drill tool (instead of hand-casting seed) reduces planting time by 30% and increases seeding density, which raises the yield floor at the cost of higher seed consumption.
Crop Catalog¶
Staple Crops¶
Grain (Winter Rye / Spring Wheat)
The highest-volume crop and the primary driver of the town food reserve. Two strains: winter rye is planted in autumn and harvested in early summer; spring wheat is planted in spring and harvested in late summer. Having both rotations active provides near-continuous supply.
| Property | Value |
|---|---|
| Season | Winter rye: plant Autumn / harvest Early Summer. Spring wheat: plant Spring / harvest Late Summer |
| Growth time | 60–90 days (real-time scaled to game tick rate) |
| Yield per plot per cycle | 80–120 units (Common soil, no treatment). 150–200 units (Good soil, treated, irrigated) |
| Output | Raw grain → Mill → Flour → Baker/Provisioner → Bread, Ration packs. Raw grain → bundled (no processing) → Grain Bundle (mount feed item; 1 bundle = 1 day's feed for most herbivore mounts) |
| Crafting use | Flour is a recipe input in all bread and standard ration pack recipes |
| Market role | The highest-volume staple; price spikes in late winter when reserves run low |
| Soil draw | High. Rye draws more than wheat; both require rotation with legumes every 2–3 cycles |
Root Crops (Turnip / Beet)
Hardy crops that tolerate poor soil and cold. Lower calorie density than grain but faster growth and less soil draw. Beet can be used as a dye plant as well as a food source.
| Property | Value |
|---|---|
| Season | Late Spring → Late Autumn (tolerates frost) |
| Growth time | 30–45 days |
| Yield | 60–100 units (Common soil). 120–160 units (Good soil) |
| Output | Root vegetables (direct food use) → Cooking (stews, field rations) |
| Crafting use | Beet tops → dye reagent for clothworking (red-brown tone) |
| Market role | Budget food staple; price is stable and lower than grain |
| Soil draw | Low. Good rotation companion for wheat |
Legumes (Field Beans / Peas)
The soil restoration crop. Legumes fix nitrogen — planting a legume rotation after wheat or rye replenishes soil condition. They also produce food and a small amount of dried storage protein. They are not the most valuable crop per plot but they are the reason the field behind them produces well.
| Property | Value |
|---|---|
| Season | Spring → Late Summer |
| Growth time | 45–60 days |
| Yield | 40–70 units (beans); 30–50 units (peas) |
| Output | Dried legumes (cooking ingredient); green peas (fresh food, high spoilage) |
| Crafting use | None primary. Dried beans used in stew and provision recipes |
| Market role | Lower value than grain but permanent rotation demand |
| Soil draw | Negative — restores soil condition. Every 2–3 grain cycles a legume rotation is required |
Cash Crops¶
Hops (Brewing)
Hop vines grow on orchard-style plots or on purpose-built pole frames. They require a vertical support structure and cannot be planted on bare field without a plot upgrade. Output feeds the brewing profession.
| Property | Value |
|---|---|
| Season | Plant Spring, harvest Late Summer |
| Growth time | 70–90 days (first year), faster in subsequent years on established vine roots |
| Yield | 20–40 units per season |
| Output | Dried hop cones → Brewing → Ale, stout, bitter |
| Crafting use | Ale and brewing outputs are morale food; ale is also used in Alchemy as a fermentation base |
| Market role | Premium price; Trevalkaan's tavern is a permanent buyer |
| Soil draw | Medium |
Flax
Grown primarily for its fiber stalk rather than its seeds, though the seeds produce an edible oil and the seed cake is useful as animal feed. Flax is the primary field-grown input for the clothworking profession.
| Property | Value |
|---|---|
| Season | Spring → Late Summer |
| Growth time | 60–75 days |
| Yield | 30–60 units stalks; 10–20 units seed |
| Output | Flax stalks → Retting (water soak) → Fiber → Clothworker → Linen yarn → Linen cloth |
| Secondary output | Linseed oil (Alchemy base, wood finishing), seed cake (animal feed) |
| Crafting use | Primary linen source; linseed oil is a woodworking and alchemy reagent |
| Market role | Moderate-high value; price rises when the Clothworkers Hall issues batch commissions |
| Soil draw | Medium |
Dye Plants (Woad / Madder)
Niche crops with high per-unit value but low volume demand. Woad produces blue dye; madder produces red. Both feed clothworking dye recipes and are used in Alchemy for pigment preparation.
| Property | Value |
|---|---|
| Season | Spring → Late Summer (woad); Spring → Autumn (madder, 2-year root crop) |
| Growth time | 60 days (woad); 18 months to first harvest (madder) |
| Output | Dye paste → Clothworking (color application), Alchemy (pigment) |
| Market role | Premium niche; price is volatile because few players grow them |
Specialty Production¶
Herb Gardens
Medicinal herb gardens occupy a dedicated herb garden plot. They produce the same herbs available from Foraging in the wild, but in a managed environment with consistent supply rather than random site-based extraction.
| Herb family | Medical application | Alchemy application |
|---|---|---|
| Wound herb | Salve base for wound treatment | Basic recovery salve ingredient |
| Root tonic herbs | Stamina and fatigue recovery | Physician's Stamina Tonic ingredient |
| Fever herb | Fever-reduction preparation | Swamp Condition Medicine support reagent |
| Blight-clearing herb | Anti-blight field use | Advanced medicine |
| Spice and aromatic herbs | Cooking quality improvement | Alchemical aromatic reagent |
Herb garden yield is more consistent than wild Foraging but does not reach the quality ceiling of a prime wild node. A potency-grade herb can only be sourced from wild nodes or a player with a 6-piece Foraging Set. The herb garden's advantage is reliability and proximity, not peak quality.
Mushroom Caves
Fungal farming in cave spaces below Rumiarr or in the karst cavern network. The cave environment is stable (no weather, no pests beyond cave vermin), which makes this one of the most reliable production types.
| Fungal type | Use |
|---|---|
| Edible mushroom (common) | Cooking; fresh food, stew component |
| Alchemical fungi (glowcap, sporecap) | Alchemy reagent — no field substitute |
| Preserving fungi | Natural antimicrobial compounds used in Preservation recipes |
| Bioluminescent fungus | Light source material; used in mining and underground expedition supply |
Soil Condition System¶
Soil condition affects yield, quality ceiling, and event risk on every crop plot.
| Condition | Yield modifier | Quality ceiling | Event risk |
|---|---|---|---|
| Rich | +20% | Exceptional (with best inputs) | Low |
| Good | Baseline | Fine | Normal |
| Tired | −15% | Common only | Elevated (blight, pest) |
| Depleted | −30% | Common only | High |
How soil improves:
- Legume rotation — each completed legume cycle restores 1 grade
- Soil treatment (composted dung + lime + mineral powder) — restores 1 grade
- Fallow season (leaving a plot unplanted for one full season) — restores 1 grade; takes the plot out of production
- Irrigation maintained — slows degradation rate by 50%
How soil degrades:
- Every non-legume crop cycle degrades soil 1 grade if no rotation or treatment is applied
- Overgrazing a pasture degrades land 1 grade per season
- Blight event — drops soil 1 grade immediately and requires a Herbalism check to clear
A player who plants grain every single cycle without rotation will watch soil go Good → Tired → Depleted within 3–4 seasons. Players who rotate with legumes and apply soil treatment can hold Rich indefinitely.
Seasonal Calendar¶
| Season | What to plant | What to harvest | Notable |
|---|---|---|---|
| Early Spring | Spring wheat, legumes, flax, hops (establish) | Winter rye (mature) | Soil softens — tillage possible and cheaper |
| Late Spring | Root crops, herb garden replanting | Nothing major | Pest risk begins rising |
| Summer | Tending all crops | Nothing major yet | Heat stress risk in dry years |
| Late Summer | Nothing new | Spring wheat, flax, hops, legumes | Prime harvest window |
| Autumn | Winter rye, madder (2-year) | Root crops, remaining summer crops | Frost risk; late harvests lose quality |
| Winter | Mushroom cave cycles, bee dormancy | Mushroom output | No field crops. Fallow period for fields |
Seasonal price dynamics: Grain is cheapest at Late Summer harvest when supply peaks. By Late Winter/Early Spring, reserve stocks thin and grain price rises significantly. A player who stored surplus autumn grain and sells in late winter turns a meaningful profit from storage investment alone.
Field Events¶
| Event | Trigger condition | Effect | Response |
|---|---|---|---|
| Pest infestation (field rat, beetle) | Tired/Depleted soil, missed tending, Late Spring/Summer | Yield loss 15–30% this cycle | Pest cull order (Board). Trapping kit deployment |
| Blight | Hot+wet season, Tired/Depleted soil | Yield loss 20–40%, soil drops 1 grade | Herbalism treatment or sacrifice the cycle |
| Drought stress | Dry summer, no irrigation | Yield loss 10–20% per tending cycle missed | Irrigation protects. Carry water manually |
| Flood damage | Heavy rain event, low-lying fields | Partial harvest loss; soil resets to Good from silt | Cannot be avoided; plan harvest timing |
| Good harvest season | Prosperous region, Rich soil, full tending | Yield +15–25%; quality ceiling +1 band | Collect the windfall |
| Weed surge | Missed 2+ tending cycles | Quality ceiling drops to Common | Extra tending cycle clears it |
Animal Husbandry¶
Animal farming produces the most diverse output of any farming type: food (meat, milk, eggs), crafting materials (hide, wool, tallow, bone, bristle, wax), and labor (draft animals). Every species produces multiple outputs simultaneously from a single herd.
Pasture and Herd Management¶
All livestock except poultry and bees require a pasture plot or dedicated stable. Pasture size determines maximum herd size.
| Pasture size | Max herd (large animals) | Max herd (small animals) |
|---|---|---|
| Small (1-plot) | 4 | 20 |
| Medium (2-plot) | 10 | 50 |
| Large (3-plot) | 20 | 100 |
Overgrazing: Exceeding pasture capacity degrades land condition 1 grade per season. Land is considered Overgrazed at >120% capacity.
Pasture rotation: Moving a herd to a secondary pasture while the primary recovers is the animal-farming equivalent of crop rotation.
Winter feed: During Winter, outdoor pasture produces no forage. All livestock must be fed from stored hay, root vegetables, or grain byproducts. Feed deficit causes condition loss and output reduction. A full winter of feed must be stocked before the season changes.
Livestock Catalog¶
Cattle (Farm Breed)¶
Domesticated cattle are the most economically important livestock in the launch region. They produce meat, milk, tallow, hide, and bone simultaneously.
| Output | Processing | Destination |
|---|---|---|
| Beef (fresh) | Butcher → preserved provision | Cooking, Provisioning |
| Milk | Dairy → cheese, butter, whey | Cooking, Alchemy (whey as protein reagent) |
| Hide | Tannery → leather | Leatherworking (heavy leather, war pack, saddle) |
| Tallow | Rendering → tallow block | Alchemy base, gear finish, candle |
| Bone | Drying → bone stock | Tinkering (handles), Cooking (stock) |
Quality: Pasture-raised cattle on Good soil with full winter feed reach Fine output. Rich soil, supplemental feed, and a superior breeding bull can reach Superior quality cuts and Superior hide. Neglected cattle on Tired pasture produce Common quality across all outputs.
Draft work: Oxen provide draft labor — they can be assigned to plow fields, haul logs, and pull wagons. One ox reduces the tilling prep timer on a full field by 40%.
Sheep¶
The primary wool and fiber source. They produce a seasonal wool clip (spring shearing) plus ongoing milk output and a terminal meat yield.
| Output | Processing | Destination |
|---|---|---|
| Wool (spring clip) | Clothworker → yarn → cloth | Clothworking (armor padding, tent cloth, cloak inner layer) |
| Milk | Dairy → cheese | Cooking, Provisioning |
| Lamb/mutton (cull) | Butcher → preserved provision | Cooking |
| Sheepskin | Tannery → thin leather | Leatherworking (lining material, glove backs) |
| Lanolin (from wool) | Extraction → fat | Alchemy (skin preparations), gear waterproofing |
Shearing: The spring wool clip is a timed harvest event. Missing the shearing window reduces clip yield and quality. Shearing with a quality blade improves clip quality by one grade.
Pigs¶
The highest meat-yield animal relative to feed input. Pigs can be fed on food waste and root crop byproducts — feed requirements are partially met by discarded husks, spoiled grain, and vegetable tops from crop operations, creating a farm-level waste-reduction loop.
| Output | Processing | Destination |
|---|---|---|
| Pork (fresh) | Butcher → salt-cured → provision | Cooking (equivalent to Cured Boar Provision) |
| Pig fat | Rendering → tallow | Alchemy, gear finish, cooking fat |
| Pigskin | Tannery → thick hide | Leatherworking (boot sole, medium armor — equivalent to wild boar at Common–Fine) |
| Bristle bundle | Harvest from cull | Leatherworking (quiver stiffener) |
| Bone | Drying → stock | Tinkering, Cooking |
Economy note: Domestic pigs produce the same material categories as wild boar (Coedmoch, Coedwych) but at a Common–Fine quality ceiling. Wild boar hunting remains relevant for superior material quality (Fine–Superior wild boar fat, Fine–Superior briar-backed hide). The farm pig fills bulk demand at the Common tier; wild boar hunting fills the premium quality tier above it. The two sources are complementary, not competitive.
Poultry (Chickens, Ducks)¶
The fastest food-cycle livestock. Chickens produce eggs daily and can be culled for meat with no wait time.
| Output | Processing | Destination |
|---|---|---|
| Eggs | Direct use | Cooking (binding ingredient; baked goods, tonics) |
| Poultry meat | Butcher → direct or preserved | Cooking |
| Feathers | Drying → fletching bundle | Arrows (fletching input — permanent sink) |
| Down | Harvest from cull | Clothworking (insulating layer for cold-climate gear) |
Arrow supply link: The fletching bundle from poultry is the primary arrow feather source when wild bird hunting output is insufficient. Duck farms near Arujoki are a noted arrow-supply link for the regional Archery market.
Goats¶
Goats thrive in terrain where cattle and sheep underperform — rocky hills, sparse vegetation, steep pasture. The primary livestock option for Rumiarr and elevated zone settlements.
| Output | Processing | Destination |
|---|---|---|
| Milk | Dairy → cheese, butter | Cooking |
| Goat meat (cull) | Butcher → preserved provision | Cooking |
| Goatskin | Tannery → supple thin leather | Leatherworking (glove palm, herb pouch) |
Terrain advantage: Goats on rocky hill pasture graze without overgrazing at 150% of nominal capacity (hill terrain has deep root forage that surface assessment underestimates). The only livestock exception to the overgrazing rule.
Draft Animals (Horses, Mules, Oxen)¶
Draft animals are farm infrastructure rather than a food source. They provide labor that dramatically reduces field preparation and hauling timers.
| Animal | Primary use | Secondary use |
|---|---|---|
| Ox | Field plow; heavy haul | Low-speed pack animal |
| Mule | Pack transport on rough terrain | Light draft; superior to horse in mountain terrain |
| Horse (draft breed) | Field plow; cart pull | Faster than ox but more expensive to feed |
A player with a draft ox reduces field tillage timer by 40% and log hauling timer by 30%. Draft horses and mules can also be used as expedition pack animals.
Bees (Beehive Row)¶
Beehives are a passive production source. Once established, they produce honey and wax on a weekly cycle with minimal tending. They require a seasonal pollinator landscape — planted flower rows, herb garden proximity, or orchard adjacency — to maintain hive health.
| Output | Processing | Destination |
|---|---|---|
| Honey | Direct use | Cooking (sweetener, preservative), Alchemy (carrier medium, wound treatment), morale food |
| Wax | Melting → wax block | Sealing (all alchemy containers), bow finishing, leather waterproofing, candle making |
| Beeswax polish | Preparation → apply | Woodworking (fine furniture), instrument maintenance |
| Propolis | Extraction | Alchemy (antimicrobial reagent) |
Market permanence: Honey and wax are among the most stable-price staple goods in the game. Wax is consumed as a container seal in every alchemy recipe at every quality level — including Exceptional and Masterwork preparations. A Common wax seal is on every vial that exits the most advanced laboratory in the region.
Hive defense: Bears are a hive threat. Beekeeper Enkwen's hive defense commissions (B-rank encounter in Talmaes) are a recurring board item because bear-hive conflict is a persistent condition, not a one-time event.
Livestock Events and Threats¶
| Event | Trigger | Effect | Response |
|---|---|---|---|
| Predator attack (wolf, bear) | High monster pressure near pasture | Herd loss 1–3 animals; survivors have quality penalty for 1 cycle | Predator cull order (Board), defensive pen improvement |
| Disease outbreak | Overgrazing, poor winter feed, high density | Output reduced 30–50% for 2–3 cycles; spread risk to adjacent herds | Veterinary treatment (Alchemy-sourced animal medicine); quarantine |
| Winter kill | Insufficient winter feed stored | Animal loss proportional to feed deficit | Adequate winter hay storage is the prevention |
| Parasite infestation | Missed grooming cycle, wet pasture | Wool/hide quality penalty; meat quality penalty | Herbalism treatment; pasture rotation |
| Escape/roundup | Damaged fence, storm event | Animals scatter into local zone | Roundup expedition (low-rank, no combat) |
| Exceptional breeding result | Superior breeding stock + full tending | Offspring quality tier increases by 1 | Keep as herd improver or sell breeding rights |
Processing Chain¶
Raw farm output is not expedition-grade supply. It must be processed before it enters the crafting or provisioning economy.
Crop Processing¶
Grain (raw)
→ Mill → Flour
→ Baker/Provisioner → Bread, Ration Packs, Hardtack
Grain (raw, excess)
→ Brewery (Ale, Beer — via Hops + Yeast)
Flax stalks
→ Retting (water soak, 2–3 days)
→ Breaking and Scutching (fiber separation)
→ Clothworker → Linen yarn → Linen cloth
→ Linseed (seeds)
→ Cold press → Linseed oil (woodworking, alchemy)
→ Seed cake (animal feed)
Hops (dried cones)
→ Brewery → Ale (morale food); Bitter (export good)
Root vegetables
→ Direct cooking (Stew, Provision pack)
→ Pig feed (excess or poor-quality roots)
Herb garden output
→ Alchemist (Medicine, Reagents)
→ Provisioner (Spice application to food quality)
Orchard fruit (apple, pear, berry)
→ Direct food (Fresh fruit — high spoilage)
→ Preserving → Dried fruit (long shelf life)
→ Fermenting → Cider, Vinegar (alchemy base, cooking)
Mushrooms
→ Direct cooking (Common mushroom — stews)
→ Drying → Alchemist (Alchemical fungi — long shelf life)
Dye plants
→ Dye extraction → Clothworker (color pigment)
→ Alchemy (pigment preparation)
Livestock Processing¶
Cattle
→ Butcher → Beef (fresh) → Preserved provision (smoking, salting)
→ Tallow → Rendering → Tallow block (alchemy, gear finish)
→ Hide → Tannery → Heavy leather (war pack, saddle)
→ Bone → Bone stock (tinkering handles, cooking stock)
→ Milk → Dairy → Cheese, Butter, Whey
Sheep
→ Shearing → Wool clip → Clothworker → Yarn → Felt, wool cloth
→ Milk → Dairy → Sheep cheese
→ Cull → Mutton → Preserved provision
→ Sheepskin → Tannery → Thin leather (lining)
→ Lanolin → Alchemy, waterproofing
Pig
→ Butcher → Pork → Salt-cured provision
→ Fat → Rendering → Pig tallow (Common-grade boar fat equivalent)
→ Pigskin → Tannery → Thick hide (boot sole, medium armor)
→ Bristle → Leatherworking (quiver stiffener)
Poultry
→ Eggs → Direct (cooking ingredient, binding agent)
→ Cull → Poultry meat → Direct or preserved
→ Feathers → Fletching bundle (arrow component)
→ Down → Clothworking insulating layer
Goat
→ Milk → Dairy → Cheese
→ Cull → Goat meat → Preserved provision
→ Goatskin → Tannery → Supple thin leather
Bees
→ Honey → Direct (cooking, alchemy, morale food)
→ Wax → Sealing, bow finish, wood polish, candle
→ Propolis → Alchemy (antimicrobial reagent)
Processing Infrastructure¶
| Building | Input | Output | Skill |
|---|---|---|---|
| Mill | Raw grain | Flour | Milling (Farming crossover) |
| Bakehouse | Flour, water, salt | Bread, ration pack | Cooking |
| Smokehouse | Raw meat, salt, fuel | Preserved provision | Preservation |
| Dairy | Milk, salt | Cheese, butter, whey | Cooking |
| Tannery | Raw hide, salt, tallow, water | Leather | Leatherworking |
| Rendering vat | Animal fat (raw) | Tallow block, lard | No skill requirement |
| Brewery | Grain, hops, water, yeast | Ale, beer | Brewing (Cooking crossover) |
| Loom / Clothworking bench | Wool, linen fiber, yarn | Cloth, felt, yarn | Clothworking |
| Pressing vat | Linseed, fruit | Linseed oil, cider | Basic processing |
| Retting pit | Flax stalks, water | Retted flax fiber | Farming skill crossover |
Town Supply Loop¶
Reserve Classes¶
Farm output flows into the town's reserve system via the daily settlement tick.
| Reserve class | Primary farm inputs |
|---|---|
| Food reserve | Grain, bread, meat, preserved provisions, dairy, fresh produce |
| Fuel reserve | Charcoal (from orchard pruning and wood byproducts), peat |
| Medicine reserve | Herb garden output, alchemical fungi |
Daily Settlement (Farm Contribution)¶
farm_contribution_per_tick = (npc_farm_baseline + player_farm_output + delivery_from_villages) × processing_efficiency × season_modifier
Season modifier:
| Season | Modifier |
|---|---|
| Spring | 0.6 (few crops in; last winter stocks depleting) |
| Summer | 1.0 (tending in progress; no major harvests yet) |
| Late Summer / Early Autumn | 1.6 (harvest peak; all crops incoming) |
| Winter | 0.4 (no field crops; livestock output only; heavy consumption) |
Village-Town Supply Links¶
| Village | What they supply to Trevalkaan | Disruption effect |
|---|---|---|
| Talmaes | Grain (primary), dairy, livestock | Food reserve drops within 2 settlement ticks |
| Arujoki | Fish (primary), river produce | Fish component of food reserve declines |
| Metsadu | Herbs, trap byproducts | Medicine reserve affected |
| Polheen | Transit goods; some dairy from vale | Indirect — route disruption hurts all villages |
| Coedwair | Timber, charcoal | Fuel reserve affected |
Talmaes is explicitly the most critical food-supply village for the launch region. If Talmaes harvests fail due to blight, raiding, or pest pressure, Trevalkaan's food band drops from Stable to Strained within 2 days of game time. This creates genuine urgency for players to respond to Talmaes-sourced quests.
Economy Integration¶
Crafting Material Pipeline from Farms¶
Farms supply Common-tier crafting materials across multiple professions permanently.
| Farm output | Crafting use | Permanent demand mechanism |
|---|---|---|
| Cattle hide | Leatherworking (heavy leather, war pack, saddle seat) | Every war pack and saddle ever made consumes this |
| Cattle tallow | Alchemy base, gear finish | Present in every leather finish recipe |
| Wool | Clothworking (armor padding felt, inner cloak layer, tent inner) | Every padded armor layer uses wool felt |
| Pig fat / pig tallow | Alchemy, cooking fat, gear finish | Common-tier substitute for wild boar fat |
| Pig bristle | Leatherworking (quiver stiffener) | Every quiver made contains bristle |
| Egg | Cooking (binding reagent) | Every baked ration pack has eggs as a binder |
| Feather | Arrows (fletching) | Every 20 fletched arrows need bird feathers |
| Wax (bees) | Alchemy seals, bow finish, wood polish | On every alchemy vial at every quality tier |
| Honey | Cooking, Alchemy carrier | Consumed at all profession tiers |
| Wheat flour | All bread and ration recipes | The highest-volume crafting input in the game |
| Linseed oil | Woodworking (wood treatment), Alchemy (oil carrier base) | Every bow limb conditioning step |
| Linen cloth | Clothworking (armor lining, tent inner panel, wraps) | Present in every armor set as inner structure |
| Lanolin | Waterproofing, skin preparations | Alternative to tallow rub for cloth-surfaced items |
| Down (poultry) | Clothworking (cold-climate insulation) | Cold-weather gear inner lining |
| Propolis | Alchemy (antimicrobial preparation) | Specialist use; permanently relevant in medicine crafting |
Market Pricing Dynamics¶
Seasonal price band (grain example):
| Season | Supply pressure | Price index | Opportunity |
|---|---|---|---|
| Late Summer (harvest) | Surplus | 70–80% of base | Buy and store |
| Autumn | Growing stores | 85–95% of base | Neutral |
| Winter | Drawdown from stores | 100–115% of base | Hold stock |
| Late Winter / Early Spring | Thin reserves | 130–160% of base | Sell stored grain |
Price volatility triggers: - Blight event at Talmaes: immediate +20% food price spike; peaks at +40–60% if not resolved within 3 days - Successful Talmaes harvest board clear: immediate −10% price relief - Caravan route disruption (Talmaes road blocked): price spike equivalent to mild blight - Player mass delivery (large shipment arrives): temporary −8 to −15% price dip - Town festival: +10% on morale food (honey, ale, luxury provisions)
Player Trade Opportunities¶
Arbitrage: Talmaes sells grain at close-to-farm price; Trevalkaan market adds a premium. A player with a mule and pack saddle can buy from Talmaes and sell in Trevalkaan for a consistent 15–25% margin during normal periods. During shortage spikes this becomes 40–60%.
Processing margin: Processed outputs (flour, leather, tallow blocks, wool yarn) are worth more than their raw inputs. A player who owns a farm and operates a linked processing building captures both the production and the processing margin.
Seasonal futures: Player contracts allow posting a delivery at a future price. A crafter who needs grain in winter can post a contract: Deliver 100 units of Fine grain before Day 90 for X coin. A farmer who expects a surplus can accept that contract, locking in a sale price now against future delivery. This is the beginning of a commodity market driven entirely by player decisions.
Player Farming Activities¶
Board-level and contract-level activities that emerge from farming operations.
| Activity | Rank | Description |
|---|---|---|
| Field Survey | F | Walk a plot circuit and report readiness status |
| Pest Cull | F–E | Clear field rats, blight beetles, or weevil swarms from an infested plot |
| Harvest Expeditions | E–D | Time-limited seasonal gather — collect grain before weather event |
| Soil Treatment Run | E–D | Source soil treatment reagents from Alchemy; apply to designated plots |
| Livestock Roundup | F–E | Recover escaped livestock scattered in the local zone |
| Predator Defense | D–C | Cull wolves or bears threatening Talmaes pasture; protect hives from bear |
| Irrigation Repair | D | Repair a breach in an irrigation channel after storm damage |
| Winter Supply Run | D–C | Deliver sufficient hay, root stock, and grain to satisfy Talmaes winter feed board |
| Seed Sourcing | D–C | Obtain quality seed stock for improved next-season crop |
| Breeding Stock Delivery | C–B | Transport a quality breeding animal to or from a remote ranch |
| Orchard Management | D | Prune, stake, and treat orchard rows; unlocks orchard yield bonus for current season |
| Beehive Defense | B | Protect Enkwen's hive rows from a bear Elite encounter |
NPC Baseline Farming¶
NPC farms run on autopilot at Common-quality output regardless of player activity.
NPC farm rules: - NPC farms do not improve beyond Common quality unless a player completes a village improvement commission that upgrades their tools or seed stock - NPC farms are disrupted by events (blight, raids, predator pressure) and generate quests when disrupted - Player farming output adds to and improves NPC baseline output — it does not replace it - If a player leases or owns a plot that was formerly NPC-operated, the NPC baseline for that plot is removed and replaced by player output
Talmaes NPC baseline: - 5 NPC crop plots (grain, root, legume rotation) operating on autopilot - 2 NPC cattle herds producing Common-quality output - 1 NPC dairy producing Common cheese and butter - Headman Bathrys manages NPC operations and issues permits for player plots adjacent to them
Public Recovery Floor¶
Every town maintains emergency public rations and water at poor efficiency. This prevents hunger from turning into a hard progression lock. The floor is always present — a destitute character can eat and drink at reduced quality from the public reserve rather than being locked out of the game entirely.
Technical Model¶
Core Tables¶
farm_plot
plot_id, owner_id (player or npc), region_id, plot_type, soil_condition,
irrigated (bool), fenced (bool), current_crop_or_animal, stage,
stage_started_at, next_tick_at, event_flags
growing_job
job_id, plot_id, character_id, crop_template_id or livestock_template_id,
stage (prepare|plant|tend|harvest), timer_end_at, tend_cycles_missed,
input_quality_tier, status
livestock_herd
herd_id, plot_id, species, count, breeding_stock_quality, current_condition,
feed_reserve, last_fed_at, event_flags
processing_job
job_id, character_id, building_id, input_item_id, input_quantity,
recipe_id, skill_band_at_start, timer_end_at, status
farm_output
output_id, job_id, item_template_id, quantity, quality_tier, harvest_at
crop_template
template_id, name, season_plant, season_harvest, growth_days, soil_draw,
base_yield_min, base_yield_max, quality_ceiling_by_soil_condition,
event_risk_table_id
livestock_template
template_id, species, outputs (json: item_template_id + quantity_per_cycle),
feed_requirement_per_day, feed_types (grain|hay|root|forage|waste),
pasture_size_units, winter_feed_multiplier
meat_item
item_id, name, source_type (farmed|wild|monster), species, rarity_tier
(common|uncommon|moderate|rare|exotic), quality_tier, region_id,
seasonal_availability (json: seasons where wild source is active),
nourishment_duration_mult, hunger_decay_modifier, morale_bonus_steps
recipe_meat_slot
recipe_id, slot_id, min_rarity_tier, max_rarity_tier, accepts_farmed (bool),
accepts_wild (bool), quality_ceiling (output cap when mismatched),
is_prestige_slot (bool — if true, mismatched tier produces no output, not capped)
settlement_meat_preference
settlement_id, preference_profile_id, cultural_baseline (json: rarity_tier → base_price_mult),
current_festival_modifier_id (nullable), weekly_drift_active (json: rarity_tier → drift_mult),
drift_expires_at, craving_spike_item_id (nullable), craving_expires_at
festival_calendar
festival_id, name, season, duration_days, meat_demand (json: rarity_tier → price_mult),
settlement_scope (all|region|specific_settlement_id), announced_at
Growth Resolution (on timer fire)¶
- Load plot soil condition and current crop template
- Load character Farming skill band and equipped tool quality
- Count missed tend cycles
- Apply season modifier
- Roll yield:
base_yield × soil_modifier × tend_penalty × season_modifier × tool_modifier - Roll quality distribution per unit against quality ceiling for current soil condition
- Apply 6-piece Farming set bonus if active (8% chance to upgrade one quality band per batch)
- Check event roll: blight, pest, windfall based on field event table
- Write
farm_outputrecords - Update
farm_plotsoil condition (degrade or restore based on crop type and rotation state)
Livestock Tick (daily)¶
- Load herd feed reserve
- Subtract daily feed requirement × herd count × season_modifier
- If feed deficit: apply condition penalty to all animals
- Roll production: each animal produces daily output at current condition quality
- Roll event: predator, disease, escape (probability scales with event_flags and region pressure)
- Write output records
- Update herd condition
Town Supply Integration¶
Farm output enters town reserve via the same delivery path as any other supply item. Each output item template carries a town_reserve_value by reserve class:
- 1 unit of Common flour → 0.8 food reserve units
- 1 unit of Fine flour → 1.0 food reserve units
- 1 unit of fresh meat → 1.2 food reserve units (higher calorie, faster spoilage)
- 1 unit of preserved provision → 0.9 food reserve units (lower calorie, no spoilage)
A daily town tick reads all completed farm_output from the previous 24 hours that were delivered (the item must physically arrive at a warehouse or storage building), converts them to reserve units, and adds them to the aggregate.
Related Systems¶
crafting-and-itemization.md— quality resolution rules; farm material quality affects downstream recipe ceilingsmaterial-relevance-and-recipe-structure.md— anti-obsolescence model; farm outputs occupy permanent structural rolesgathering-and-resource-ecology.md— wild harvest comparison; farm vs. wild quality ceiling differencestown-simulation-and-supply.md— reserve system, daily settlement formula, shortage bandsmarket-contracts-and-logistics.md— seasonal trading, player contracts, delivery logisticsfrontier-marches-crafting.md— specific recipes that consume farm-sourced materialsvillages.md— Talmaes as the primary farming village; Beekeeper Enkwen; Headman Bathrysskill-catalog.md— Farming skill bands; Farming and Agriculture gear set