Agriculture
Farm
Produces food. Higher methods raise the yield with fertiliser, machinery and electronics.
As of version 0.2.0 What’s new?
- Cost
- $5bn
- Build time
- 180 days
- Workforce
- 120,000
- Maximum level
- 40
- Construction goods
- CementCementProcessed MaterialsBase price$20kProduced in (buildings)1Used by (buildings)0Construction good for almost every building. 50, MachineryMachineryHigh TechnologyBase price$350kProduced in (buildings)1Used by (buildings)16Capital good for industry, mining and construction. 20
Requirements
- Terrain
- FarmlandFarmlandTerrainMovement cost×1Defence bonus±0%Frontage10.8 unitsClose air support×1.1Attrition without supply0.8%/dayDeveloped open land: fast movement, a slightly narrower front than plains, low attrition. Armour, mechanised forces and artillery keep their edge. , PlainsPlainsTerrainMovement cost×1Defence bonus±0%Frontage12 unitsClose air support×1.15Attrition without supply1%/dayOpen ground: fast movement, a wide front, no defence bonus. Armour, mechanised forces and artillery are at their strongest here, and close air support is amplified. , SteppeSteppeTerrainMovement cost×1.1Defence bonus±0%Frontage13.2 unitsClose air support×1.2Attrition without supply1.4%/dayWide open grassland: a broad front, strong air effect, little cover. Armour and artillery have the edge, infantry is slightly disadvantaged. , HillsHillsTerrainMovement cost×1.5Defence bonus+30%Frontage9 unitsClose air support×0.9Attrition without supply1.2%/dayHills shield the defender and narrow the front a little. Light forces are strong, armour and mechanised forces weaker and slower. , ForestForestTerrainMovement cost×1.5Defence bonus+25%Frontage8.4 unitsClose air support×0.7Attrition without supply1.2%/dayForest slows movement, narrows the front and shields the defender. Infantry and light forces fight better, armour and artillery worse; close air support is dampened. , MarshMarshTerrainMovement cost×2Defence bonus+20%Frontage6 unitsClose air support×0.8Attrition without supply2%/dayMarsh: very slow with a narrow front. Marines have the edge here, armour and mechanised forces barely advance. , DesertDesertTerrainMovement cost×1.4Defence bonus±0%Frontage14.4 unitsClose air support×1.25Attrition without supply3%/dayDesert: the widest front and the strongest air effect, but high attrition without supply. Armour and artillery have the edge, infantry is somewhat weaker. , MountainsMountainsTerrainMovement cost×2.5Defence bonus+60%Frontage4.8 unitsClose air support×0.7Attrition without supply2%/dayMountains are the strongest defensive terrain: very slow, a very narrow front, close air support dampened. Mountain troops shine, tanks fail – superior numbers hold the front here but hardly break it.
- Technology
- –
Production methods per level and day
| Production methods | Inputs | Outputs | Workforce | Technology |
|---|---|---|---|---|
| Traditional Farming | – | FoodFoodAgricultural GoodsBase price$50kProduced in (buildings)2Used by (buildings)3A basic need of the population. Without enough food, stability and population growth fall. 120 | 120,000 | – |
| Mechanised Farming | FertilizerFertilizerProcessed MaterialsBase price$70kProduced in (buildings)1Used by (buildings)1Raises agricultural yields. 6, FuelFuelEnergyBase price$90kProduced in (buildings)1Used by (buildings)14Fuel for transport, agriculture, mining and the military; armies use it every day. 4 | FoodFoodAgricultural GoodsBase price$50kProduced in (buildings)2Used by (buildings)3A basic need of the population. Without enough food, stability and population growth fall. 200 | 50,000 | Mechanised AgricultureMechanised AgricultureAgriculture · 1999Cost1,500 pointsPrerequisites0Unlocks mechanised farms that produce much more food with fewer workers, using fuel and fertiliser. |
| GM Varieties | ChemicalsChemicalsProcessed MaterialsBase price$110kProduced in (buildings)2Used by (buildings)15Input for agriculture, mining, plastics, semiconductors and pharmaceuticals. 1.5, FertilizerFertilizerProcessed MaterialsBase price$70kProduced in (buildings)1Used by (buildings)1Raises agricultural yields. 5, FuelFuelEnergyBase price$90kProduced in (buildings)1Used by (buildings)14Fuel for transport, agriculture, mining and the military; armies use it every day. 4 | FoodFoodAgricultural GoodsBase price$50kProduced in (buildings)2Used by (buildings)3A basic need of the population. Without enough food, stability and population growth fall. 215 | 45,000 | Genetically Modified CropsGenetically Modified CropsAgriculture · 2003Cost2,400 pointsPrerequisites2Farms get higher yields with less fertiliser from resistant varieties. |
| Precision Farming | ElectronicsElectronicsHigh TechnologyBase price$400kProduced in (buildings)1Used by (buildings)16Input for modern industry, services, power plants and armaments. 0.4, FertilizerFertilizerProcessed MaterialsBase price$70kProduced in (buildings)1Used by (buildings)1Raises agricultural yields. 5, FuelFuelEnergyBase price$90kProduced in (buildings)1Used by (buildings)14Fuel for transport, agriculture, mining and the military; armies use it every day. 4 | FoodFoodAgricultural GoodsBase price$50kProduced in (buildings)2Used by (buildings)3A basic need of the population. Without enough food, stability and population growth fall. 230 | 30,000 | Precision AgriculturePrecision AgricultureAgriculture · 2005Cost2,500 pointsPrerequisites2Satellite-guided farms produce more food with fewer workers. |
| Drought-Resistant Crops | ChemicalsChemicalsProcessed MaterialsBase price$110kProduced in (buildings)2Used by (buildings)15Input for agriculture, mining, plastics, semiconductors and pharmaceuticals. 2, ElectronicsElectronicsHigh TechnologyBase price$400kProduced in (buildings)1Used by (buildings)16Input for modern industry, services, power plants and armaments. 0.4, FertilizerFertilizerProcessed MaterialsBase price$70kProduced in (buildings)1Used by (buildings)1Raises agricultural yields. 5, FuelFuelEnergyBase price$90kProduced in (buildings)1Used by (buildings)14Fuel for transport, agriculture, mining and the military; armies use it every day. 4 | FoodFoodAgricultural GoodsBase price$50kProduced in (buildings)2Used by (buildings)3A basic need of the population. Without enough food, stability and population growth fall. 250 | 28,000 | Drought-Resistant CropsDrought-Resistant CropsAgriculture · 2012Cost4,000 pointsPrerequisites2Farms get higher yields even in droughts. |
| Gene-Edited Varieties | ChemicalsChemicalsProcessed MaterialsBase price$110kProduced in (buildings)2Used by (buildings)15Input for agriculture, mining, plastics, semiconductors and pharmaceuticals. 1.5, ElectronicsElectronicsHigh TechnologyBase price$400kProduced in (buildings)1Used by (buildings)16Input for modern industry, services, power plants and armaments. 0.4, FertilizerFertilizerProcessed MaterialsBase price$70kProduced in (buildings)1Used by (buildings)1Raises agricultural yields. 4.5, FuelFuelEnergyBase price$90kProduced in (buildings)1Used by (buildings)14Fuel for transport, agriculture, mining and the military; armies use it every day. 4 | FoodFoodAgricultural GoodsBase price$50kProduced in (buildings)2Used by (buildings)3A basic need of the population. Without enough food, stability and population growth fall. 270 | 26,000 | Gene-Edited CropsGene-Edited CropsAgriculture · 2019Cost5,500 pointsPrerequisites2Farms achieve the highest yields of the epoch with gene-edited varieties. |
| Vertical Farm | ElectricityElectricityEnergyBase price$40kProduced in (buildings)6Used by (buildings)33Electricity is needed almost everywhere and is not traded over long distances – power plants at home matter. 30, ElectronicsElectronicsHigh TechnologyBase price$400kProduced in (buildings)1Used by (buildings)16Input for modern industry, services, power plants and armaments. 1, FertilizerFertilizerProcessed MaterialsBase price$70kProduced in (buildings)1Used by (buildings)1Raises agricultural yields. 2 | FoodFoodAgricultural GoodsBase price$50kProduced in (buildings)2Used by (buildings)3A basic need of the population. Without enough food, stability and population growth fall. 300 | 8,000 | Vertical FarmingVertical FarmingAgriculture · 2030Cost7,500 pointsPrerequisites2Speculative✓Farms can grow under artificial light with lots of power and little land. |
| Autonomous Farming | ChemicalsChemicalsProcessed MaterialsBase price$110kProduced in (buildings)2Used by (buildings)15Input for agriculture, mining, plastics, semiconductors and pharmaceuticals. 1.5, ElectronicsElectronicsHigh TechnologyBase price$400kProduced in (buildings)1Used by (buildings)16Input for modern industry, services, power plants and armaments. 0.8, FertilizerFertilizerProcessed MaterialsBase price$70kProduced in (buildings)1Used by (buildings)1Raises agricultural yields. 4.5, FuelFuelEnergyBase price$90kProduced in (buildings)1Used by (buildings)14Fuel for transport, agriculture, mining and the military; armies use it every day. 3 | FoodFoodAgricultural GoodsBase price$50kProduced in (buildings)2Used by (buildings)3A basic need of the population. Without enough food, stability and population growth fall. 280 | 12,000 | Autonomous Farm MachineryAutonomous Farm MachineryAgriculture · 2032Cost8,500 pointsPrerequisites3Speculative✓Farms become highly productive with few workers using field robots. |