6/26/2023 0 Comments Dwarf fortress farm![]() Additionally, if your dwarves are going to grow textiles (and dyes) for clothing, they will need more farmland.Īt the high end, 50 tiles of farmland should provide all the food your fortress will ever need, even if divided between disparate types of less-efficient crops. In practice, dwarves require booze variety to avoid bad thoughts and desire food variety to create good thoughts. However, since adding farm tiles is practically free, most overseers find it easier to create larger farms than to optimize production on a smaller plot. The general limitation, then, is not the size of the farm, but the skill of the growers, the availability of seeds and potash for fertilizer, and careful management of labor, stockpiles, and the food industry to ensure that crops are harvested (rather than left to wither in the field), are properly stored away from vermin, the plants are processed, and seeds are recovered so that the cycle can continue next season. This calculation assumes your planters can consistently produce stacks of 5 plants (with or without fertilization), and that there are enough of them to avoid any labor shortages at planting times. ![]() A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves. The starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.Ī properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze- cooking with seeds) and drink for a fortress of 95 dwarves. *: 5 plants per harvest (mid-level farmer with fertilization or legendary farmer without fertilization)Ī beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, or 196 for the whole fortress for the year. As long as the mature plants are harvested promptly, dwarves can grow multiple plantings in the same plot each season. Cave wheat, sweet pods and quarry bushes grow 67% slower than other crops, though they generally provide more valuable ingredients. ( Milling does not increase stack size.) These larger stacks (including booze!) are generally not usable directly as food, but can be cooked into prepared meals. Processing quarry bush plants into quarry bush leaves at a farmer's workshop also quintuples stack size, as does processing sweet pods into dwarven syrup. Legendary farmers more frequently produce larger stacks - up to 6 plants each (with an average of 3.12) without fertilizer, or up to 10 plants each (with an average of 5.12) when fertilized.īrewing always quintuples stack sizes for example, a stack of cave wheat is brewed into a barrel of dwarven beer at a still. Your dwarves can plant 1 seed per tile on each farm plot, and depending on the skill of the grower, whether the farm plot was fertilized, and random chance, each planted tile will yield a stack of 1-9 plants each harvest cycle. However, be aware that the more and larger your farms are, the more time and effort must be accorded to their maintenance. Farming can produce enough crops to satisfy part or all of these requirements. Dwarves require approximately 2 units of food and 5 units of drink each season.
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