Farming

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Farming harvestable crops on an Alpha-2 freehold farm.[1]

Farming is generally focussed on growing crops like this and then dealing with livestock over there like that; but generally what you want to do is gather some seeds from either vendors or open-world. You can gather or find some seeds on the open content and you're going to come to your freehold and plant them; and then depending on what processing level you have and what processing stations or buildings you might have, you might grow crops like a little faster, produce better crop rotations; and just generally farm things that's unique to farming produce compared to in the open-world.[1]Mike Han

Farming is a processing artisan profession.[1][2][3][4]

At first you will likely be individually placing livestock and plants and these will be based on your own efficiency in placing those footprints for those items. But, as you gain progression within either farming tools, or specific types of furniture placements, and even hired NPCs, you can move away from the low tier progression engagement with the player, which is individual placements and start doing wide swaths of placement and painting those different types of resources on the freehold.[12]Steven Sharif

Farms

Concept art depicting livestock in a Dünir village center.[13]

Farms are constructed service buildings in nodes that cater for lower-tier farming activities.[14][11]

Freehold farms

Alpha-1 freehold farm.[15]

Crops are intended in Ashes to be a rotational profession that is dependent on having the appropriate seedlings and/or any of the necessary tools.[16]Steven Sharif

Freehold farms are workstation plots available for farming crops and livestock on freeholds.[1][1][3][6][8][4][7]

If farming and raising animals is important to you, then know that having room for this on your Freehold is a balancing act. Since Freeholds have space constraints, players will need to make choices about how much room they want to set aside for buildings, and where they want to do things like crop placement and rotation, and where to put livestock animals.[5]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Artisan freehold features are also affected by adjacent terrain features. For example: building next to a river provides a nearby source of clean freshwater, and will have a positive effect on crops.[18]

Land management

Harvesting Oak Timber in Alpha-2.[19]

As you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.[20]Steven Sharif

Land management mechanics are present for gathering artisans.[21][20]

It could be could be positive or negative, or both simultaneously. So the land health value ties into the health of a specific ecosystem; and the ecosystem can scale with different segment sizes of the world, or the world itself: A biome, maybe a node, maybe the player's freehold. And the things that a player does in those areas will contribute to health in a positive or negative way. So doing something like rotating your crops might increase the health of the land because that's considered something good to do; and maybe apprehending or removing poachers that are over hunting a certain species could be helpful to the health of the land. Maybe the mayor puts out a request for players to try and get rid of invasive species that are plants- maybe they're overgrowing weed and it's stopping other valuable plants from growing.[21]Kory Rice
There's a particular reason for why that inventory system is intended to exist within Ashes; and part of that is from the aspect of everything in the world is gatherable and there is a land management system that exists behind those gatherable things. The land management system takes into account how players are interacting with the environment: how many of the resources they're withdrawing from the world; and that decreases the spawn rate within certain localities as those things go too high. So there can be a degree of economic warfare by sending players out into zones where you want to mitigate collection of resources. You send your players out there to take all those resources and then that diminishes the land management score of that particular zone.[23]Steven Sharif

Fishery

Alpha-1 Fishery on a freehold plot.[15]

You actually see there a small pond, which is actually another type of farmable area that we're going to have available on the freehold system, which is essentially a fishery so to speak. So fish play an important role from a raw gatherables a standpoint, but also again because a lot of the components of the freehold system are intended to be processing of raw materials, the fishery allows for a focus on specific type of fish gatherables that may only be gathered through the fishery blueprint.[16]Steven Sharif

A fishery is a farmable workstation that can be placed on a freehold plot. A fishery allows gathering of fish that are unique to the fishery blueprint.[16]

Farmhands and NPC assistance

Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms.[24] Players will be able to command these farmhands in-game as well as potentially offline via an application (mobile app) or web interface.[24][25][26]

Resources

Crops

Crops are harvestable resources in Ashes of Creation.[1][3][6][7][4]

There'll be different types of tools and/or machinery that can be used to plant multiple seed types within a particular infrastructure that gives you bundles and/or many different harvestings that's part of progression. So, as you get more adept at farming, you have the ability to mass produce; and the same is true when you talk about quantity, speed of processing across many of the different processing professions[28]Steven Sharif

Livestock

Milking a cow in Alpha-2.[34]

Milk is a byproduct of a cow and so is beef. So it's up to you how and when you want to harvest your livestock in certain ways.[35]Kory Rice

Livestock are farmable resources on freehold farms.[1][3][6][7][4]

Cooking ingredients

ss-2021-11-03-00 42 09-00012.png

Livestock (and crops) are used to provide ingredients:[4]

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[37]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[38]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[39][40][41][42]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[40]
One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[40]Steven Sharif
  • Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[39][40]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[39]Steven Sharif

Underrealm resources

Resources will be different in the Underrealm, including unique species of fish.[43][44][45]

See also

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 Video, June 30, 2023 (6:39).
  2. Livestream, October 14, 2022 (32:38).
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 Interview, February 7, 2021 (42:41).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Livestream, May 30, 2017 (20:01).
  5. 5.0 5.1 5.2 5.3 5.4 Blog: Exploring the Boundless Opportunities of Freeholds.
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 Livestream, October 30, 2020 (44:22).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Livestream, May 5, 2017 (32:11).
  8. 8.0 8.1 8.2 8.3 Livestream, October 16, 2017 (56:42).
  9. 9.0 9.1 Livestream, June 26, 2020 (45:32).
  10. 10.0 10.1 Interview, July 9, 2023 (41:22).
  11. 11.0 11.1 11.2 Interview, July 9, 2023 (51:26).
  12. 12.0 12.1 12.2 Interview, September 10, 2023 (29:31).
  13. Livestream, November 22, 2019 (50:56).
  14. Empty Plot Buildings 2.png
  15. 15.0 15.1 Livestream, May 29, 2020 (35:36).
  16. 16.0 16.1 16.2 Livestream, May 29, 2020 (39:47).
  17. steven-best-gathering.png
  18. Livestream, May 5, 2017 (15:47).
  19. Video, June 30, 2023 (21:05).
  20. 20.0 20.1 20.2 20.3 Livestream, April 29, 2022 (25:16).
  21. 21.0 21.1 21.2 21.3 21.4 Video, October 28, 2022 (14:33).
  22. Livestream, May 31, 2023 (42:06).
  23. 23.0 23.1 Podcast, July 15, 2023 (22:57).
  24. 24.0 24.1 24.2 24.3 Interview, July 9, 2023 (1:37:34).
  25. 25.0 25.1 25.2 Livestream, May 9, 2017 (28:57).
  26. 26.0 26.1 26.2 Livestream, November 17, 2017 (11:00).
  27. X.com - Verran screenshots.
  28. 28.0 28.1 Livestream, June 30, 2023 (1:47:33).
  29. 29.0 29.1 29.2 Video, June 30, 2023 (11:53).
  30. 30.0 30.1 30.2 30.3 Livestream, June 30, 2023 (1:46:24).
  31. Interview, July 9, 2023 (55:54).
  32. Interview, February 7, 2021 (44:17).
  33. Steven Crops 2.PNG
  34. Video, June 30, 2023 (12:14).
  35. 35.0 35.1 Video, June 30, 2023 (12:57).
  36. Video, June 30, 2023 (7:37).
  37. Video, October 28, 2022 (19:10).
  38. Livestream, April 29, 2022 (56:24).
  39. 39.0 39.1 39.2 Livestream, May 27, 2022 (55:47).
  40. 40.0 40.1 40.2 40.3 Video, May 27, 2022 (15:50).
  41. Livestream, May 8, 2017 (20:27).
  42. Steven Crops.PNG
  43. 43.0 43.1 Livestream, April 7, 2023 (27:30).
  44. Transcript, November 5, 2022 (10:46:47).
  45. 45.0 45.1 45.2 Livestream, June 1, 2017 (24:30).