buildings rainfed_farming - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki

Rainfed Farming (crops)

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5 levels, each replacing the one before it: you upgrade in place rather than building alongside.

Land Clearance (Crops) โ†’ Contour Furrows (Crops) โ†’ Runoff Water Collection (Crops) โ†’ Crop Rotation (Crops) โ†’ Great Estates (Crops)

Levels at a glance

Level Cost Build time Minimum settlement Upgrades to
Land Clearance (Crops) 1,200 3 town Contour Furrows (Crops)
Contour Furrows (Crops) 2,400 4 large town Runoff Water Collection (Crops)
Runoff Water Collection (Crops) 4,200 6 city Crop Rotation (Crops)
Crop Rotation (Crops) 6,400 8 large city Great Estates (Crops)
Great Estates (Crops) 8,600 10 huge city โ€”

Costs in denarii, build time in turns.

Land Clearance (Crops)

Land Clearance (Crops)

Clearing the land to make basic fields for crops

Now that the land has been cleared and level fields created, the real work of feeding the people begins. This land can provide enough food for a modest town. But occasional droughts or heavy rainstorms may cause failed harvests. If the community seeks a more stable food supply, further improvements will be necessary.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Rainfed farming is a good growth option but loses out to irrigated farming on higher tiers. Potential is limited for factions unable to build great estates. Its farming bonus (+1 = +80 income & +0.5 growth) is increased in particularly wet climates (oceanic, temperate, continental). When built in Northern Europe, tiers 1&2 are as good as irrigated farming at a lower price. It gains additional bonus if the region has grain or sulphur (tiers 3-5). Rainfed farming offers a trade bonus for cash crops (fruits, olives, grapes, flax), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.

Availability

Available in regions where irrigation is not possible or unnecessary due to plentiful rainfall. Not available in desert terrain, fully arid climate, sub-arctic and alpine climates. Also not available in forest and wetlands terrain.

Limited to:

Tier 5: river valley, floodplains, grassland, mountain valley, plateau

Tier 4: hills

Tier 3: small islands/rocky coast

Tier 2: steppe, karst terrain

Tier 1: mountains

Cost 1,200 denarii
Build time 3 turns
Minimum settlement town
Upgrades to Contour Furrows (Crops)

Requirements: all of these must hold before this level can be built.

What it does

Show 7 effects that apply only in some circumstances

Contour Furrows (Crops)

Contour Furrows (Crops)

Digging channels along contours to improve water retention and crop yields.

In this environment, farmers must guard against both too much and too little water. They have dug shallow channels along the natural contours of the landscape that help keep rainwater on the fields for longer. Additional channels going down the slopes drain excess water when rain is too heavy. In hilly areas, this leads to terrace agriculture. The result is more control over our fields and more consistent output.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Rainfed farming is a good growth option but loses out to irrigated farming on higher tiers. Potential is limited for factions unable to build great estates. Its farming bonus (+1 = +80 income & +0.5 growth) is increased in particularly wet climates (oceanic, temperate, continental). When built in Northern Europe, tiers 1&2 are as good as irrigated farming at a lower price. It gains additional bonus if the region has grain or sulphur (tiers 3-5). Rainfed farming offers a trade bonus for cash crops (fruits, olives, grapes, flax), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.

Availability

Available in regions where irrigation is not possible or unnecessary due to plentiful rainfall. Not available in desert terrain, fully arid climate, sub-arctic and alpine climates. Also not available in forest and wetlands terrain.

Limited to:

Tier 5: river valley, floodplains, grassland, mountain valley, plateau

Tier 4: hills

Tier 3: small islands/rocky coast

Tier 2: steppe, karst terrain

Tier 1: mountains

Cost 2,400 denarii
Build time 4 turns
Minimum settlement large town
Upgrades to Runoff Water Collection (Crops)

Requirements: all of these must hold before this level can be built.

What it does

Show 9 effects that apply only in some circumstances

Runoff Water Collection (Crops)

Runoff Water Collection (Crops)

Collecting rainwater runoff from the fields for later use.

Being dependent on the weather gods leaves many farmers wishing for insurance. Their prayers have been partially answered by constructing reservoirs that hold run-off from the fields to be used during droughts. Of course, these reserves may not be enough, especially in drier climates, yet it is a considerable improvement nonetheless.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Rainfed farming is a good growth option but loses out to irrigated farming on higher tiers. Potential is limited for factions unable to build great estates. Its farming bonus (+1 = +80 income & +0.5 growth) is increased in particularly wet climates (oceanic, temperate, continental). When built in Northern Europe, tiers 1&2 are as good as irrigated farming at a lower price. It gains additional bonus if the region has grain or sulphur (tiers 3-5). Rainfed farming offers a trade bonus for cash crops (fruits, olives, grapes, flax), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.

Availability

Available in regions where irrigation is not possible or unnecessary due to plentiful rainfall. Not available in desert terrain, fully arid climate, sub-arctic and alpine climates. Also not available in forest and wetlands terrain.

Limited to:

Tier 5: river valley, floodplains, grassland, mountain valley, plateau

Tier 4: hills

Tier 3: small islands/rocky coast

Tier 2: steppe, karst terrain

Tier 1: mountains

Cost 4,200 denarii
Build time 6 turns
Minimum settlement city
Upgrades to Crop Rotation (Crops)

Requirements: all of these must hold before this level can be built.

What it does

Show 12 effects that apply only in some circumstances

Crop Rotation (Crops)

Crop Rotation (Crops)

Rotating crops replenishes the soil and ensures the most efficient landuse

Beyond managing water resources, the soil itself also requires management. Over generations, farmers have discovered that yields improve when they alternate crops and allow fields to rest occasionally. While a field lies fallow, animals may be grazed there, giving even better results. Many wealthier landowners have started employing slave labour significantly, increasing profits but displacing free farmers.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Rainfed farming is a good growth option but loses out to irrigated farming on higher tiers. Potential is limited for factions unable to build great estates. Its farming bonus (+1 = +80 income & +0.5 growth) is increased in particularly wet climates (oceanic, temperate, continental). When built in Northern Europe, tiers 1&2 are as good as irrigated farming at a lower price. It gains additional bonus if the region has grain or sulphur (tiers 3-5). Rainfed farming offers a trade bonus for cash crops (fruits, olives, grapes, flax), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.

Availability

Available in regions where irrigation is not possible or unnecessary due to plentiful rainfall. Not available in desert terrain, fully arid climate, sub-arctic and alpine climates. Also not available in forest and wetlands terrain.

Limited to:

Tier 5: river valley, floodplains, grassland, mountain valley, plateau

Tier 4: hills

Tier 3: small islands/rocky coast

Tier 2: steppe, karst terrain

Tier 1: mountains

Cost 6,400 denarii
Build time 8 turns
Minimum settlement large city
Upgrades to Great Estates (Crops)

Requirements: all of these must hold before this level can be built.

What it does

Show 14 effects that apply only in some circumstances

Great Estates (Crops)

Great Estates (Crops)

Endless farmlands now stretch across the landscape enriching the elite and the country

Over time the farms in this region have come together to form extensive Latifundia. This process has not always been pretty, many nobles have engaged in subterfuge, threats, and bribery to expand their holdings. The fields are sown with both grain and cash crops and worked by cheap slaves, the natural byproduct of our conquests. The result is a highly productive, and highly taxable, agricultural sector. Nearly every year brings a bountiful harvest to support our large urban population.

Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.

Strategy

Rainfed farming is a good growth option but loses out to irrigated farming on higher tiers. Potential is limited for factions unable to build great estates. Its farming bonus (+1 = +80 income & +0.5 growth) is increased in particularly wet climates (oceanic, temperate, continental). When built in Northern Europe, tiers 1&2 are as good as irrigated farming at a lower price. It gains additional bonus if the region has grain or sulphur (tiers 3-5). Rainfed farming offers a trade bonus for cash crops (fruits, olives, grapes, flax), increased at tier 5. At tiers 4-5, the slave trade hub resource enables a tax bonus.

Availability

Available in regions where irrigation is not possible or unnecessary due to plentiful rainfall. Not available in desert terrain, fully arid climate, sub-arctic and alpine climates. Also not available in forest and wetlands terrain.

Limited to:

Tier 5: river valley, floodplains, grassland, mountain valley, plateau

Tier 4: hills

Tier 3: small islands/rocky coast

Tier 2: steppe, karst terrain

Tier 1: mountains

Cost 8,600 denarii
Build time 10 turns
Minimum settlement huge city

Requirements: all of these must hold before this level can be built.

What it does

  • -2 public order (happiness)
Show 14 effects that apply only in some circumstances

Traits and retinue

Traits

Trait Building Points Chance
Administrator Land Clearance (Crops) or above +1 30%
Estate Owner Land Clearance (Crops) or above +2 5โ€“80%
Grower Land Clearance (Crops) or above +1 100%
Investing in the Countryside Land Clearance (Crops) or above +1 100%
Publicani - Minority Share Tax Farmer Contour Furrows (Crops) or above +1 15%

Retinue

Member Building Chance
Agricultural Expert Contour Furrows (Crops) or above 1%
Agriculturalist Land Clearance (Crops) or above 2%
Agriculturalist Contour Furrows (Crops) or above 1%
Gardener Contour Furrows (Crops) or above 2%
Overseer Land Clearance (Crops) or above 2%
Overseer Contour Furrows (Crops) or above 2%
Pious Aristocrat Land Clearance (Crops) or above 2%
Priestess of Tanit Contour Furrows (Crops) or above 7%
Ptolemaic Farming Advisor Contour Furrows (Crops) or above 1%
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