Farming

Feed your people well, and they'll thrive. The right crop in the right season makes all the difference.

Field Types

You place farms, orchards, vineyards, pastures, and flower gardens by clicking four corners to define a polygon. The field fills in from those corners. Bigger fields mean more yield, but also more workers to tend them. Right-click while placing to back out a corner; Escape cancels entirely. Fields must have at least 4 cells and no more than 100.

Field typeReplant each year?First harvestWorkers per cells
FarmYes, every SpringSame year (Autumn)1 per 4 cells
OrchardNo — trees are permanentAfter 1 full year1 per 6 cells
VineyardNo — vines are permanentAfter 1 full year1 per 6 cells
Flower GardenYes, every SpringSame year (Summer)1 per 8 cells

Flower Gardens require the Floriculture research to unlock. Unlike food crops, flowers actually restore soil fertility — a useful rotation crop for worn-out land. The harvested blooms are converted into flower vases at the potter.

The Seasonal Cycle

Farms follow a strict rhythm across the year. Workers physically walk to each cell to plant or harvest — a farm with no workers does neither.

SeasonWhat happens
SpringWorkers plant cells one by one. If an overwintering crop (rye) is already in the ground from last autumn, growth resumes — no replanting needed.
SummerThe crop grows. Summer-harvest crops (barley, rye) ripen now — workers harvest them this season.
AutumnAutumn-harvest crops are ripe. Workers harvest cell by cell. Any unpicked summer crop remains harvestable. Overwintering crops (rye) are sown on empty fields this season, ready to lie dormant through winter.
WinterMost unharvested cells die off and the field goes fallow. Frost-tolerant crops (turnips, carrots, onions) survive into the second half of winter, giving extra time to pick stragglers. Overwintering crops lie dormant and are unaffected. Orchards stay planted.
Tip: Changing a farm's crop takes effect the following planting season — whatever was planted at the start of this growing season will be harvested regardless. Plan your rotations a season ahead.

Out-of-Season Growing

Not everything in the fields follows the standard spring-plant, autumn-harvest cycle. Two mechanics extend what's possible at the edges of the growing year.

Frost-tolerant crops

Some crops are cold-hardy enough that they don't die the moment winter arrives. Turnips, carrots, and onions survive into the second half of winter before the frost finally takes them — giving your farmers extra time to finish a harvest that ran long into autumn. If your workers are still picking when winter begins, don't panic immediately; there's a window to finish the job.

Overwintering crops

Rye is a winter crop. Unlike every other grain, it is planted in autumn rather than spring. The young plants go dormant through the cold months, then resume growing in spring and ripen in summer — a full year from sowing to harvest. The yield is higher than standard grain to reflect the longer commitment.

The practical upside is flexibility. A rye field doesn't compete for workers during the spring planting rush, and its summer harvest lands before the autumn crush. The downside is the year-long wait: a field you commit to rye won't produce anything until next summer.

If you build a farm in autumn and select rye immediately, it will sow that same season — you don't have to wait until next autumn to start the cycle.

Tip: The Farming Calendar (F8) shows a P mark for each crop's planting season and an H mark for its harvest season. For most crops these are spring and autumn respectively; rye shows autumn for P and the following summer for H.

Crop Selection

Temperature matters. A crop produces nothing if the temperature at harvest falls outside its range. On colder maps (highlands, riverlands), warm-season crops like corn and coffee beans may never produce. The Farming Calendar (press F8) shows a colour-coded grid of which crops work on your current map, with P and H marks showing when each crop is planted and harvested.

Farm crops

CropFood groupNotes
WheatIngredientMust be milled into flour before use; flour → bakery → bread (Grain)
CornGrain (direct)High yield, warm season; edible as-is or milled into flour
BarleyIngredientSummer-harvest crop — ripens in summer, one season earlier than other grains. Mills into flour, or goes to the brewery for ale or premium ale
RyeIngredientWinter crop — planted in autumn, dormant through winter, harvests in summer. Higher yield than wheat. Must be milled into flour before use
PotatoesVegetableHighest yield of any crop; edible directly. Nightshade — avoid planting after tomatoes
PumpkinVegetableAutumn-harvest, warm season. Edible directly or baked into pie at the bakery (Prepared food group)
TomatoVegetableSummer-harvest, warm season. Nightshade — avoid planting on soil that recently grew potatoes
CarrotsVegetableFrost-tolerant — survives into early winter if not yet harvested; edible directly
TurnipsVegetableFrost-tolerant; edible directly; also used as livestock fodder
OnionsVegetableFrost-tolerant; good all-rounder; edible directly
LettuceVegetableReliable in cooler seasons; edible directly
Coffee beansIngredientHot season only; input for the coffeehouse

Orchard crops

CropFood groupNotes
ApplesFruitMost temperature-tolerant fruit; safe bet on most maps
PeachesFruitModerate warmth required
OrangesFruitWarm season fruit

Vineyard crops

CropNotes
GrapesNot eaten directly — used by the winery to produce wine. Requires Grape Cuttings from the travelling merchant to plant.
HopsNot eaten directly — used by the brewery to produce premium ale. Requires Hop Rhizomes to plant; starts from the travelling merchant.

Leaving a Field Fallow

The first option in every farm's crop dropdown is (Leave fallow — rest the field). Selecting it means no crop is sown that Spring — workers don't plant, and the field produces nothing that year.

A resting field slowly recovers soil fertility on its own, and breaks the crop rotation counter that builds up blight risk. It's the simplest rotation strategy: alternate between fallow and your main crop to keep fertility from bottoming out on smaller fields. For more active soil management, see the Soil & Rotation guide.

Tip: A fallow year is a great time to switch crop types — set the field to fallow for a season, then switch to your new crop the following Spring without the rotation penalty.

Food Variety Bonus

Your villagers track how many food groups they've eaten from over the past year. Eating from more groups gives compounding health and happiness bonuses per meal.

Unique food groupsHealth per mealHappiness per meal
4 or more+3+6
3+2+3
2+1+1
1 (all the same)+0+0

The six food groups are: Grain, Protein, Fruit, Vegetable, Dairy, and Prepared (bread, smoked meat, etc.).

Tip: A settlement that only grows wheat will survive, but it won't thrive. Even a small apple orchard and a fishing hut make a noticeable difference in how happy and healthy your people are.

Farm Upgrades

UpgradeEffect
Compost Heap+20% yield at harvest
Root Cellar+20 storage capacity in the farm building
Second FurrowExtends the effective work radius, letting workers cover more ground

Tips for New Players