v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "Farm size calculations"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(the old numbers were a better "best case")
Line 3: Line 3:
 
{{av}}
 
{{av}}
  
[[Dwarves]] require approximately 2 units of [[food]] and 4 units of [[drink]] each season. [[Farming]] can produce enough [[crop]]s to satisfy part or all of these requirements. However, be aware that the more and larger your farms are, the more time and effort must be accorded to their maintenance.
+
[[Dwarves]] require approximately 2 units of [[food]] and 5 units of [[drink]] each season. [[Farming]] can produce enough [[crop]]s to satisfy part or all of these requirements. However, be aware that the more and larger your farms are, the more time and effort must be accorded to their maintenance.
  
 
==The math==
 
==The math==
Your dwarves can plant 1 [[seed]] per tile on each [[farm plot]], and depending on the crop, the [[skill]] of the [[grower]], and whether the farm plot was [[fertilizer|fertilized]], each planted tile will yield a stack of 0-12 (average: 5) edible, [[mill|millable]], [[brewing|brewable]], or otherwise [[farmer's workshop|processable]] plants each harvest cycle. Brewing always quintuples stack sizes; for example, a stack of [[cave wheat]]s [5] is brewed into a [[barrel]] of [[Dwarven beer]] [25] at a [[still]]. Processing [[quarry bush]] plants into quarry bush leaves at a farmer's workshop also quintuples stack size, as does processing [[sweet pod]]s into [[Dwarven syrup]]. [[mill|Milling]] sweet pods into [[Dwarven sugar]] does ''not'' increase stack size. [[Pig tail]]s and [[plump helmet]]s grow faster than other crops, and as long as the mature plants are harvested promptly, it is not hard to grow multiple crops of either plant each season from the same plot.
+
Your dwarves can plant 1 [[seed]] per tile on each [[farm plot]], and depending on the crop, the [[skill]] of the [[grower]], and whether the farm plot was [[fertilizer|fertilized]], each planted tile will yield a stack of 0-12 (average: 5) edible, [[mill|millable]], [[brewing|brewable]], or otherwise [[farmer's workshop|processable]] plants each harvest cycle. Brewing always quintuples stack sizes; for example, a stack of [[cave wheat]]s [5] is brewed into a [[barrel]] of [[Dwarven beer]] [25] at a [[still]]. Processing [[quarry bush]] plants into quarry bush leaves at a farmer's workshop also quintuples stack size, as does processing [[sweet pod]]s into [[Dwarven syrup]]. ([[Mill]]ing does ''not'' increase stack size.) These larger stacks are generally not usable directly as food, but can be [[cook]]ed into prepared meals. [[Pig tail]]s and [[plump helmet]]s grow faster than other crops, and as long as the mature plants are harvested promptly, it is not hard to grow multiple crops of either plant each season from the same plot.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 130: Line 130:
 
|}
 
|}
  
Each dwarf (age 1 year or greater) consumes 4 [[Main:urist|urist]]s of booze and 2 urists of food per season, or 16 booze and 8 food per year.
+
A beginning fortress has 7 dwarves, each of which consumes 7 [[Main:urist|urist]]s of food and drink per dwarf per season, or 196 for the whole fortress for the year. 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.  
A 100 dwarf fortress (not counting infants) therefore needs 1600 booze and 800 food per year.
 
  
A single farm tile, with fertilizer, configured for 3 quarry bush seasons + 1 plump helmet season, can produce 150 units of food (quarry bush leaves, 3 seasons * 2 crops per season * 5 plants per crop * 5 leaves per plant) and 75 units of booze (plump helmet wine, 1 season * 3 crops per season * 5 plants per crop * 5 booze per plant). Another tile dedicated solely to booze can produce 300 units (plump helmet wine, as above but 4 seasons), at the expense of variety. Together, they produce 375 booze and 150 food, which is enough for 18.75 dwarves, with some booze left over.  That's 9.375 dwarves per farm tile, if the tiles are split in this manner. A 100 dwarf fortress therefore could ''theoretically'' get by with about 11 tiles of farmland, if the dwarves were willing to subsist on a single type of food and booze, and did not need any clothing.
+
A 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. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.
  
In practice, however, you want booze variety to avoid bad [[thought]]s, and your dwarves are going to need some [[clothing]]. If you grow crops for textiles to make this clothing, that will add more farmland. This calculation also assumes you use fertilizer, which is a dubious practice given the difficulty in maintaining a steady supply of wood. Why use 11 tiles with fertilizer when you could just use 20 tiles with no fertilizer, especially when the latter would use less labor? Finally, the calculation assumes all your planters have Legendary skill, and that there are enough of them to avoid any labor shortages at planting times. This may eventually be true in a long-running fortress, but is not typical in most forts.
+
This calculation assumes the farm tiles are fertilized, all your planters have Legendary skill, and that there are enough of them to avoid any labor shortages at planting times. 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 [[wear|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. Since adding farm tiles is practically free, most overseers find it easier to add excess capacity than to optimize production on a smaller plot.
  
 +
In practice, dwarves require booze variety to avoid bad [[thought]]s and desire food variety to create good thoughts. Additionally, if your dwarves are going to grow textiles (and [[dye]]s) for [[clothing]] they will need more farmland.
 +
 
==Approaches==
 
==Approaches==
 
Many fortresses begin with a single large farm (5x5) with [[plump helmet]]s, or several smaller farms (3x3 or 1x5 are common) with a wider variety of crops. Given the small number of dwarves, a single smaller farm (2x4 or 3x3) is probably best for beginning fortresses. As the growers [[experience|level up]] and farm yields increase the farm can be expanded and newer, smaller farms with different crops can be added to enable new growers to practice their skills. The more tiles of farm plot you have, the more growers (and harvesters) you will need.
 
Many fortresses begin with a single large farm (5x5) with [[plump helmet]]s, or several smaller farms (3x3 or 1x5 are common) with a wider variety of crops. Given the small number of dwarves, a single smaller farm (2x4 or 3x3) is probably best for beginning fortresses. As the growers [[experience|level up]] and farm yields increase the farm can be expanded and newer, smaller farms with different crops can be added to enable new growers to practice their skills. The more tiles of farm plot you have, the more growers (and harvesters) you will need.

Revision as of 20:00, 15 August 2014

This article is about the current version of DF.
Note that some content may still need to be updated.

Dwarves require approximately 2 units of food and 5 units of drink each season. Farming can produce enough crops to satisfy part or all of these requirements. However, be aware that the more and larger your farms are, the more time and effort must be accorded to their maintenance.

The math

Your dwarves can plant 1 seed per tile on each farm plot, and depending on the crop, the skill of the grower, and whether the farm plot was fertilized, each planted tile will yield a stack of 0-12 (average: 5) edible, millable, brewable, or otherwise processable plants each harvest cycle. Brewing always quintuples stack sizes; for example, a stack of cave wheats [5] is brewed into a barrel of Dwarven beer [25] at a still. 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. (Milling does not increase stack size.) These larger stacks are generally not usable directly as food, but can be cooked into prepared meals. Pig tails and plump helmets grow faster than other crops, and as long as the mature plants are harvested promptly, it is not hard to grow multiple crops of either plant each season from the same plot.

Plant Name Active Seasons Days Per Harvest Harvests Per Tile Per Season Harvests Per Tile Per Year Average Plants Harvested Per Tile Per Year Average Processed Food/Drink Per Tile Per Year
Plump helmet 4 25 3 12 60 300
Pig tail 2 25 3 6 30 150
Cave wheat 2 42 2 4 20 100
Sweet pod 2 42 2 4 20 100
Quarry bush 3 42 2 6 30 150
Prickle berry 4 25 3 12 60 300
Wild strawberry 4 25 3 12 60 300
Longland grass 4 25 3 12 60 300
Rat weed 4 25 3 12 60 300
Fisher berry 4 25 3 12 60 300
Rope reed 4 25 3 12 60 300
Sliver barb 4 25 3 12 60 300
Sun berry 4 25 3 12 60 300
Whip vine 4 25 3 12 60 300

A beginning fortress has 7 dwarves, each of which consumes 7 urists of food and drink per dwarf per season, or 196 for the whole fortress for the year. 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.

A 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. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.

This calculation assumes the farm tiles are fertilized, all your planters have Legendary skill, and that there are enough of them to avoid any labor shortages at planting times. 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. Since adding farm tiles is practically free, most overseers find it easier to add excess capacity than to optimize production on a smaller plot.

In practice, dwarves require booze variety to avoid bad thoughts and desire food variety to create good thoughts. Additionally, if your dwarves are going to grow textiles (and dyes) for clothing they will need more farmland.

Approaches

Many fortresses begin with a single large farm (5x5) with plump helmets, or several smaller farms (3x3 or 1x5 are common) with a wider variety of crops. Given the small number of dwarves, a single smaller farm (2x4 or 3x3) is probably best for beginning fortresses. As the growers level up and farm yields increase the farm can be expanded and newer, smaller farms with different crops can be added to enable new growers to practice their skills. The more tiles of farm plot you have, the more growers (and harvesters) you will need.

If you plan to fertilize, farm plots should ideally be one less than a multiple of 4 tiles -- ex. (1x3), (1x7), (3x5), (3x9), (5x7), (7x9)