Refugee to Regent Challenge Wiki
Refugee to Regent Challenge Wiki

Basic Concepts

The Farm and the Plantation

Farms and Plantations can be as large or as small as you desire. However, this challenge is designed to allow for farms that by themselves are as large as some cities. Again, you can have as many or as few farms as you desire. The base Farm will have a base Dwelling, with additional buildings depending on the Specialty that the Farm takes.

Farming

The eponymous Farming Specialty is quite simply plants and bushed that are grown in an attempt to produce food. Food-producing trees are not part of the Farming Specialty (see Orchards, below). Farm Specialties require at least one Granary to store food (may be upgraded to Silos if the farm is large enough), a Tool Shed, some form of Seed Storage, and, of course, Fields for planting. Some plants may need a Magician to grow properly.

  • Universal Requirements: Tool Shed, Granary

Mushrooms: Mushrooms may be "planted" in an area sufficiently dark to ensure that more mushrooms grow, or, through the use of Bone Meal and/or Fertilizer, may be arranged as Orchards.

  • Mushroom "Crop Plot"
    • Basic Mushroom "Crop Plot"
      • Must have at least 1 Mushroom, with room for growing at least 5 more
      • Counts as 1 Crop Plot
    • Advanced Mushroom Crop Plot
      • Must have at least 6 "Starter" Mushrooms, with room for growing at least 30 more
      • Counts as 3 Crop Plots
      • Must be either Mob-Safe, or be otherwise secured to ensure that mobs spawned cannot threaten areas outside of the "Plot"
    • Expert Mushroom Crop Plot
      • Must have at least both kinds of vanilla Mushroom
      • Must have at least 15 "Starter" Mushrooms, with room for growing at least 75 more
      • Counts as 7 Crop Plots
      • Must be Mob-Safe
  • Mushroom Orchards
    • Mushroom Orchards are large Mushrooms, embiggened by Bone Meal or Fertilizer. They are functionally equivalent to Arboriculture Resource Orchards (See below)

Basic Farm:

  • Employs 1 Basic Farming Guild Member
  • Requires 2 Crop Plots
    • May have any kind of edible crops planted
  • Requires at least 1 Chest for Seeds
  • Requires at least 1 Double Chest for Agricultural products

Advanced Farm Fields:

  • Employs 1 Advanced Farming Guild Member
  • Employs 2-5 Basic Farming Guild Members
  • Requires a Structure built of any material to house all storage and any crafting areas.
    • Filled Item Frame
      • Must have an Item Frame with a Hay Bale above the front entrance to the Farm Structure
    • Storage Room
      • Must have at least 3 Double Chests or equivalent for seed storage
      • Must have at least 12 Double Chests or equivalent to store harvested crops
      • If available, must have at least 1 Double Chest (or equivalent) for fertilizer storage.
    • Work Room
      • Must have 2-4 Crafting Benches for Crop/Seed Compression (into Hay Bale/Watermelon/Seed Bags/etc)
  • Crop Plots
    • Must have at least 3 kinds of edible crops planted
    • Requires 8 Crop Plots per Advanced Farming Guild member
    • Requires 2 Crop Plots per Basic Farming Guild Members

Expert Farming Complex:

  • Employees:
    • Employs at least 1 and up to 3 Expert Farming Guild Members
    • Employs at least 3 and up to 8 Advanced Farming Guild Members
    • Employs up to 15 Basic Farming Guild Members
    • Employs at least 1 Manager (Support, Expert)
    • Employs at least 1 Secretary (Support, Basic)
  • Filled Item Frame
    • Must have a Filled Item Frame with a Hay Bale above the main entrance
  • Banner
  • Crop Plots
    • Must have at least Potatoes, Carrots, Wheat, and Beets planted
    • Requires 8 Crop Plots per Advanced Farming Guild member
    • Requires 2 Crop Plots per Basic Farming Guild Members
  • Requires a Structure built of any material to house all storage, Loading Dock, Gallery, and any crafting areas.
  • Loading Dock
    • A dedicated room or platform, with easy access to nearby paths, roads, rails, item networks, or other item transportation methods.
      • Should be relatively sizeable, and have direct or easy access to all non-tool Storage Rooms.
  • Storage (Seed Silo)
    • A Structure or a Room with at least 10 Double Chests, 12 Storage Drawers, and/or equivalent storage dedicated to storing seeds.
  • Storage (Granary)
  • Storage (Tools)
    • Must include storage for Fertilizer as well
  • Manager's Office
    • The Manager is responsible for paperwork, scheduling, orders (of material both coming in and shipped out), managing issues, managing disputes amongst the workers, and being yelled at by politicians, law enforcement, customers, and their spouse, as applicable.
    • Item Frame(s):
      • A Book and Quill in an Item Frame must be above/next to the door to the Manager's Office.
    • The Manager must have a Desk
    • The Manager must have at least 2 bookshelves.
    • The Manager must have at least a Double Chest (or equivalent) for storage.
  • Gallery
    • All of the Building's outputs should be put on display. Blocks should be placed (in Item Frames/shelves/etc, in/on the floor/walls, or on the floor as desired), Items should be placed in Item Frames, Bibliocraft displays (Shelves/Display Case/etc), Monitors, etc. The Item (not/not just the name) should be visible.
    • Banner(s): At least one of the building/Guild/Civilization's banners must be displayed prominently in the Gallery
    • Luxuries:
      • The Gallery must be carpeted
      • The Gallery should have at least 2-4 additional luxuries
    • Receptionist's Desk: A Desk for the receptionist should be placed near the front door. They are responsible for dealing with whoever comes through the door
      • there should be a chest or other storage device (not visible from the front door) with a weapon (at least a Wooden Sword, if available) to deal with any "unpleasant guests"

Plantations

Plantations grow plants, bushes, and other non-tree flora to produce items that are not edible. Please note that there are some bushes that may require a Tinker (a Technologist) to grow properly. Some plants and Bushes may need a Magician to grow properly. Plantation Specialties require an Item Bank, a Tool Shed, some form of Seed Storage, and, of course, Fields for planting.

Basic Plantation

Advanced Plantation

Expert Plantation

Ranches

Basic Ranch

Advanced Ranch

Expert Ranch

Basic Pasture

Advanced Pasture

Expert Pasture

Stables

Basic Stables

Advanced Stables

Expert Stables

Basic Pasture

Advanced Pasture

Expert Pasture

Kennels

Basic Kennels

Advanced Stables

Expert Stables

Arboriculture

Basic Tree Farm

Advanced Tree Farm

Expert Tree Farm

Fishing

Basic Fisherman's Hut

Advanced Fishery

Expert Fish Hatchery

Apiculture

(Production/Breeding)

Basic Bee Meadow

Advanced Bee Meadow

Expert Bee Meadow

Basic Comb Processing

Advanced Comb Processing

Expert Comb Processing

Crop Plot

A single Crop plot is either a 7x2 strip of tilled soil or 14 total tilled soil plots. This measurement is based off of the farm plots found in Villages, which have at least 2 Crop Plots separated by a 1x7 patch of water, surrounded by wood or stone.

Agricultural Buildings

This is not an exhaustive list of all buildings possible, merely a list of buildings that this author has thought of. There are many more out there that can be thought up.

Item Bank, Granary, Etc. (Item Storage)

Item Banks store all the items necessary for citizens to perform their tasks. Some Item Banks store just generic items. However, there are certain, specialized, rooms that can be found in certain Item Banks. Agricultural Item Bank specialty rooms include the Tool Shed, the Cellar, Freezer, Granaries, and Tool Sheds.

  • Basic Item Bank: The minimum storage capacity for a Basic Item Bank is 20 Double Chests (1,080 stacks), at least 25 Storage Drawers (or more, if needed to store all the items necessary), or equivalent storage capacity.
  • Advanced Item Bank: 50 Double Chests (2,700 individual stacks) and/or 30 Storage Drawers/Barrels with at least the third tier storage upgrade (and all upgrade slots filled), or equivalent storage capacity
  • Expert Item Bank: 200 Double Chests and/or 50 fully upgraded (to taste) Storage Drawers/Barrels and/or equivalent storage capacity.
  • Tool Shed:
    • Basic: 2 Double Chests dedicated to storing tools and/or 5 Bibliocraft Tool Racks/Shelves/etc and/or 1-5 Storage Drawers dedicated to Tools
    • Advanced Tool Shed: 5 Double Chests dedicated to storing tools and/or 15 BibliocraftToolRacks/Shelves/etc and/or 8 Storage Drawers dedicated to Tools
    • Expert Tool Shed: 12 Double Chests dedicated to storing tools and/or 30 Bibliocraft Tool Racks/Shelves/etc and/or 15 Storage Drawers dedicated to Tools
  • Granary
    • Whether it is for mobs or for players, Granaries only store food, and seeds for food.
    • Basic Granary: 4 Double Chests dedicated to storing food and/or 2-4 Storage Drawers dedicated to storing food and/or equivalent storage
    • Advancd Granary: 10 Double Chests dedicated to storing food and/or 12 Storage Drawers dedicated to storing food and/or equivalent storage. Must have at least 5 different kinds of food
    • Expert Granary: 15 Double Chests dedicated to storing food and/or 18 Storage Drawers dedicated to storing food and/or equivalent storage. Must have at least 20 different kinds of food (if applicable)
  • Cellar
    • Cellars are a smaller variant of Granaries that are more thematic. Cellars store items that should be kept cool, and *must* be under ground level.
    • Only Expert Cellars may be built independently. Basic and Advanced Cellars must be attached to some other kind of building.
    • Examples of Cellar-type items/foodstuffs are: Saplings, Potatoes, Jam(s), Juice(s), Milk(s), alcoholic beverages/vats/kegs/etc, etc
      • Basic Cellar: 2 Double Chests dedicated to storing food requiring cool temperatures and/or 1-3 Storage Drawers dedicated to storing food requiring cool temperatures and/or 2-5 Bibliocraft Shelves/etc dedicated to storing food requiring cool temperatures and/or equivalent storage.
      • Advanced Cellar: 4 Double Chests dedicated to storing food requiring cool temperatures and/or 4-6 Storage Drawers dedicated to storing food requiring cool temperatures and/or 6-10 Bibliocraft Shelves/etc dedicated to storing food requiring cool temperatures and/or equivalent storage.
      • Expert Cellar: 6 Double Chests dedicated to storing food requiring cool temperatures and/or 11-15 Bibliocraft Shelves/etc dedicated to storing food requiring cool temperatures and/or equivalent storage.
  • Freezer
    • Freezers are a smaller variant of Granaries that are more thematic. Freezers store items that should be kept frozen (ice cream, slushies, storing meat for longer periods of time, etc). Freezers *must* have Ice or Snow blocks inside the room.
      • Freezer Storage Requirements (Basic/Advanced/Expert) are identical to Cellars.
      • Freezers may never be built independently. All varieties (Basic, Advanced, Expert) must be attached to a different building.
  • Food Silo
    • Food Silos are an upgraded version of a Granary, designed to store, specifically, the

Sawmill, Charcoal Pit, Bog Earth Silos, etc (Agricultural Processing)

In General, Agricultural Processing Buildings share much the same features: They take in Agricultural products, and put out different Agricultural products. They come in three categories, and sometimes a single structure can contain many "Agricultural Buildings." Examples include processing Logs into Charcoal, rendering Honey Combs into honey and other products, Logs into Planks, Bog Earth into Peat (via machine or manually), etc

  • Basic Agricultural Processor:
    • Storage: Incoming
      • 1-2 Chests, or enough Storage Drawers/Barrels (or equivalent storage) for incoming items
    • Storage: Outgoing
      • 2-4 Chests, or enough Storage Drawers/Barrels (or equivalent storage) for outgoing items
    • Storage: Byproducts/Reactants
      • 1 Double Chest or enough Storage Drawers/Barrels to store needed incidental byproducts or otherwise needed reactants
    • Storage: Tools
      • A Double Chest, Bibliocraft Shelf/Tool Rack, or equivalent storage for any necessary tools.
    • Workspace: 1-2 Crafting Tables/Benches, and/or any additional blocks that are needed
  • Advanced Agricultural Processor:
    • Employs at least 1 Advanced Agricultural Guild member, and up to 3 Basic Agricultural Guild Members
    • Filled Item Frame:
      • Should feature one of the items that the building outputs, placed above or near the front entrance
    • Storage Room, Incoming
      • 5-8 Chests, 9-12 Storage Drawers/Barrels, or equivalent storage for incoming items
    • Storage Room, Outgoing
      • 10-12 Chests, 15-20 Storage Drawers/Barrels, or equivalent storage for outgoing items
    • Storage Room, Byproducts/Reactants
      • 2-6 Double Chests or enough Storage Drawers/Barrels to store needed incidental byproducts or otherwise needed reactants
    • Storage: Tools
      • 4-7 Double Chests, 5-9 Bibliocraft Shelf/Tool Racks, or equivalent storage for any necessary tools.
    • Work Room(s): 6-10 Crafting Tables/Benches, and/or any additional blocks that are needed
    • Display(s):
      • Filled Item Frame(s), Bibliocraft Storage/Display Case, or placed blocks that either are or display products made in this building.
  • Expert Agricultural Processor
    • Workers:
      • Up to 2 Expert Agricultural Guild Members
      • Up to 5 Advanced Agricultural Guild Members
      • Up to 12 Basic Agricultural Guild Members
      • Up to 2 Maids/Janitors (Support, Basic or Advanced)
      • At least 1 Receptionist (Support, Basic)
      • At least 1 Manager (Support, Expert)
    • Filled Item Frame:
      • Should feature one of the items that the building outputs, displayed above or near the front entrance, and another in the Gallery (see bel0w)
    • Banner
      • A Banner (Made to taste, for the given Building, Group, Company, Guild, or Civilization. If Additional Banners or similar mod is installed, should pick an item as close to the building's purpose as possible). Should be displayed near the front entrance, and inside the Gallery (see below)
    • Shipping Dock: A dedicated room or platform, with easy access to nearby paths, roads, rails, item networks, or other item transportation methods.
      • Should be relatively sizeable, and have direct access to all three storage rooms (Incoming, Outgoing, and Byproducts/Reactants).
    • Storage Room, Incoming
      • 18-25 Double Chests, 12-18 Storage Drawers/Barrels, or equivalent storage for incoming items
    • Storage Room, Outgoing
      • 40-55 Chests, 30-40 Storage Drawers/Barrels, or equivalent storage for outgoing items
    • Storage Room, Byproducts/Reactants
      • 5-10 Double Chests or enough Storage Drawers/Barrels to store needed incidental byproducts or otherwise needed reactants
    • Storage: Tools
      • 5-10 Double Chests, 10-14 Bibliocraft Shelf/Tool Racks, or equivalent storage for any necessary tools.
    • Work Room(s): 20-35 Crafting Tables/Benches, and/or any additional blocks that are needed
    • Manager's Office
      • The Manager is responsible for paperwork, scheduling, orders (of material both coming in and shipped out), managing issues, managing disputes, and being yelled at by politicians, law enforcement, customers, and their spouse (if applicable).
      • Item Frame(s):
        • A Book and Quill in an Item Frame must be above/next to the door to the Manager's Office.
      • The Manager must have a Desk
      • The Manager must have at least 2 bookshelves.
      • The Manager must have at least a Double Chest (or equivalent) for storage.
    • Gallery:
      • All of the Building's outputs should be put on display. Blocks should be placed, Items should be placed in Item Frames, Bibliocraft displays (Shelves/Display Case/etc), Monitors, etc. The Item (not/not just the name) should be visible.
      • Banner(s): At least one of the building/Guild/Civilization's banners must be displayed prominently in the Gallery
      • Luxuries:
        • The Gallery must be carpeted
        • The Gallery should have at least 2-4 additional luxuries
      • Receptionist's Desk: A Desk for the receptionist should be placed near the front door. They are responsible for dealing with whoever comes through the door
        • there should be a chest or other storage device (not visible from the front door) with a weapon (at least a Wooden Sword) to deal with any "unpleasant guests

Pasture/Pen/Meadow/Orchard

Whether they are Pastures, Pens, Meadows, or Orchards, These "rooms" are used for housing Livestock, Bees, or Trees.

  • Pastures are generally used for larger Livestock, such as Cows, Llamas, Horses, Sheep, etc. Specific types of Livestock may have further requirements aside from a Pasture (ie Stables for Horses). Pastures are for grazing livestock that need more room per mob to avoid over-grazing.
    • Higher Tier Pens have livestock more densely packed than lower tier Pastures.
    • Basic Pasture: At least a 9x9 space with at least 3 breeding pairs of whichever livestock are stored here. (13.5 blocks/mob)
      • A Basic Agricultural Guild Member can manage 2 of these.
    • Advanced Pasture: At least a 14x14 space with at least 8 breeding pairs of whichever livestock are stored here. (12.5 blocks/mob)
      • An Advanced Agricultural Guild Member can manage 2 of these.
    • Expert Pasture: At least a 20x20 space with at least 25 Breeding Pairs of whichever Livestock are stored here. (8 blocks/mob)
      • An Expert Agricultural Guild Member can manage 2 of these.
  • Pens are generally used for Chickens, Cats, Dogs, and equivalently sized tame mobs. They are usually smaller and more densely packed than Pastures. Pens are for mobs that are either not grazers or have feed easily available, making space less of an issue.
    • Higher Tier Pens give individual mobs more space than lower tier pens.
    • Basic Pen: At least a 4x4 space with at least 4 Breeding Pairs of whichever mobs are stored here. (2 Blocks/Mob)
      • A Basic Agricultural Guild Member can manage 2 of these.
    • Advanced Pen: At least a 6x6 space with at least 10 Breeding Pairs of whichever mobs are stored here. (2.25 Blocks/Mob)
      • An Advanced Agricultural Guild Member can manage 2 of these.
    • Expert Pen: At least an 10x10 space with at least 16 Breeding Pairs of whichever mobs are stored here. (3.125 Blocks/Mob)
      • An Expert Agricultural Guild Member can manage 2 of these.
  • Orchards are different than Pastures and Pens, because due to the size differential of the bases of various kinds of trees, they merely have a requirement for the number of base blocks for trees (ie 4 1x1 trees would be equivalent to a single 2x2).
    • Basic Orchard: At least 8 Trees (4 2x2, ~1 3x)
      • A Basic Agricultural Guild Member can manage 2 of these.
    • Advanced Orchard: At least 24 Trees (6 2x2, ~2 3x3)
      • An Advanced Agricultural Guild Member can manage 2 of these.
    • Expert Orchard: At least 45 Trees (~11 2x2, 5 3x3)
      • An Expert Agricultural Guild Member can manage 2 of these.
  • Meadow: Meadows are different than Pastures and Pens because Bees require Bee Houses, Apiaries, or Alvearies
    • Basic Bee Meadow: 6 Bee Houses, 4 Apiaries, or 1 Alveary
      • A Basic Agricultural Guild Member can manage 2 of these.
    • Advanced Bee Meadow: 15 Bee houses, 10 Apiaries, or 3 Alvearies
      • An Advanced Agricultural Guild Member can manage 2 of these.
    • Expert Bee Meadow: 50 Bee Houses, 25 Apiaries, or 10 Alvearies
      • A Expert Agricultural Guild Member can manage 2 of these.

Kennels/Stables

In addition to needing a Pen or a Pasture, rideable creatures (such as Donkeys, Llamas, and Horses) and pets (such as Dogs and Cats) require a "room" of their own.

  • Basic Kennel: 1x3x2 enclosed space with a non-flowing water source block.
    • A Basic Agricultural Guild Member can manage 2 of these.
  • Advanced Kennel: 2x3x2 enclosed space with carpeting and a non-flowing water source block.
    • An Advanced Agricultural Guild Member can manage 2 of these.
  • Expert Kennel: a 3x3x2 enclosed space with carpeting; a "bed" made of Wool; a Hay Bale, or some other "soft" block; and either a non-flowing source block or some other water source for the mob.
    • An Advanced Agricultural Guild Member can manage 2 of these.
  • Basic Stable: 2x2x3 enclosed space with a hay bale.
    • A BasicAgricultural Guild Member can manage 2 of these.
  • Advanced Stable: 2x3x3 enclosed space with a non-flowing water source block, and a hay bale
    • An Advanced Agricultural Guild Member can manage 2 of these.
  • Expert Stable: 3x3x3 ecnlosed space with a water source for the mob, a hay bale, and an exit to the mob's pasture.
    • An Expert Agricultural Guild Member can manage 2 of these.

Agricultural Specialties

Note: If a Magician is required, that means that a Magician (or greater skill) of the proper School of Magic is required. Adepts and Apprentices of the same School may be used for help, but only if supervised by a Magician (or greater). The same applies to Technologists.


Required buildings of the same type may be shared by more than one specialty (or sub-specialty)



Orchards

Trees, trees, trees--Orchard Masters are all about the trees. Whether it's for Lumber, edible products, inedible products, or tree breeding, Orchard Masters are responsible.

Lumber Orchards

Lumber Orchards grow trees for Lumber. Lumber Orchards require a Sawmill, a Tool Shed, an Item Bank, and a Cellar to keep saplings viable.

Edible Orchards

Edible Orchards produce food from trees. Edible Orchards require a Granary (or Silo), a Tool Shed, anda Cellar to keep saplings viable.

Inedible Orchards

Inedible Orchards produce items that cannot be eaten from trees. Inedible Orchards require an Item Bank, a Tool Shed, and a Cellar to keep saplings viable.

Tree Breeding Orchards

Tree Breeding Orchards produce additional breeds/varieties of trees. Tree Breeding Orchards require an Item Bank, a Tool Shed, a Cellar to keep saplings viable, a Bee Meadow, and one office per two Breeding Orchard Masters to plan out tree genetics.

Ranch

Ranches raise Livestock. In this context, Livestock are any animals that produce items or food. Each type of Livestock should be kept in separate pens/pastures/etc, and should have some room to move around.

Edible Livestock:

Livestock raised for food. Edible Livestock require a Granary for their food and breeding items, a Granary for the food they produce, an Item Bank for any additional items they may drop (if applicable), and a Veterinary Center in case of health issues.

Inedible Livestock.

Inedible Livestock are raised for products that they produce, not for food. Inedible Livestock require a Granary for their food and breeding items, an Item Bank for their drops, and a Veterinary Center in case of health issues.

Kennels

The Kennel Specialty raises non-aquatic Pets. They are raised for defense or for luxury. Kennels require a Granary for Pet food and breeding items, an Item Bank for any items the Pets produce (if applicable), a Veterinary Center in case of health issues, and a Pen.

Stables

Horses and other creatures intended for Riding are raised here. They require a Tack room to store Riding equipment, a Granary for food and breeding items, an Item Bank for any items the Rideables produce (if applicable), a Veterinary Center in case of health issues, and a Pasture.

  • Basic Tack Room: Double Chest, 2 Storage Drawers, 2 Bibliocraft Shelves/Tool Racks, or equivalent storage
  • Advanced Tack Room: 5 Double Chests, 5 Storage Drawers, 7 Bibliocraft Shelves/Tool Racks, or equivalent storage.
  • Expert Tack Room: 10 Double Chests, 10 Storage Drawers, 10 Bibliocraft Shelves/Tool Racks, or equivalent storage.

Bee Keeping

Bee Keepers (or Apiarists) raise Bees for edible and inedible products.

Edible Bee Meadow

Bees raised in the Bee Meadow produce edible items. The environment of the Meadow can vary wildly. Bee Meadows require the Catalyst material for all Bee Hives present and a Granary for the food they produce.

Inedible Bee Meadow

Inedible Bee Meadows raise Bees for inedible items. The environment of the Meadow can vary wildly. Bee Meadows require the Catalyst material for all Bee Hives present and an Item Bank for the items they produce.

Bee Breeding Meadow.

Bees raised to produce variant Bees. The environment of the Meadow can vary wildly. Bee Breeding Meadows require the Catalyst material for all Bee Hives present and planned for, an Item Bank for any items produced, a Granary for any food produced, and one office per Bee Breeder to plan genetic strains.

Butterfly Meadow

Butterflies are considered the responsibility of Bee Keepers. a Butterfly Meadow requires nothing but a space set aside for Butterflies. It is recommended that it be enclosed so they don't fly away.

Fishing

Food Fishing

Food Fishing is simply fishing for food. Food Fishing requires a stretch of water that doesn't have too many other Fishermen nearby, a Granary for food produced, an Item Bank for any stray items caught, and a dock/raft/boat if applicable.

Pet Fishing

Pet Fishing is the capture, breeding, and care of Fish intended for sale as pets. Pet Fish require a Granary for food (if applicable), an Item Bank for any items produced, a Granary for any food produced, and an uncrowded tank to swim in.

Previously........

Agricultural Nobility

Generally applies only to large farms. Smaller farms that are run by the owners are not necessarily under their thumb. Agricultural Nobles own the land that the farm workers run. Their racial bonuses and penalties (if any) help boost the output of the entire farm.

Agricultural Nobility also require additional buildings/rooms depending on their rank. Nobles that oversee larger farms in more central locations tend to be higher rank, while Nobles on decentralized, smaller farms lower in rank. The highest ranked Agricultural Nobles run large farms in or near a Regional Capital (if your civilization is that large)

Foremen

Foremen are usually found only on larger farms, underneath the Agricultural Nobility. They are only present on farms that have more than one Specialty, and each Foreman can only oversee one Specialty. A Foreman understands his Specialty very well (at least you'd hope so), and makes sure that everything in his Specialty runs smoothly. Like the Nobility, their racial bonuses and penalties apply to their Specialty, only not to as large a degree as the Nobility.

If there is a lot of activity in a particular sub-Specialty, the sub-Specialty may get its own Foreman, but only one Foreman bonus would apply. It is up to you whether the Foreman or the sub-Foreman bonuses apply.

a Foreman (and sub-Foremen) always gets his own room, and has slightly more decorative items.


Tentative Racial Bonuses (Can and will change)

Humans: +5 Horses (and other Rideables) [Or no bonuses in case you don't want to bother with the bonuses at all?]


Zombie Pigmen: +5 Livestock


Zombie Pigmen excel at raising Livestock. Perhaps it is because a small part of them remembers what it was like to be alive, and enjoy the feelings raising livestock brings. Maybe it's because they want to tear into their Livestock's flesh. For whatever reason, they are exceptionally good at raising Livestock.


Dwarves: +5 Pets (Kennels)

Remembering tales of ancient Carp that used to drag them into the water and kill them, Dwarves steadfastly refuse to fish in anything but full Iron battle armor and an Iron Sword (Does not apply to Merdorfs)


Sober Dorf Farmhands: +5 Subterranean Farm Plots. -10 Surface Farm Plots


Merdorf: x2 Fishing Yield


Testificates: +5 Surface Farm Plots. -10 Subterranean Farm Plots


Kobolds: +10 Mushrooms. -100% Farm Plots (Any), -100% Livestock (Except Mooshrooms), +1 Pets, +5 Mooshrooms


Kobold get distracted so easily, they end up eating and trampling more food than they produce, and releasing more Livestock/Rideables in their attempts to get a closer look at them if they try to help (Except Mooshrooms, for some reason).


Witches: +5 Magical Farm Plots, +2 Magical Trees


Necrotic Elves: +3 Magical Livestock/Pets


Elves: +10 Trees (Except Lumber Trees)

Elves are neurotically (Dwarves tend to say erotically) attached to their trees, and dote on them like some species dote on children. However, Elves tend to be dramatically against the Lumber industry as a whole.


Pureblood Goblins: +10 Lumber Trees (They love chopping stuff down), +5 Flying Bats (if applicable)


Specialization and Symbiosis

Farms that focus on one Specialty tend to out-produce Farms that have many (or all) Specialties. However, various Specialties, when worked together, can increase their overall yield dramatically, almost up to that of a single-Specialty Farm.



Agricultural Disciplines

Farming

Ranching

Plantations

Stables: Beasts of Burden

Kennels: Pets for comfort and defense

Arboriculture: All about the trees

Apiculture

Fishing

Support

The Support discipline does not add any raw Items on its own, but instead helps most other disciplines, sometimes multiple Disciplines at once. This will eventually be organized so the Support buildings/workers from the same Discipline are categorized together.

Compost Maker

All Livestock/Pets/Beasts of Burden contribute to the Compost Heap. All crop-producing disciplines recieve a bonus for it.

Lumber Yard

Produces wood, contributes to the Compost Heap

Chacoal Kiln

Tanner

Produces Leather from raw hides

Leather Craftsman

Produces leather goods