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Showing posts with label farming tutorial. Show all posts
Showing posts with label farming tutorial. Show all posts

July 28, 2019

Farming Vegetables



Vegetables (Veggies) are sown automatically and they grow by themselves. The only work which must be done on a vegetable farm is to harvest them, which is done every fifth day. So, the schedule looks like this:
Your veggies are growing nicely (state 1 of 5)
Your veggies are growing nicely (state 2 of 5)
Your veggies are growing nicely (state 3 of 5)
Your veggies are growing nicely (state 4 of 5)
Your veggies are growing nicely (state 5 of 5)
Your veggies are ready to be harvested. (Hire a worker on this day)


A first field will produce 4 vegetables and a second field will produce 3 vegetables.
Vegetable Farming Advice



There is no value in requiring stats at any level other than zero, so just put zero in the intelligence choice and hire for the minimum in your town.
Because vegetables are effectively the same as fruit, players are advised not to grow vegetables in a village with an orchard.
Check with your mayor if you are unsure what field to choose. Your mayor knows what the town needs.

June 2, 2010

Corn

General Remarks :

* Corn is one of the basic foodstuffs in the game. When you eat (use) corn, every bag of it helps you to reduce your hunger by one point (you need one or two points per day).

* The corn also is bought by the pig breeders to feed their pigs.

* You must have a corn bag in your property to sow. This means inside your home.

* How to do this: click on "Me", click "My inventory". Find the corn and click the button that has an arrow. This means transfer. It will have a photo of a house.

"Amount to be transferred". Click on "OK". It says, "
You decide to leave this item at home."

The corn is now in your home and your worker can use it to plant your field.

How does it work ?

The corn grow in seven days/stages:
1) On the first day, it is necessary to plow (hire strength: 14 pounds for 0 Strength, 16 for 16 pounds). Do not forget to keep a bag in your home for the worker to sow seeds!

2) The corn grows for 5 days. (So, on days 2 - 6 , you do nothing.)

3) On the 7th day it is necessary to harvest (
hire strength: 16 for 16 pounds).

The yields of a corn field

The yields are linked to the strength of the worker.
(sum of the strength points (SP) of the plow/sow + Harvest)

Total SP Number of bags
0 SP ---->> 19 bags
11 SP ---->> 20 bags
22 SP ---->> 21 bags
32 SP ---->> 22 bags

How it grows :
- At the beginning the corn field has a quality of 50%.
- After sowing, you can bring the quality to 55%, if the one that worked possesses 20 SP.
- After the harvest, you can bring the quality to 60%, always, if the one that worked possesses 20 SP or more.

Specific technical notes:
Or then 40 SP to one of the two works, and 0 SP to the other.

The total strength plow/sow + harvest cannot exceed 40 SP

Knowing that it needs 4 SP to increase the quality by 1%, the quality calculation is as following :

Quality = A/4 + B/4 + 50 (where A is the SP of the sower and B the SP of the harvester)

Prices & Hires

* Prices: This average price of a corn bag is between 2.15 pounds and 3.00 pounds.

* Hires: The farmer should hire for 19 strength if they can afford to hire for 19 pounds. You should hire when possible, as you earn a reputation point by hiring workers.

The calculation of the salaries for Ayr:

Strength -->> Salaries
0 SP ---- >>> 16 -18 pounds
17 SP ---- >>> 17 - 20 pounds
18 SP ---- >>> 18 - 20 pounds
19 SP ---- >>> 19 - 22 pounds

Results

You should yield 22 bags or more. Make sure to ALWAYS leave one in your home.

To remove the other 21 bags from your home to sell them, do this:
Click on My Home, then Your Home, then Your Property's Inventory. Then you Take with you what you want to sell. So, in this example 21 bags. This corn will appear in your inventory and now you can sell it.

And try to spread your sales in the whole week, thus the farmer will sell 1 to 2 bags a days to the minimum. Always keep a couple of bags in your inventory just in case.

Source : Document of the University of France
Authors : DucRochebond, kay, Jarkov & Yliano
Edited by: Xenina

Professors : Valim, frereNico
Thanks to : Xaran, Uranium
Translator : ShadowKate

May 18, 2010

RK Sheep Tutorial

Sheep are a type of field, specifically a ranch. Up to four sheep are available for each ranch. Each sheep costs 35 pounds to purchase from the sheriff. You must have a knife in your home to shear or to kill them.

When nourished every day, sheep will maintain weight or improve it (an average of once every three days). Sheep ranchers are encouraged to join The Sheep's Owners and Weavers Guild (SOW).

The following are the available weights:
dying, bony, lean, normal, fleshy, plump, fat, obese, American-style. (They rarely get beyond normal by the way)

Every three days (or every day, or any day...) sheep can be sheared for wool. Every single day a sheep gains 0.5 of wool on their pelt. They can be slaughtered for hides at any point in their life, preferably near the end. Remember that if this is a second field, your yields will be lower (approximately 3/4 of a full yield).

Proposed sheep cycle one
  • Day 0: buy all sheep
  • Day 3: shear (get 6 balls of wool)
  • Day 6: shear (get 6 balls of wool)
  • Day 9: shear (get 6 balls of wool)
  • Day 11: kill one sheep
  • Day 12: shear (get 3-4 balls of wool)
  • Day 13: slaughter a surviving sheep (if there are any left. (an average of 3 hides))
(Sheep start dying on day 8 on average, so with this cycle, you may not get many hides)

Proposed sheep cycle two - Xenina's Method
  • Day 0: buy two sheep
  • Day 1: buy two more sheep
  • Day 2: shear (get 3 balls of wool)
  • Day 3: just feed
  • Day 4: just feed
  • Day 5: shear (get 6 balls of wool)
  • Day 6: just feed
  • Day 7: just feed
  • Day 8: shear (get 6 balls of wool)
  • Day 9: kill one sheep (get 1-3 hides)
  • Day 10: kill a sheep (get 1-3 hides)
  • Day 11: shear (get 4 balls of wool)
  • Day 12: slaughter any surviving sheep (if there are any left)

January 5, 2009

Cow Ranching Tutorial

Up to four cows are available for each ranch. Each cow costs 45 pounds to purchase from the Sheriff.
When nourished every day, cows should maintain weight or improve it, but as they get older their growth becomes unpredictable. Cows can be milked every three days and slaughtered at any time for their meat.

Cow Facts and Costs Sheet

1) Breeding: Some counties do not breed cows. Check with your Town Hall to see if your county has cows.
2) Costs: Cow ranching can be costly. I do not suggest it as a first or even second field. Also, you should really be able to remember to feed your cows EVERY day. If you do not, you will lose your profit and your ranch will actually COST you money to operate.
a. Here are items you'll need. (These are worst-case costs because buckets don't break with every single use and knives break 1/3 uses):
Cows ________ 4 X 45
Buckets ______ 4 X 38-43 pounds
Knives _______ 4 X 14-15 pounds
Milkers_______ 4 X 19-25 pounds (Milkers should have 20+ intelligence, so you should hire for more than 19)
Slaughterers__ 4 X 15-19 (If your cow does not HAVE to die today, you can hire for 15, but make sure you don't mess up your milking days.)
Suggested Investment Capital = 500 pounds.


c. Make sure you get milkings or slaughters when you should or you could lose capital or an animal.

d. Consider investing in your buckets and knives before purchasing your animals. If you can't find buckets and/or knives, place a note in the forum or ask the mayor for help.

3) Selling:
a. Milk will sell cheaper in fishing towns (both milk and fish give intelligence). As with anything else it is a free market item and varies in price a LOT.

b. HC prices should coordinate with HHW prices. An HC is double an HHW.
4) Yields:
You get about:
=> 8*4=32 bottles of milk
=> 3*4=12 hc (Your HC will vary greatly. Some cows will be skinny when slaughtered. Most will never get as fat as normal.)

Proposed Cow Cycles

Schedule #1:
(This schedule is based on the Breeding of Cows guide in the Renaissance Kingdoms Forums.)
1.day => Purchase of 4 cows for 180-200 pounds
2.day =>
3.day =>
4.day => hire a worker to milk your cows for 19-25 pounds
5.day => (+8 bottles of milk)
6.day =>
7.day => hire a worker to milk your cows for 19-25 pounds
8.day => (+8 bottles of milk)
9.day =>
10.day => hire a worker to milk your cows for 19-25 pounds
11.day => (+8 bottles of milk)
12.day =>
13.day => hire a worker to milk your cows for 19-25 pounds
14.day => hire a worker to slaughter a cow for 16-18 pounds (+8 bottles of milk)
15.day => hire a worker to slaughter a cow for 16-18 pounds (+3 hc)
16.day => hire a worker to slaughter a cow for 16-18 pounds (+3 hc)
17.day => hire a worker to slaughter a cow for 16-18 pounds (+3 hc)
18.day => Purchase of 4 cows (+3 hc)

Schedule #2:

Cow Schedule Two


Additional Variables

  • Zero intelligence required for slaughtering.
  • 20 + intelligence required for milking.
  • Wages differ from town to town.
  • Moods may affect your knife's resilience.

March 21, 2008

Wheat Tutorial

How to Farm Wheat

By Xenina Ramsay

Wheat Facts

• Ask the Mayor of your town if there’s a need for wheat growers to avoid overproduction.

• Wheat is not a basic food. It’s purchased by a miller to make flour. It is also purchased by your Mayor to be sold to the County to breed animals.

• You need a wheat bag in your property inventory to sow your field.

Farming Wheat

The cycle for growing wheat takes 10 days.

1) On the first day it is necessary to plough (work related to strength). 2) On the second day one needs to sow (work related to intelligence).

  • Important: Don’t forget to place a wheat bag in your property to sow.

3) The wheat grows normally from the third day till the ninth day. 4) On the tenth day it is necessary to harvest (work related to strength).

Wheat Yield

The yields are related to the strength and the intelligence of the workers. (Points (P): Strength Points (SP) + Intelligence Points (IP) during the three operations on the field)

  • Note: Second fields have a penalty of 25% compared to the yield of first fields.

First field: 0 Points >>>> 8 wheat bags Second field: 0 Points >>> 6 wheat bags

First field: 20 Points >>>> 8 wheat bags Second field: 20 Points >>> 6 wheat bags

First field: 40 Points >>>> 9 wheat bags Second field: 60 Points >>> 7 wheat bags

First field: 60 Points >>>> 10 wheat bags Second field: 60 Points >>> 7 wheat bags

• Conclusion: For your best value, it is best to hire 0 stat workers if you have a second field using wheat, as your minimum is 6 and your maximum is 7.

• All fields start with a quality of 50%.

• After the ploughing, you can raise the quality to 55% maximum, if the one who worked has at least 20 strength points.

• After the sowing, you can raise the quality to 60% maximum, if the one who worked has at least 20 intelligence points.

• After the harvest, you can raise the quality to 65% maximum, if the one who worked has at least 20 strength points.

• To end with a quality of 65%, you have to find 60 characteristics points, max. 40 SP and max. 20 IP

• The quality of the field is limited to 65%.

Price & Hiring

• Price: although free to choose, the price of wheat must respect a certain degree of honesty so consumer and producer can benefit both.

• Hiring: It is advised that producers who don’t have the right amount of strength and/or intelligence points, hire a more skilled worker on a first field. Moreover the employer will receive a reputation point every time he hires someone.

It is advised if you hire someone to work on your field (ploughing, sowing and harvest), that you ask for someone with 0, 10 or 20 points.

• Profits: Every 10 days you get, knowing that you need a wheat bag for the sowing, from 7 X 13 = 91 pounds to 9 X 13 = 117 pounds (or 65 pounds and 78 pounds for a second field)

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