農業

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農業 is an Artisan profession.[2]

農場

Alpha-1 freehold farm.[3]

Crops are intended in Ashes to be a rotational profession that is dependent on having the appropriate seedlings and/or any of the necessary tools.[4]Steven Sharif

農場 are workstation plots available for farming crops and livestock on freeholds.[5][5][6][7][8][9][10]

If farming and raising animals is important to you, then know that having room for this on your Freehold is a balancing act. Since Freeholds have space constraints, players will need to make choices about how much room they want to set aside for buildings, and where they want to do things like crop placement and rotation, and where to put livestock animals.[11]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • Artisan freehold features are also affected by adjacent terrain features. For example: building next to a river provides a nearby source of clean freshwater, and will have a positive effect on crops.[13]

#REDIRECT MediaWiki:Farmhands/zh

根據節點種類發展進度,玩家將可以聘請農場工人 NPC個人土地屋農場工作。玩家將可以在遊戲內,或透過手機程式或網頁命令工人。[14][15]

  • 輪作管理。
  • 種植或收割特定農作物。
  • 售賣食物或農作物。

資源

Crops

Crops are harvestable resources in Ashes of Creation.[5][6][7][10][9]

There'll be different types of tools and/or machinery that can be used to plant multiple seed types within a particular infrastructure that gives you bundles and/or many different harvestings that's part of progression. So, as you get more adept at farming, you have the ability to mass produce; and the same is true when you talk about quantity, speed of processing across many of the different processing professions[17]Steven Sharif

Livestock

Milking a cow in Alpha-2.[27]

Milk is a byproduct of a cow and so is beef. So it's up to you how and when you want to harvest your livestock in certain ways.[28]Kory Rice

Livestock are farmable resources on freehold farms.[5][6][7][10][9]

Cooking ingredients

ss-2021-11-03-00 42 09-00012.png

Livestock (and crops) are used to provide ingredients:[9]

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[30]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[31]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[32][33][34][35]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[33]
One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[33]Steven Sharif
  • Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[32][33]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[32]Steven Sharif

Underrealm resources

資源 will be different in the Underrealm, including unique species of fish.[36][37][38]

其他

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