Stud Farm
Everything it needs is in the game.
A farm for breeding horses.
Building window In game
What opens when you click it.
3D model In game
Card In game
The blueprint card you buy to unlock it carries the same glyph.
In the game now Game data
Its live recipes, who uses its goods and how you unlock it.
| Recipe | Mode | Uses | Makes |
|---|---|---|---|
| 1 | Graze | Graze: the herders keep the mares and foals on the pasture, and the herd breeds horses with no input. | |
| 2 | Breed horses | Breeds a horse from 2 food (fodder) and 2 oats. | |
Research: tier 3 node, base cost 900 research points.
Planned design Planned
Its planned design is built.
livestock window: farm type, stock, cull rule, pasture.
Problems it fixes
- A flat rate: strains, pedigree and gestation unused
- the paddock does the same at half rate
Today
Pasture plot 25-1,024 tiles; 6 horses a month from a 5 x 5 pasture at L1
Modes
- Coursers: speed (scouts, couriers)
- Destriers: courage + pull (war horses, 1 foal a mare per 2 years)
- Draft: pull (wagons, ploughs, siege)
- Mules: jack x mare (pack, half fodder, sterile)
- Pedigree: line breeding with the kin warning
Makes
Links
The player decision
Specialise or keep a general herd; buy a foreign stallion to fix the local strain's weakness
Its job
Breeds horses, mules and oxen: draft animals for wagons and ploughs.
Livestock
- Herd Horses
- Makes horses for carts, riders, ploughs
- Farm types Breeding / Draft / War horses
- Barn horse barn (the pasture is dragged from it)
Cull rules
| Keep all | no slaughter: the herd grows to the pasture's limit |
| Cull above capacity | every head born above the limit goes to the butcher, oldest first |
| Keep half | slaughter down to half the limit: most meat now, the herd regrows |
| Cull old | only animals past their prime |
| Cull all | empty the barn (to switch breed or farm type) |
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- cattle barn
- Footprint
- 2 x 2 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood
- Build work
- 1,000
- Builders at once
- 3
- Storage
- 100 food
- Card slots
- 1
- Tier
- b
- Levels
- 3
- Makes
- food
- Work per batch
- 40 ticks (2 s of work)
- Workers per level
- 2
- Works outdoors
- yes
- Peak season
- summer
- Takes from
- grazings within 0 m
- Yield per source
- 0.3 units
- At source
- Carry: 6; Hop m: 0; Sources per trip: 1; Work ticks: 40; Anim: harvest
States In game
The plate above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Stopped until haulers take the output away.
Nobody is assigned.
You closed it; workers go elsewhere.
Upgrades 1 to 10 Planned
For this building only. Levels 5 and 10 are the big steps. Live today: 3 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +4 m reach | Wider reach |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +4 m reach | Wider reach |
| 8 | Better yield | +5 % food |
| 9 | +50 % storage | Bigger yard |
| 10 | Master stud farm | +1 food from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Stud Farm you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Food guild | +5 % food at every Stud Farm | 1 Stud Farm |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Stud Farm walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Stud Farm | 4 of them |
| V | Master builders | Upgrades cost 15 % less | one at level 5 |
| VI | Apprentices | +1 worker place from level 5 | 6 of them |
| VII | Food charter | +10 % food | two at level 7 |
| VIII | All-season work | No slowdown outside the peak season | 8 of them |
| IX | Guild halls | Card effects here +10 % | one at level 9 |
| X | Royal food works | +15 % food, -15 % upkeep | one at level 10, 10 in the realm |