Forager garden productivity is berry good. I'd even say it's nuts

There are two things that I think are overtuned about the upgraded forager. First, it’s equivalent to a nearly impossibly large quantity of wild foraging nodes, and second, it’s absurdly space-efficient while simultaneously not caring about land fertility. Of the two, I think the space efficiency is the bigger problem.

The three most interesting things to look at for this purpose are berries (which we can compare against orchards), greens (for a direct farm comparison), and nuts (because they’re shelf-stable). These pictures are from an alpine map, which I am given to understand has a lower productivity for some food types than some other maps might have. I took the pictures during the winter after running the gardens for a couple years so we could be confident we had one year’s harvest.

First, let’s talk about berries. Berries are not one of those food types with reduced productivity on alpine maps. This 360 berries per year is the same as you’d get on, say, lowland lakes:


I forgot to take a picture of one of my orchards, but my experience is that a mixed peach and apple arborist orchard produces 600-1000 fruit when fully staffed, depending on maturity and probably other circumstances like how much fruit random passers-by just pulled off the trees as they walked by. So, to get the productivity of an orchard, you can build two or three of these, which would fit in the space of the arborist and three trees, while my orchards tend to have 40-50 trees.

However, it’s not just around the low end of productivity per person of a mature orchard on good land. Most berry bushes also produce on average about 20 berries a year, so it’s also equivalent to a forager with 18 blueberries transplanted next to it! You could fit four of these in the space that a forager and 18 tightly-packed blueberry bushes takes up. The problem here isn’t necessarily productivity, although I think the orchard part qualifies as too productive; it’s just that it’s absurdly compact.

Moving on to greens, this is one where I’m pretty sure the productivity is reduced from lowland lakes, but I don’t feel like going back to check right now. But anyway, it’s probably even more bonkers there, because I remember greens producing more than nuts (see below) rather than the other way around. Here is a forager garden:


… and here is a 5x5 farm which I recently created and have farming leeks:

There are three things that are upside-down here:

  1. The garden produces more than the rated output of the leek farm. (It’s probably close to no weeds, no rocks, full fertility, and favorable soil, but that will require waiting awhile, so I’m not sure.)
  2. The garden uses half to a quarter of the workers. After all, you need more farmers the more productive the field is to get the crops in in time.
  3. You can fit three gardens in the space of a 5x5 farm with land to spare. Furthermore, animals can’t eat your garden, so a 5x5 farm on its own is more like a 7x7 land plot.

On lowland lakes, the most productive one is greens. It’s more productive than in these pictures! But here on the hillside, the productivity crown goes to nuts, which incidentally also have a generous 18 month spoilage time:


I don’t know if that’s roughly 18 nut foraging locations, because there aren’t that many nuts on my map! I had a lakes map with a couple fantastic wild hazelnut patches, and they didn’t produce much better than this, though, while taking up a lot more space. And this certainly beats the heck out of farming!

Anyway, to sum up, forager gardens are currently far more labor-efficient than farmers for things that directly compete with farming, and they’re far more space-efficient than literally any other food production method. At least one of these things needs to be reduced. I’d love for them to have a work area sort of like livestock. Giving them a fertility mechanic with the work area would also sidestep the fact that they’re apparently magically fertile, too. If it’s not possible to have the type of work area change from one tier of a building to the next, dropping them all the way down something closer to the 6 gathering nodes they display graphically would change them from being absurdly efficient to merely very useful.

Incidentally, It’s interesting to note that the willow output on an alpine map is approximately 6 basic willow nodes, which is still vastly more than I had on this map than before (because there are only 2 forage nodes for it on the entire map), but it doesn’t feel quite as out of balance as the food production.

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The data in your article is very detailed.

I also find that the level 2 forager garden is unreasonably high in productivity. The complex and challenging farming system is one of the attractive highlights of Farthest Frontier. But if the level 2 forager garden is not lowered, the farming system will be severely damaged.

In the dry highland map, traditional farming is very inefficient. Clover only increases fertility by 1% instead of 3% like in the peaceful valley or flat plains, beans do not even increase fertility.
If it were not for wheat and flax, there would be no need to farm and no need to plant fruit trees.

Reducing the productivity of the level 2 forager garden is something that needs to be done soon

While I do agree that the forager garden is a bit too efficient, at least in space usage, I don’t think it’s that much too much. It is a ‘capital intensive’ form of farming, with a building not unlike a greenhouse. If you have been in those then you know they have a ridiculously high output because of using specialized plants on special soil (often not even mud) with optimized feeding and water strategies combined with a lot of sun, warmth and CO2 in the air. Not to mention, you can work through the winter!

So yes it should have a high output not just when compared to a poor farming map. It should be an alternative on a rich farming map where we all relocate the bushes as close to the forager shack as we can (and yes I do get more than 20 resources relocated to the forager, it’s just mixed produce and it takes some time). And if you build a forager garden in a poor farming map then it shouldn’t be influenced too much by that in my opinion as all the requirements are influenced by man so heavily, maybe only water is scarce on a really dry map.

So where I do agree with you is that maybe the forager garden needs a bit bigger of a building to house the plants. It 3x2 now maybe 3x3 or even 3x4? That would mean it’s no longer an upgrade of the forager shack but a separate building.
I’m also not entirely sure if it’s too cheap to build and operate?

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As a raised bed gardener, I think it’s quite accurate. I can get extremely high yields from a very small space in square foot gardening. It requires a lot more labor and attention, hence the dedicated building. Fields require a lot of wasted space to walk between rows and such.

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Sure, but part of my point is that it’s not much more manpower-intensive. In fact, the part involving growing things that aren’t berries is much less manpower-intensive than the equivalent on a farm!

Those things aren’t very good anyway. Greens spoil way too quick, as do Nuts (can’t be preserved as a Fruit). Hell, I have Beans spoiling constantly in Tier 3 onwards when Meat, Root Vegetables, Milk, and Fruit/Berries are getting preserved.

On Arid Highlands you can’t even grow them in the upgraded Forager. You can only grow Berries, Herbs, and Willow (in lower amounts).

We need to follow the logic of why we need a level 2 upgrade for Forager garden

We need to determine:

  1. What is the game missing?

  2. If there is a building with a similar task, is it appropriate to create a new building like that?

  3. Is the effectiveness of the upgrade commensurate with the resources spent?

Before the appearance of Forager garden level 2, the agricultural system in Farthes Frontier was extremely balanced, each group had its own role:

  • Farming system: requires a lot of effort and land area to build fields, time to improve fertility, build a scientific crop rotation system, is greatly affected by diseases on crops as well as the weather… In return, this system brings products with higher productivity than other systems, the preservation time is also at many levels: from easily damaged like green vegetables, to very long preservation like beans, wheat…
  • Hunting and gathering system. If the player can pay attention and regularly change the area of ​​activity when the resource is exhausted, this is a highly efficient food supply system. But this resource is limited and the collector has to move very far and a lot, which means taking risks from wild animals.
  • Fruit tree growing system: Average yield, low preservation time (if you want to preserve, you have to spend glass + labor in the Preservist Building). In return, it is not affected by diseases, weather, and does not have to rotate crops like the farming system. - Livestock system: also not affected by diseases (this is a bit unreasonable). In return, it has quite high efficiency, but it costs a lot of labor, takes up a lot of grazing space, and has a low storage time (requires the support of the Smokehouse)

Thus, what is lacking and requires the upgrade of the Forager garden are things that could not be produced by themselves before due to limited supply: willow, herbs, ginseng

Indeed, with limited resources in nature, it is a challenge for large settlements (merchants do not always bring products at suitable prices)

But with only a small amount of resources, the Forager garden can be upgraded to level 2 and produce vegetables, fruits, chestnuts, and mushrooms with an unreasonably high yield, and none of the above disadvantages will destroy the game because there is no need to waste effort farming or planting fruit trees anymore. Simply because with something compact and high-yielding, it can be easily placed in small walls, instead of having to be very wide like for fields or orchards.

I suggest:

  • Best: Only allow Forager garden level 2 to grow willow, herbs, ginseng. And the yield should also be reduced = 75% compared to the present.
  • In case Forager garden level 2 is allowed to grow vegetables, mushrooms, fruits, chestnuts, the yield should only be = 25% compared to the present.
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If you wish for more difficulty, then don’t use the upgrade.

Why do you wish to make it uniformly difficult for everyone?

Asking for a Nerf is a foul.

A 20 minute time out.

Because I want incentives to line up with something plausible, not “Alright, everybody feed themselves from a garden of berries and nuts.”

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Do you not understand or do you deliberately not understand?
The goal I suggested the dev reduce productivity is not aimed at the players but towards the goal of FF having the best balance. Something with such an unreasonably high productivity has ruined the agricultural system that the dev has built for the past 2 years.

It is very normal for a new thing to be too imba and have to be reduced in the next version in any game, not just FF.

If you cannot provide convincing evidence, what you say is just a silly fallacy.

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So, haven’t played 0.9.7 a lot, yet. But, seems to me that the forager garden got heavily nerfed already. As far as I perceived it, looks like berries went down from 200ish production per year to about 40 or so, which corresponds to 2-3 berry bushes, I believe. I think this is a really nice tweaking, forager garden feels way more reasonable, now.

The building still has a high benefit, since you can use it to grow willow, medicinal roots etc. at your demand. Cause, finding and having to forage those somewhere on the map is way more challenging.

Thanks to the devs, good job!

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The Devs have been screwing players over agriculture since Beta went live.

They’ve ganked almost every workaround to the problems they created beta testers ever published on this forum, and only listened when we screamed at them.

Unlike the myriad examples of city building optimization layouts published here receiving praise from everyone, if you publish a treaty on how to optimize agriculture for large populations, the devs will change everything to gank it.

Pasture to Farm Transition, Moo - Farthest Frontier / General Discussion - Crate Entertainment Forum

No one is forcing you to use the upgrade.

What business is it of yours how others play?

Honestly, if I wanted to make life hard for people where farming is concerned, I’d be arguing that farms should take an order of magnitude more land area that they actually do. I’m not going to argue for that, because I don’t care that much about making the population per square mile accurate, but I’d at least like to feed people on something resembling a reasonable ratio of farming methods.

I don’t know what was in that thread, because you deleted it all, but based on various things I saw in the wiki, I think you were trying to graze cows on actual crops, which would be (IMO) not at all reasonable. (And I really want to do grazing rotations to go with my farming rotations. It’s too much micromanagement for me to move the grazing area every year, so I wish there was a way to set a 3-field grazing rotation to go with the farming ones.)

Like, let’s have some verisimilitude here. Things should feel like they work approximately the way they would IRL.

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Skimming the surface will never give you the whole story.

Read the replies.

Take a look at what your fellow players thought of the information.

Your estimation is incorrect.

No, the cows were never grazing on farm fields.

We used to be able to use them to slowly upgrade the fertility of a field we wanted to farm.

The Devs ganked it.

I have no idea what you’re thinking of, then, because I have done this. You can do it with chickens, or goats, or even cows if you really want, although honestly standing up an entire 15x15 field at once is really a lot, and cows are expensive, so I don’t tend to do it for that reason anymore. There was at least one bug at one point that was fixed that clover (or maybe all crops, or maybe it was moving the pasture around) might have been blocking that for awhile, but livestock definitely still upgrades land fertility.

(Also, fun fact: improving the farming fertility of the land actually reduces its tree fertility if it’s high tree fertility, so unfortunately you can’t graze them on orchards, which I remember someone commenting is something that might have also been done, but it’s not something you want to do here.)

Moving a pasture or farm field now removes all built up fertility.

You start from zero now.

Pastures used to be the same size as a single farm plot.

You can see how many changes farming has gone through by looking at the thread and its responses.

@fun fact: Oh, didn’t know that! Is there any way to increas tree fertility, then?

No, no way to affect it.

In my experience with the game so far usually these buildings start out on the overtuned side and devs end up reining them in. They’ve also buffed a few buildings (especially areas of coverage) to make towns a little more forgiving to layout.

I haven’t played too much with the forager garden yet but I do see an argument for it to be affected by fertility like the rest of agriculture; though that does present the problem of it needing to receive compost, which is a major source of fertility, especially on the more challenging biomes.

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