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Farm is a Kingdom structure surrounded by cultivable fields that serve as a steady source of passive income. Farms are built and upgraded by builders on water streams in open land and are operated by farmers during daytime, during all seasons, except winter.

Kingdom: Classic Kingdom: Classic – Without winter, farms are productive as long as the Kingdom holds.

Farms are especially important for large kingdoms, because wildlife for hunting is hard (sometimes impossible) to find within the kingdom borders. Building a farm is a bit of an investment because it requires some coins, manpower, and a day or two to start harvesting. However, once it is established, the farmers will provide plenty of coins every day.

Water stream[]

Water stream

A water stream on an open land.

A water stream is natural structure where a farm can be built upon. Water streams are expected to provide water for the crop fields cultivated around them, but they can only do this with the previous construction of a farm structure.

Water streams are randomly generated just before the Monarch arrives on a land for the first time. They can then be found anywhere in forests and on plains, but they can only be built upon when they're on open area. Monarchs can certainly deforest an area to have access to a stream. As these locations are random, it may happen for a stream to be found just under a vagrant camp, in which case the Kingdom would probably do better finding other sources of income that wouldn't require the camp to be removed.

Farms can be built inside or outside of the Kingdom walls, and are not attacked by the Greed, but they do not protect the farmers themselves from being attacked.

Farm plot[]

Farm plot

Crops growing in Kingdom: Classic

A farm plot is a piece of tillable land around the water stream of a farm, where one farmer can create a small crop field. When a new farm is built on the plains, it has no plots around it. If the Kingdom has idle farmers available, they will create new plots there. Each idle farmer can prepare and work on one field at a time.

There is a cap number of fields each farm structure can irrigate/support. This cap number is different for each farm tier. A water well normally irrigates up to four plots, while a mill house irrigates up to six. This number can be increased with the blessing of the Statue.

Whenever there is enough space, new crop plots will be created by farmers on the side of the water stream that has fewer tillable plots, aiming to reach an even number of fields on both sides of the stream.

Farmers will always create new plots on farms that are closer to their current position. As the scythe shop for hiring new farmers is always close to town center, which is where idle farmers use to gather, farms that are closer to town tend to be prioritized. This means that farms that are more distant from town will only start receiving farmers to work on them, when all those that are closer can no longer receive farmers, either because their cap number has been reached, or due to space restrictions.

On each farm plot, the crops will cycle through a few stages, starting with a clean field, slowly growing the crops. After the crops have fully grown, they disappear, being replaced with coins, as if the farmer had harvested and sold their production. A field when harvested yields four coins in Classic and six coins in New Lands and Two Crowns. The time required by a farmer to harvest is just less than a day. If a farmer starts to work on a land in early morning, the land should be ready to harvest in the afternoon.

Unlike in real life, crops in Kingdom only grow when there's a farmer specifically on that farm plot, actively working on it. If there is no farmer on the field, or if farmers are simply passing by the field, the crops do not grow. This is why crops on mill houses usually grow faster than those around a simple water wells, because farmer won't spend part of their daytime walking between the town and the farm.

Space restrictions[]

Farm and walls

A farm enclosed between two walls: space for only 1 crop field.

Besides the space restriction for the farm building, crop fields have their own space restrictions. This means that the Monarch might be able to order the construction of a water well, but if that spot is surrounded by very close obstacles, that farm may have less fields or even no fields at all.

Farm fields can only be created where grass can grow. So, as grass cannot grow in forests, on bridges, and under walls, tillable fields cannot be created there either. Note that walls are the only Kingdom structure that pose a problem for farms. Towers, teleporters, the boat, and vendors' shops will not block the regular growth of a farmland.

If the space restriction happens on one side only, farmers will make an exception to their rule of even number of fields on both sides, and will instead create the new plots on the unobstructed side.

Raising additional walls to intentionally restrict the space around a farm building, can be used as a method to force farmers to go further, and create plots on more distant farms. Sometimes, having a few small farmlands scattered around the Kingdom, each with only a couple of plots, may be more beneficial than having one huge farmland, with six or eight crop fields. Small farms all around can be a great relief on larger islands, especially in single player, because it eliminates having to go back and forth to refill the purse.

Blessing fields[]

This section is about New Lands & Two Crowns.
Farmershrine

An activated Statue of Scythe

It is possible to increase the farms productivity by offering coins at the Statue of Scythe. Its blessing increases the supported crop fields cap number of each farm type by two fields—making it:

Kingdom: New Lands Kingdom: New Lands – As the Statues' blessings are temporary, these extra fields are abandoned as soon the Statue lights are turned off. Farmers without a field to work will return to the town center, and wait for the offering to be renewed, or for a new farm to be created somewhere else. Due to this time spent by farmers shifting to/from the town center, a single four-coin donation at the Statue will hardly produce any additional income.

Wilting of crops[]

If a farmer fails to tend his crops due to any reason, the crops may wilt and die. Here are some of the causes:

Water well[]

A water well allows farmers to create cultivable fields around it. The Monarch can order its construction on a water stream for the cost of six coins in Classic and three coins in New Lands and Two Crowns.

When the well is built, a farmer will walk over to the farm area to create a small field where they will grow crops. A farm can facilitate up to six fields. However, this number decreases when the space around the farm is limited by bridges or buildings (except for towers or teleporters). This can result in a completely useless water well or mill house with no arable fields, if there is not enough space for a farm at all.

Only one farmer can work on a field, and they only work during the day. At night, the farmers walk back to the town center and they return to the field in the morning.

Mill house[]

The Monarch can upgrade a water well to a mill house or farmhouse for eight coins, allowing it to support two additional fields. The farmers who have fields nearby will stay at the mill house at night. The upgrade does not increase the coins produced per harvest but it will increase the farm's production rate because farmers no longer waste their precious daytime walking from the town center to the farm in the morning and vice versa at night.

Note that the mill house provides no defense for the farmers. They stand under the shelter, but are not actually indoors. Monarchs are advised not to risk building one outside the walls if there are still portals on that side of the land. At night, a mill house only shelters its own farmers.

Unprotected mill house[]

Unprotected mill house

Unprotected mill house in Two Crowns: farmers can easily run through 2 farm plots when they see the wave.

An unprotected mill house is a mill house built outside of the walls. There are two kinds of situation where unprotected mill houses may be useful:

  • if that side of the island is clear from the Greed
  • if the water stream is close enough to the outer wall.

In the second case, it's possible to build a mill outside the walls, even if the Greed is still harassing that side. If the distance is short enough (like a couple of farm plots away from the wall), farmers will have time to run from the Greed, and reach the wall without ever being touched by a greedling. This is very useful, because even if they're leaving their farmhouse every night, they're not going all the way back to the town square, which sometimes may be very far. This could be considered to be a farm "tier 1.5": that is something between a water well (tier 1) and a fully protected millhouse (tier 2).

This tactic could be used since Kingdom: Classic as of its last update that granted to all subjects the ability to run. In New Lands, where there's always one side of the land free from the Greed, from the beginning, many players began exploiting this type of setup. In Two Crowns, where all subjects can even run faster, unprotected mills can be built a bit farther from the outer wall, with no risk to its workers.

Stable[]

Stable Night

Kingdom Two Crowns Kingdom Two Crowns – With the help of the Stable Hermit, a mill house may be upgraded to a stable to assemble around it previously unlocked mounts while still supporting farm plots.

For further details, see: Stable.

See also

Kingdom
structures
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