Farmer
Farmer is one of seven classes available to choose from in the CivLabs plugin.
A Farmer's main role is in food production, which is vital, especially in the early stages of a trial. Farmers are the only ones that are able to craft food items such as bread, and they have a higher chance of successfully harvesting crops. Making them the backbone of any farm. Farmers are also the only class that can breed animals.
Unlocked Abilities
Farmers have a higher chance of successfully harvesting crops the higher their level is. Novices (0) have a 5% success rate1 (all the figures provided still need in-game verification and are likely to change2).
Farmers are the only class capable of taming animals.
Breeding ability for each animal is unlocked with higher levels (suggested, not confirmed?).
Apprentice (1)
- Successful harvest 10%
- Crafting Bread
- Crafting Cookies
- Using Smokers
Journeyman (2)
- Successful harvest 20%
- Crafting Pumpkin Pie
- Breeding Animals
- Harvesting Sweet Berries without taking damage
Expert (3)
- Successful harvest 40%
- Horse was able to be tamed, real level might be lower.
Master (4)
- Successful harvest 70%
- Crafting Golden Carrots
Grandmaster (5)
- Successful harvest 90%
Unknown (?)
- Taming animals
- Crafting Harness
Explanation of any shorthand, if necessary.
Gaining Experience
XP Amount | Level Required | ||
Harvesting Short Grass | 1 | Novice (0) | |
Harvesting Wheat | 7 | Novice (0)* | |
Harvesting Carrots | 4 | Novice (0)* | |
Harvesting Sugar Cane | 1 | Novice (0)* | |
Crafting Bread | 5 | Apprentice (1) | |
Crafting Cookies | ? | Apprentice (1) | |
Crafting Golden Carrots | ? | Master (4) | |
Crafting Cake | 3 | Unknown | |
Crafting Pumpkin Pie | ? | Journeyman (2) | |
Tilling Soil | 1# | Novice (0) | |
Planting Crops | 0 | Novice (0) | |
Taking cooked food out of a furnace or smoker. | Dried Kelp | 3 | Novice (0) |
Cooked Cod | 2 | Novice (0) | |
Cooked Salmon | 3 | Novice (0) | |
Cooked Chicken | 3 | Novice (0) | |
Steak | 4 | Novice (0) | |
Cooked Porkchop | 4 | Novice (0) |
*Success is greater the higher the skill.
#Inconsistent: changed from 0xp in E2S4, to 1xp in S5, and back to 0xp in S6. Changed to 1 in event 3
Class Interactions
Farmers form the basis of a society due to their ability to make food on a large scale. Every class can benefit from the food that a Farmer creates. But there is one class pairing that really stands out for Farmers, Healers.
Healers heavily rely on Farmers to make use of healing items. Since they need sugarcane to make bandages and need food to bless. Both things that high level Farmers are amazing at gathering. In return, a whole civilization can use these items, to be healed if they're hurt.
The other two classes that rely on food for crafting are the Librarian and Blacksmith.
Guide
One of the fastest ways to level up Farmer is to break grass or leaf litter, as it can be done very quickly compared to other methods. It is suggested to do this before you collect/farm crops in order to level up to Journeyman. Another quick method is collecting cooked food in a furnace.
Farmers should level up their skill first before trying to harvest crops, due to the high chance of failing a harvest at low levels. Once a Farmer is at Apprentice, they will usually harvest enough to maintain a farm, and at Journeyman will usually harvest enough to expand farms.
Mushroom farms and sweet berry farms are a great early to mid-game food farms for a settlement.
I think you hav to be level one o harvest things because I couldn't break melons or wheat
so grinding it past journeyman is pointless?
In reply to #2
No higher chance of success at higher lvls
I tested it; I think it's exactly (or close to exactly) three wooden hoes to reach level 1.
Question here tho, where are we getting these numbers for success rate of gathering crops
In reply to #5
the footnote will link you to the screenshot shotrush posted on the discord
Can someone fix the table so that we can add more before the smelted food options. Otherwise, I might just make two separate tables for these
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