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Found 1 result

  1. Well everyone must admit that farming in Wurm could be better... it works, but, not as fine as it could. 1) Fertiliser - we do have trash heap - it used as a ultimate - get rid of unwanted stuff - toy. nothing more nothing less. Shame. It could be turned into compost heap easily - whatever put there would turn into basic fertiliser - in 2% per ql - it means that 50QL trash / compost would yeld 1:1 ratio. (good reason to make it decent). Of course QL would have impact on time 100QL compost heap, would turn it contents into fertiliser in 24h, 50QL in 48h so on so on. Good question is - how to use fertiliser using in-game mechanic. First idea - "bury option" And now it yelds even better question - radious of effect. Well I thought that, yes of course QL dependant. first idea ? - 1 tile per 15ql, above 20. so fertiliser of 20ql or less would have effect on 1 tile (the tile it was buried) 35ql would 1+1, 50 ql 1+2 65 ql 1+3 80ql 1+4 95+ 1+5. Second idea : it could be dropped as -dirt - it will raise the slope (use with care) --> 1kg would have effect on 4 tiles if dropped on border tiles intersection.. Fertiliser Effect - A - grows crops faster, and on stable rate - 3RL days instead of random 3-7 B - Grows +1 crop (ql based 1-49,99) + 2 when QL is 50-100. C - fertiliser effect on fruit trees / bushes - if used before (fruits, are "soon to be ripe" after tree has immature fruits it has no effect) doubles the harvest. 2) Using dead animals as fertiliser - (mechanic is already implemented - bury option). since most animals are 100Ql already - it should be toned down. Area of effect should be depending on animal corpse size. - hens, roosters, phesant, rats, cats - 1+1 tile. - pigs, dogs, boars, mountain lions, wolves, hell hounds 1+2 - bears, deers, cows, horses, goblins, spiders, scorpions 1+3 - Trolls, giants, champion creatires, 1+4 Effect ? A - medium fast growth - 4 days B - only +1 crop on harvest. Ah - most impostant thing - fertiliser effect should stay for 8 days if the corpse is buried to reflect decay process , or 4 days if compost is used to reflect soil erosion. 3) Beekeeping (when implemented) Increased amount of harvest - +1 (and mentioned in some post - honey + beeswax) Overall Fertilising plus beekeeping would increase harvest, (which is logical). Even to non premium players. Thus - making farming more compact. (achiving similar amount of harvest, from less space). To make it even more advanced - farming one type of crop for a prolonged time on same spot should make it "barren" -3 on harvest. This would encourage crop rotation. And make farming more fun. Less space used to achive same effect would - have other beneficial effect - less land grabbed per player / deed or so. Less land per player means more players, more players, yelds greater chance on premium players...