Field of Glory: Empires All Tier of Agriculture Tips & Guide

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Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.

Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

Expand your dominion through wars of conquest and make your culture a beacon of light, but be careful though. The risk of Decadence is not trivial. Many civilizations have collapsed for not having seen in time the signs of impending crisis. The older your empire, the more challenges will lurk in the shadows. Just expanding your borders without carefully shaping your form of government and culture won’t be the wisest of strategies.

All Tier of Agriculture Tips & Guide

Tier I: Agriculture

Cotton Field

A pretty straightforward ag structure, 5 Food plus a textile Trade Good (Cotton), with an interesting twist: they are pretty much limited to Egypt and India or thereabouts. The “Cotton Zone” consists of the following regions: Diospolis, Coptos, Alabastre, Meroe, Tungaria, Indus, Hydaspes, Oplana, Hyphasis, Mohenjo, Mallia, Tunkat, Suram, Sir, Bukaria, Sogdiana. This makes Cotton pretty rare, so if you get the opportunity to build this, do so. Combined with easy to obtain Wool and Flax, Cotton is a big boost to the Weavers Shop and the various Spinning Mills.

Farm

A solid 12 Food production if you get Wool and Cattle nearby (which is likely if you are creating a dedicated agricultural region). The Tier II upgrade Large Farm (which produces Grain for even more crazy Bonus food production) requires Open terrain, so optimal placement for this is Open terrain as well. However if you really think you could use that extra Food right now in a Hill or Swamp or Mountain region, go for it! 8-12 Food is not bad.

Flax Field

A very inexpensive ag structure, 5 Food plus a useful Trade Good with a nice textile Bonus for the Weavers Shop/Spinning Mills. Since Flax is Needed by Training Grounds/Barracks, and these tend to be located in provincial capitals, it is probably best to avoid building Flax Fields in capital regions (since Flax will be imported there anyways, probably netting you a few coins in internal trade as well).

Hemp Field

Another cheap ag building, which I like to build around Tar whenever possible for the extra Money. Hemp is Needed by the Harbor, so as you develop your coastline you might find yourself making a fair amount of Hemp cash in the mid to late game from internal trade.

Hunter Lodge

Limited to Forests with a difficult to obtain Bonus (Wild Beasts), these structures are pretty mediocre except maybe around the beast inhabited woodland regions of Germany. Also note the slight Manpower penalty. As far as the ranged unit manpower discount goes, keep in mind it will only count if the Hunter Lodge is in the region the unit is built (ie, provincial capital if in a province). For a non-Germanic power, probably the only reason you’d spend a building slot on this is the slim chance to upgrade to the Master Hunter (see below).

Master Hunter

An extremely rare upgrade to the Hunter Lodge that doesn’t become available all the time. The key selling point to this is that it is the only Fur producing structure in the game (and there are no structures that import Fur, either, making Fur super hard to get). Fur is a Trade Good with lucrative Bonuses for the Trade Post, Trade House, and Clothing Manufacturer.

Oil Mill

Another low cost, 5 Food ag structure, which produces Olive Oil. Like the Cotton Field, the Oil Mill is geographically constrained (the Olive Zone is: Malaca, Massilia, Epidamnia, Corcyra, Cephallonia, Beotia, Arcadia, Atticus, Ionia, Creta Occidentalis, Creta Orientalis, Phrygia, Parthenius, Issus, Tingitana, Musalamia, Oea, Sardinia, Latium, Aufidus, Lucania, Apulia, Bruttium, Heraei, Eryx, Lesbos, Chios, Bythinia, Orontes, Samarai, Lixus, Rusucuru, Saldae, Ampsaga, Tunes, Arsinoe, Achaia, Iudea, Byzacium, Thysdrus, Africa, Zeugis, Cyrenaica). Has a small Heath bonus too, which is nice. Olive Oil is Needed by the Garum Shop, and is a Bonus to the Tavern.

Orchard

5 Food with no sexy added Trade Good produced. However, it does grow more Food with certain Bonus goods (in fact, you need at least one Bonus good nearby to build it). However, it seems kind of lackluster unless there are at least two Bonus goods in the vicinity, ie, net at least 15 Food. At only 10 Food, a Farm is probably better (although the Orchard is admittedly far cheaper).

Ranch

Standard Tier I Ag structure: 5 Food and really useful Trade Good, Cattle is Needed by the Smokehouse and Tannery (and Cattle Pens if you’re Celtic), and a Bonus for the Farm, Caravan House, Tavern, Siege Workshop, and Caravansery (and Farmers Market if you’re Celtic). With so much utility, it’s a great idea to build these to get an even distribution of Cattle throughout your empire.

Salt Marsh

Another pretty straightforward ag structure, this one provides the usual 5 Food and produces Salt, and is limited to Swamps. There are other ways to get Salt however (see below).

Salt Mine

The Hilly version of the Salt Marsh (see above).

Shepherd House

5 Food plus a Trade Good, Wool is part of the triad of textiles (along with Flax and Cotton) that power the Weavers Shop and Spinning Mills. Also, super cheap. Cheap sheep!

Stud

5 Food and Horses. Horses as a Trade Good are not that much in demand in the early game, mostly from Stables (a Military structure), and as a Bonus for the Caravan House. Also allows the recruitment of camelry for those desert nations with dromedaries in their force pool.

Vineyard

5 Food and produces Wine, a good needed by the often lucrative Tavern, and a Bonus for a large amount of structures. Like Cotton and Olive Oil, however, you can’t just build these anywhere. The “Wine Zone” regions are as follows: Minius, Iberus, Labinium, Baleares, Pictonia, Aquitania, Remia, Nicaea, Provencia, Septimania, Istria, Etruria, Bruttium, Mosella, Rhenus, Aetolia, Lesbos, Chios, Lydia, Rhodus, Bythinia, Samaria, Rusucuru, Saldae, Granua, Sucro, Malaca, Garumna, Suessionia, Aeduica, Vocontia, Massilia, Corcyra, Cephallonia, Beotia, Creta Occidentalis, Creta Orientalis, Marestus, Taurica, Panticapeum, Ampsalis, Baetis, Mandubia, Rhodanus, Campania, Apulia, Etna, Heraei, Sicilia, Eryx, Illyricum, Mesembria, Chalybia, Lixus.

Tier II: Agriculture

Tier II Agriculture structures are unlocked in a region by having at least three Agriculture structures already present.

Granary

Enabled by the Large Farm, this structure will yield a whopping 20 Food, since Grain springs forth from the Large Farm (although … theoretically, the Large Farm could be destroyed in a raid after you built the Granary, dropping its yield to 10, I suppose).

Irrigation System

It’s an upgrade to the Wells that often feels like a downgrade, because the loss in the old flat Food production is not offset by the new Food bonus percentage. Still, you are probably overjoyed to be building this, so as to finally get to it’s Papyrus producing upgrade, the reedy Irrigation Canals.

Large Farm

Roughly doubles the Food production of the basic Farm you upgraded from, and gives you the Grain Trade Good, that usually leads to more Bonuses from the Seeds Storage and the now enabled Granary. The cornerstone of any Open ground megafood region.

Mill

15 Food with Pottery, this structure must be built on Grain, so becomes part of your dedicated Food producing region strategy. The Loyalty bonus is helpful if you are drawing in lots of slaves via a Slave Market to work the fields.

Seeds Storage

The other basic structure that you’ll want to build near your Large Farm, around Nuts and Seeds too if they are available.

Wells

5 base Food plus a scalable 8% Food bonus, they main attraction to this structure is its upgrade path, at the end of which glitters a solution to the western nations’ Papyrus problem (see the entry on the Tier I Culture structure Preceptor House as to the issue here).

Tier III: Agriculture

Tier III Agriculture structures are unlocked in a region by having at least six Agriculture structures already present.

Irrigation Canals

At long last … Papyrus! As a paperless western nation, you will obviously want this in a good central location in your empire, so as to fulfill the needs of as many educational buildings as you possible. The income gain will likely be dramatic, as out-of-trade-range deficits get converted into new internal trade surpluses.

The 10 Food and the 25% Food bonus is nothing to sneeze at either; this is a Tier III structure so you’ll have built at least 6 Agriculture structures in the region already, to take advantage of that hefty bonus.

Large Mill

A pretty run-of-the-mill upgrade to the Mill, basically doubling all its benefits.

Logistics Depot

If your Preserved Foodstore isn’t giving enough free supply to the local army you have camped in a region, you can build this to get even more free supply. The combined 60 supply from both structures should suffice. Although it goes without saying, the region would have to invest heavily in both Agriculture (Tier III) and Health (Tier II) to draw each of them.

Plantation

If your Large Farm isn’t large enough, you could always upgrade to this. A Mill of some sort can help deal with the Loyalty problem.

This is the ending of Field of Glory: Empires All Tier of Agriculture Tips & Guide. Hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.

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