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For buildings of the same name in other Tropico games, see Farm.

Farms can grow crops for food(Corn, Banana, Papaya & Pineapple) or for further processing at Cannery(Pineapple, Coffee), Cigar Factory(Tobacco), Rum Distillery(Sugar).

Modes

Corn: "Corn is suited to almost all conditions."
Banana: "Bananas prefer higher altitudes."
Papaya: "Papaya prefers humid areas."
Pineapple: "Pineapple prefers high, humid areas."
Coffee: "Coffee prefers high altitudes."
Tobacco: 'Tobacco prefers low humidity.'
Sugar: "Sugar prefers low altitudes and high humidity."

Description

There are 2 versions the player can cycle through for placement using the bracket keys. The Player has to consider the nearest Garage egress, roadway and desired field locations when placing the farm. There is only one corridor for workers to egress to/from marked with an 'E' on the infobox image; if the fields are on the opposite side then they walk around the perimeter of the farm, no short-cuts through the farm. Workers have to go inside the building to receive their field assignments. Transporting Teamsters and Tropicans seeking Meals also enter the building via that corridor.

Upon completion, there are junk items; steel drums, tires and boxes, which may give a slightly ugly aura. Being a workplace, the construction materials(corrugated metal) used are a bit of an eye-sore for the player but are neutral for Beauty. Trash and/or a trash-can may appear as foot-traffic and surrounding structures(maybe their fields) cast off pollution.

Normally, One field will eventually be planted for each Working Employee(6). Mothers don't work so if she becomes pregnant shortly after being hired, but before she shows up to plant a field; then there is going to be a long wait for that field. Firing Mothers is an option, which may cause her household to move into more affordable housing, due to a lower household income. Worker shortages will also cause a delay in field planting. When no planting or harvesting task is required, any worker that shows up will simply tend to a field(perhaps decreasing growth time).

Occasionally, up to 10 fields have been planted and tended to by the odd farm, perhaps it is worker-skill combined with very close housing. These are the exception, not the rule.

When a field has reached maturity(ready for harvesting), the harvest task is assigned to the next worker that shows up at the Farm. More then one field ready for harvesting simply means the tasks are assigned in order. There is no seasonal cycle in T3. The field will begin its next growing cycle once harvested. Differing crops take different growth cycle months to reach harvest stage. Banana, Papaya and Pineapple don't reset graphically after harvesting, the fruits mature, also takes longer to get to the first harvest (Falsehood: up to 3 years was it that the advisor mentions in the tutorial?); but more practically 1+ years seems to be the longer norm when the player observes decent fertility practices. Perhaps the advisor was adding in construction time and expected worker shortages.

Workers may let a field depleted of fertility to 'rest', planting a new field elsewhere. This decision process isn't perfect in T3, so the player sometimes needs to 'rotate' the crop type. Some crop types pair well, each may have a helper crop type, but also hinderers. These pairings are not always ideal for an island map layout due to the mix of elevation, humidity, humus, mineral and organic. Fields will deplete/help fertility from the surrounding 8 field-size areas as well as the underlieing ground, perhaps a little farther when they get redish in fertility.

Crop &
cycle
Corn
seeded
Banana
fruiting
Papaya
fruiting
Pineap.
fruiting
Coffee
fruiting
Tobacco
seeded
Sugar
seeded
Pasture Elevation...
Corn
6+ months
#
mineral/humus
medium humidity
Banana
8>3 months
Good=10~25MW
Ideal=15~20MW
Papaya
8>3 months
##
#
high humidity
Pineapple
8>3 months
high humidity
above 15MW
Coffee
8>3 months
Good=15~30MW
Ideal=20~25MW
Tobacco
8+ months
LOW humidity
Sugar
8+ months
#
##
Ideal=10~15MW
high humidity
Pasture
n/a
#
See Ranch
Note: Tan=hindering crop, Teal=helper crop, and Grey=neutral/ambiguous. Game displayed text for altitude is somewhat misleading evident by their optimum ranges; those not specifying altitude can be placed at much higher altitudes if their mineral, humus and humidity needs are met. Higher altitudes of those specified may also be acheived for the same reasons.

Workers: tend to show up about twice a year. Workers may harvest multiple fields if the harvest cycling is short enough causing a backlog of fields needing harvesting. Fertility(green-red) is a direct factor of the amount of product producible from the field at harvest time, as is worker skill and avatar mods. Once fields start displaying red-ish; it is time to consider crop rotation if the farm hasn't done so.

Cycle: The first number is the shortest time to initial maturity. The second number, if appliable, is the maturity period of the fruiting crops.

Tobacco: Having LOW humidity precludes it from normal crop rotation, utilizing the same land, but knowing the effect can help with its borderland crop rotations. When or if land becomes unproductive Tobacco can be rotated if there was nearby land ideal for another crop. Firing all workers to let land 'Rest' is an alternative if space wasn't reserved for a secondary crop.

Pasture: Effects are farmland on the pasture 'greenness'; the inference is one-way as animals tend to seek out most greenish land to feed on. Pasture squares 'heal' given enough time. There is usually no conflict other than the farmland's negative effect.

Production hasn't been seen to go over 900 units/year without avatar assistance; be it visiting a farm or via production traits. Output Storage capability seems to be ~1000units max, though it might be similar to Factory Input limits of ~1500units, nearby Teamsters usually haul-off all but 200 regularly.

In-Game Text

Description:

"Your farmers can grow a variety of crops for food and export. Various conditions such as elevation, humidity, and soil determine what crops can grow in the area around the farm."

Rollover:

"The right conditions for the chosen crop are essential for the production of the farm."

Strategy

Notes

Food producers hold onto 200 units of food for Meal Supply, including whatever Tropicans have reserved(on their way) at the time the Teamster takes the surplus (Output-(200+reserved)=teamsters haul). Thus we know that Meals are assigned at the decision time not the arrival of tropican. Don't know what happens if the tropican dies en route, assuming there is a func./proc. to handle it.

No Crime is listed for farms but from observations, I deduce that food farms frequented by non-employed Tropicans may have a dusting of crime. The same deduction is applied to Marketplaces. Wharfs list Crime, shrug, so perhaps a little more crime if being frequented by troublemakers.

The storage capacity seems to be close to 1000 units.

Tropico 3 Buildings
Housing Apartment BlockBunkhouseCondominiumCountry HouseHouseMansionShackShantyTenement
Food & Resources FarmFisherman's WharfLogging CampMarketplaceMineOil WellRanch
Industry CanneryCigar FactoryFurniture FactoryJewelry FactoryLumber MillOil RefineryRum DistilleryWeapons FactoryA
Tourism AirportUBeach VillaBungalowHotelLuxury HotelMotelSkyscraper HotelUTourist Dock
Attractions Balloon RideAUBeach SiteBotanical GardenUEthnic EnclaveMarinaAPoolSouvenir ShopSpaTour OfficeUZoo
Entertainment CabaretCasinoChildhood MuseumFerris WheelAGourmet RestaurantMovie TheaterNight ClubPubRestaurantSports Complex
Infrastructure Construction OfficeDockElectric SubstationGarageGarbage DumpAPower PlantTeamster's OfficeWind Turbine
Government ArmoryArmy BaseBankDiplomatic MinistryUGuard StationImmigration OfficeUNuclear ProgramAUPolice StationPrison
Human Services CathedralChurchClinicCollegeGrade SchoolAHigh SchoolHospitalNewspaperRadio StationTV Station
Landmarks & Beauty Christ the SaviorUEternal FlameUFountainsGardensGolden StatueUMiscellaneousRadar DishScenic OutlookStatuesTrees
Special Aid CampUAncient RuinsUPalaceUSecret PoliceU
A: Requires Absolute PowerU: Unique Building
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