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farming

Farming covers the buildings and gathering loops used to produce food, animal products, and plant-based materials in Ratopia. It sits at the center of both survival and economy: the same systems that keep the city fed also feed trade, crafting, and industrial production.

Core ways to produce farmed resources

Gathering

Gathering camps and related collection buildings are the foundation of plant farming. They work on nearby natural objects and can be configured to target specific plants.

  • By default, collection centers gather grains.
  • Logging centers gather broadleaf trees by default.
  • Other targets can be set from the building details.
  • Building multiple collection stations improves turnover, even for simple grain collection.

A water tank can also be used to collect nearby water in the same general way as a gathering point. It is useful when rainwater or an artificial pond can be placed within range, and it does not need to sit directly beside the water source.

Hunting

A Hunter's Hut can be used to create hunting spots around rabbit dens and other wildlife sources.

  • Hunting is available for animals such as rabbits.
  • Fishing spots can be created around fish holes.
  • Even citizens with low ability scores can perform fishing efficiently.
  • Fishing spots do not grant experience points.

A hunting setup becomes more efficient when the game area is managed so prey is easier to reach and process. For rabbits, a nearby storage point helps hunters keep working steadily.

Animal farming

Several buildings convert captured or bred animals into renewable products.

  • Butchershop processes captured animals into meat, bones, and leather.
  • Rabbitfarm breeds rabbits and gathers milk; breeding requires feed.
  • Batfarm safely breeds bats through a special extraction method.
  • Fishfarm grows fish using grain power, providing a stable supply of plump fish.
  • Marineaquarium is a seawater-filled farm that can produce aquatic life, though it is not very efficient.
  • Silkwormfarm safely raises silkworms for silk production.

Plant farming

Plants can be gathered, planted, or managed for repeated harvests.

  • Grainplant yields grains through gathering.
  • Berrybushplant periodically produces berries.
  • Mushroomplant grows in the dark and yields mushrooms.
  • Treeplant gives logs when cut.
  • Jeweltreeplant can be grown and harvested for Crystal.
  • Flowerplant provides petals.
  • Papyrus can be gathered in deserts and used for paper or books.
  • Slime is used as a material for certain farms and building materials.
  • Mud is needed to create gardens and large gardens that allow planting seeds.

Food production

Grain

Grain is one of the most important farm products. It can be gathered directly and also used as a production input for more advanced farming systems.

  • Grain can be collected from grain fields and similar sources.
  • Grain is also a key resource for Fishfarm.
  • Grain can be processed into flour at the Mill.

Fish

Fishing and fish farming are both important food loops.

  • Fishing spots require a good location and enough fish in the pond.
  • Fish from the Fishfarm are produced in a stable, well-fed state.
  • Deep-water fish can also be turned into food products.
  • Some fish are more valuable after processing.

Meat

Meat comes from the Butchershop.

  • Any edible animal can be processed there.
  • Rabbits, frogs, and armadillos can all be turned into raw meat.
  • Meat is a strong early food source and can also be sold for profit.
  • Rabbitfarm produces milk.
  • Milk and salt can be processed into cheese at the bakery.
  • Dairy production becomes more useful once livestock access is stable.

Mushrooms and berries

  • Mushrooms are gathered from Mushroomplant in dark areas.
  • Berries come from Berrybushplant and serve as a simple food source.
  • These crops are useful early, but later farming tends to shift toward higher-value systems.

Crop and tree products

Logs and tree materials

Logging remains one of the simplest and most important farm-like production loops.

  • Treeplant gives logs when cut.
  • Broadleaf trees can be logged by Logging centers.
  • Sapcamp collects sap from nearby trees without cutting them down.
  • Trees can be managed both for repeated extraction and for eventual harvest.

Crystal and Coral

Some trees are especially important for commerce.

  • Jeweltreeplant yields Crystal and can be grown into a stable supply source.
  • Coral Trees can be processed for high-value trade goods.
  • These materials are often more profitable after processing than when sold raw.

Flowers and petals

Flowers are useful as an early industrial crop.

  • Flowerplant gives petals.
  • Petals can be processed into oil.
  • Some flower-based production is less efficient than alternative inputs, but it remains useful when imported materials are limited.

Industrial farm products

Oil

Oil is one of the basic lifestyle goods and is also used in further production.

  • It can be made from petals.
  • Fish are another strong source for oil production.
  • Some sea plants also support oil production.
  • Oil is often sold after further processing rather than as a raw product.

Silk

Silk is one of the strongest farming-based money products.

  • It can be made from silkworm cocoons.
  • Spiderwebs can also be used as a silk material.
  • Dye can be added to improve the spiderweb silk production loop.
  • Imported leaves can make silkworm-based production more practical than growing all inputs locally.

Leather

Leather comes from animal processing and is useful for living goods.

  • Armadillos are a much more efficient leather source than rabbits.
  • Leather production is not the best export industry on its own, so overproducing it is unnecessary.

Beeswax

Beeswax is a useful farm-derived material.

  • It is gathered from bees and bee-related production.
  • It is used in candles and other supplies.
  • It also serves as a material in some electrical and trap-related construction.

Sap and resin

Sap collected from trees has varied uses.

  • Sapcamp extracts sap without removing the tree.
  • The tree remains after extraction and can be used again later.
  • Different saps serve different purposes in production chains.

High-value farming exports

Crystal-based exports

Crystal is one of the best farm-related trade resources.

  • It can be sold directly.
  • It is usually better to process it into Glass handicraft for higher value and broader trade demand.

Coral-based exports

Coral can be processed into Coral jewelry.

  • Coral jewelry is effectively a pure money item.
  • It has high value and is mainly used for export.

Silk-based exports

Silk is among the strongest money makers in the farming category.

  • It sells reliably.
  • It has a strong export value and can support a stable industry.
  • Dye-supported production can raise efficiency if spiderwebs are available nearby.

Oil and soap

Oil itself can be sold, but it is often more efficient to process it further into soap.

  • Soap is a higher-value product than oil in many production lines.
  • It can be made from oil and salt.

Meat, cheese, and other foods

Food can be exported when production exceeds city needs.

  • Raw meat has good value for a basic food item.
  • Cheese and other livestock products can also be part of trade production once farming is established.

Farming production chains and efficient setups

Collection and processing

A strong farming city usually combines three layers:

  • gathering or breeding the raw resource
  • processing it in a specialized building
  • exporting the finished product

The most efficient setup keeps travel time low and places workers close to their production sites.

Common productive loops

  • Grainplant → grains → flour
  • Flowerplant or other oil sources → oil
  • Silkwormfarm or spiderweb production → silk
  • JeweltreeplantCrystalGlass handicraft
  • CoralCoral jewelry
  • Animals → meat, bones, leather
  • Rabbitfarm → milk → cheese

Why farm production scales well

Many farm products have one or more of these traits:

  • low transport needs
  • repeatable harvests
  • useful processing chains
  • strong export value
  • broad demand across food, industry, and trade

That makes farming one of the best ways to stabilize the city economy once basic survival is secure.

Practical farming priorities

Early game

Focus on simple and reliable sources:

  • gathering camps for grains and basic plants
  • hunting rabbits for meat and leather
  • fishing spots if a good fish hole is available
  • berry and mushroom gathering for backup food

Mid game

Expand into repeatable industry:

  • fish farming
  • rabbit breeding
  • sap and tree management
  • oil and soap production
  • meat and leather processing
  • grain-based food chains

Late game

Shift toward high-value farming exports:

  • silk
  • Crystal and Glass handicraft
  • Coral and Coral jewelry
  • efficient animal-product chains
  • optimized food surpluses for trade

Farming is strongest when it is treated as both a food network and a production network. The best cities use it to feed the population first, then turn the surplus into profitable exports.

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