maouw wrote: » Oh great question! I like the idea that anyone can build their own amateur garden beds, but they won't be very efficient. Instead, if you want quality building on your freehold, I'd like it if: You designate an area on your freehold for the structure you want to build You can deposit materials on the location for construction Someone with the appropriate artisan skill comes to the location and does the actual construction using the deposited items and any extras from the artisan's own inventory. I imagine you have, ~3 generic designation sizes: small, medium, large. Then the artisan has blueprints that they've learned which fit into these designations, e.g.: Garden Bed (S) Hydroponic Garden (M) Orchard (L) Greenhouse (M) Commercial Greenhouse (L)
JustVine wrote: » - a side note: I think crop breeding should be an herbalist thing and focused on resistances to harsh environments/bonuses to optimal hard to maintain climates basedon regional variation and difficulty in irrigation/soil quality upkeep
Skylarck wrote: » I agree with a large portion of what you are saying. I agree the plot of land you choose is important. I am hoping to build my stead in the under realm, but be able to build an aqueduct from an above surface river down to get the water benefit. JustVine wrote: » - a side note: I think crop breeding should be an herbalist thing and focused on resistances to harsh environments/bonuses to optimal hard to maintain climates basedon regional variation and difficulty in irrigation/soil quality upkeep It has been confirmed that "There won't be a breeding/genetic modification mechanic associated with crops.[4]" - Farming Wiki
maouw wrote: » @JustVine I like the direction you're going for regarding no limitations on quality - but curious why yield too? Does it lock out niche markets for beginner farmers? Would be cool to tie in more dependencies on other artisan specialities - various fertilizers from animal husbandry. Hay production for animal husbandry. (obvs cooking). Also, sounds like we're going to run into some overlap with the Herbalism profession? What if herbalism was a processing class between farming and alchemy? - produce oils - produce yeast - grind flour (WINDMILLS!!)