Settlement Survival/Food (buildings)

Farming
Farms operate on monthly cycles, and only produce food during the autumn harvest. The rest of the year has farms either growing (in spring) or having farmers operate as temporary labourers until the next sowing and harvesting cycles.

Fields can grow a wide variety of plants, for food as well as raw materials for processing.

Fields begin growing on month 3 (March). Workers begin to sow seeds, causing the Ripe percentage of the field to increase. Fertilizer will be used at this stage as well.

Once the field reaches 90% ripeness, the harvest cycle begins. It starts at 100% and slowly drops as workers gather crops.

Once month 10 (October) arrives, the season is over. Any remaining crops will wither and die, yielding no materials.

Orchards function slightly differently. Once a tree type is selected, the farmers will plant saplings at any time of the year. However, the trees do not begin producing resources until several years after planting. Orchards thus require notably more forethought into their placement.

Unlike fields, orchards cannot change what kind of resource they produce. To change, the trees must be chopped down and converted to timber, then the whole field must be regrown.

Orchards produce resources year-round.

Standard Field
The most basic of farms. Click and you have your first farm! Don't even have to pick what size. Farms can plant several varieties of crops that can be used in other processes, consumed by citizens or even sold to the grocery or traded at the port.

Standard Fertile Field
This is the same as the Standard Farm, but it can accept fertilizer. During the sowing phase, workers can deliver fertilizer, which will act as a bonus to the output yield. Pending data for bonus that is provided

Field
Same as the Standard Field, but you can pick the size! The larger the size, the more crops that can be planted. But be aware, with more area, you will need more workers to complete the harvest before winter comes.

Fertile Field
This is the same as the Field, but it can accept fertilizer. During the sowing phase, workers can deliver fertilizer, which will act as a bonus to the output yield. Pending data for bonus that is provided

Orchard
The Orchard can have trees planted. Once planted, they will take up to a few years to grow to full size, but will provide their fruit year-round. To change the crop you will need to "harvest" the trees, which will also provide timber. Once the harvest is done, you will have a few moments to change crops.

Grove
Just like the Orchard but can be fertilized! The Grove can have trees planted. Once planted, they will take up to a few years to grow to full size, but will provide their fruit year-round.

Forest Farm
The Forest Farm is a very good way at good wood. You loose to effects of having natural trees, such as wild herbs growing and the Apiary. But you will get more timber for the time spent farming and your farmer will can be closer to home and not out in the wild.

Nursery
The Nursery is a special building. It is a tiny little farm. It allows you to harvest some well needed items! The major item needed early on is Herbs can be grown here, which is early game medicine! The building also can accept fertilizer. It has no upgrade path.

Plantation
This is objectively the best farm building for total yield, you get a 50% yield in crops. Just like the fertile buildings, this building accepts fertilizer. The downside may be the fixed size, cost, and you can NOT disable the fertilizer usage.

Compost Plant
Turns dung and water into awesome compost for your crops.

Pasture
Pastures operate similarly to fields. Under a normal start, players do not begin the game with any available animals. Building a hunting cabin will have hunters not only produce some food, but can also yield animal cubs. These cubs are the animal equivalent of seeds for plants, and thus how you unlock different animals to raise on pastures.

The cubs themselves do not appear as items to be stored anywhere, much like seeds.

Once an animal type has been set at a pasture, task citizens to work at it. The animals in the pasture will breed (even if there is just 1 animal) and will create more over time. Certain animals breed faster than others. The more ranchers you have, the better dung, milk and possibly some other by products, you will collect. Having more ranchers does NOT raise the meat, leather, feathers or other's yield.

Pasture
This is the base level pasture, nothing special to say.

Eco-Pasture
The new and improved pasture.... the ECO-Pasture! Here you can use fodder and increase your yields.

Corral
Like the Plantation this building provides a 50% yield. Donkeys and Horses can ONLY be raised in the Corral.

Fodder Factory
Workers will supply Corn and peas or Soybeans or ChickenPeas which outputs into Fodder, which can be used on and Corral in order to increase their yields. This building Takes output from some Farming buildings and creates Fodder, which will boost yields from Pasture. This makes great synergy between the buildings.

Fishery
Fishery buildings only have on special thing to note. The Fishingpond and Fishing Port can use nets which will increase their yield

Fishing Dock
This starting tech building for fishing decent. But i is outclassed by a Fishpond. At max workers of 4 and no upgrades, within range of fish resource, a fishing dock yields 2,000~/yr. While a Fishpond, with no upgrades and only 2 workers will yield 2,000~/yr.

Fishpond
Better than a Fishing Dock. This building does not use coastline, and only needs half the workers for the same output of 2,000~/yr

Fishing Port
Send your men out to get some good stuff!