Category:Plants
Plants are crucial to survival. There are three main types of plants.
Trees mainly provide
Logs, the core building block for construction and production. They can also be a source of other
Materials,
Ingredients, and
Food.
Bushes are sources of
Food and
Ingredients. The
Iron Teeth relationship to
Berries is critical, as it is a key ingredient for their reproduction.
Crops are the primary source of
Food and
Ingredients for colonies.
Plants are the main source of food production, keeping Beavers from
Starving, and improving their
Well-Being by satisfying their nutritional Needs. This improves their productivity and movement speed.
Naturally Occurring
Some Plants are common to both Factions. They can be found naturally occurring from the start on maps:
Birch: a quick-growing source of
Logs,
Pine: a source of pine resin and a medium growth speed source of Logs,
Oak: a slow-growing but most efficient source of Logs, and
Blueberry Bushes: a slow-growing source of unsatisfying food -
Berries.
They can also naturally spread, see below.
Faction-specific Plants
More varieties of plants are available from the Plant crops and
Plant trees and bushes tool groups.
Crops
They are planted and harvested by farmers working on Farms. They cannot naturally spread, see below.
Trees and Bushes
These are planted by reforesters working at
Foresters, and harvested by
gatherers working at
Gatherer Flags. They can also naturally spread, see below.
Mechanics
Irrigation
Plants require just the right amount of water. Too little and they die, too much and they also die. Plants can only survive on irrigated Terrain Blocks. Without irrigation, plants
dry out and eventually die. Plants can also die from
contamination or becoming
Flooded.
The drought resistance, the number of days plants can survive without water, is indicated in the detail window when they are selected. Individual plants vary by +/- 10% from this stated figure.
An example plant detail window showing the drought resistance.
Aquatic plants require submersion in shallow water that is relatively uncontaminated. If the water dries up completely, they are affected by the Out of water status and start
Drying as well. They get a significant extra percentage bonus to their survival time if the block they are on, although not submerged, is still irrigated.
Aquatic plants can also die from Flooding when the water level exceeds the block they are planted in.
Growth
Plants take time to mature before they can be harvested for their resources. After maturity, plants with gatherable yields like Bushes,
Pine,
Chestnut Trees, and
Maple take additional time to grow their yield. The yield halts until harvested, before growing again.
Plants do not require access to sunshine and can be grown under complete cover or underground.
Natural Spread
Mature Trees and Bushes on terrain that isn't marked for planting slowly spread to terrain that is:
- orthogonally (non-diagonally) adjacent,
- at the same height,
- vacant (dead plants without harvestable materials count as vacant),
- irrigated, and
- not marked for planting.
The chance of a seedling spawning does not increase with additional surrounding plants.
Removing Plants
To remove plants, mark them with the Mark resources for demolition tool. When marked, a
Demolish icon appears above them.




Ensure Builders can reach the targets.


However, dead vegetation (trees that died before they could mature, stumps, and dead bushes and crops) can be built over as-is. To quickly remove lots of them, build Paths or
Dynamite over them, then use
Demolish buildings on those.
Heights
Statuses Relating to Plants
The following statuses appear on plants in certain situations, addressing them is crucial in keeping plants alive. Wilting plants stop maturing.
Drying
When the terrain the plants are growing upon is no longer irrigated, they wilt and can die. When selected, Drying plants indicate their time to death in their detail window. If water is not given in time, the plant dies, losing all of its produce and will need to be replaced and regrown again.
Trees that have reached maturity before dying will lose all of its secondary produce, but can still be able to be harvested for Logs by
Lumberjacks
Out of water
This is an additional factor unique to aquatic plants. Aquatic plants no longer standing in water are Out of water and start wilting even if the terrain is irrigated. Care should be taken to control the water and contamination levels. Neither let them dry up nor let the water levels rise too high.
Contaminated
Not to be confused with
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Terrain contamination is not affected by adjacency. 100% contamination (pure Badwater) reaches a maximum distance of seven blocks, regardless of the size of the source. Steps up in elevation decrease the distance by five blocks, and like with irrigation, steps down in elevation do not affect the distance.
Contamination Barriers and
Irrigation Barriers contain the spread of Contaminated Terrain, or keep Badwater away from plants through Terraforming.
Flooded
Plants can become Flooded. Land plants wilt when water starts flowing on the terrain they stand on. Aquatic plants wilt when the water level rises above one block. If not fixed, the plants die from overwatering.
List of Plants
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Tab | Faction | Workplace | Natural Spread Rate [a] |
Time to Maturity ![]() |
Time to Harvest ![]() |
Produces |
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0.2 | 12 days | 12 days | ![]() | |
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0.1 | 3 days | 3 days | ![]() | |
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0.2 | 9 days | 3 days | ![]() |
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Tab | Faction | Workplace | Natural Spread Rate [a] |
Time to Maturity ![]() |
Time to Harvest ![]() |
Produces |
---|---|---|---|---|---|---|---|
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0.3 | 7 days | -- | ![]() | |
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0.3 | 12 days | 7 days | ![]() ![]() | |
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0.1 | 28 days | 12 days | ![]() ![]() | |
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0.3 | 24 days | 8 days | ![]() ![]() | |
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0.3 | 10 days | 10 days | ![]() ![]() | |
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0.1 | 30 days | -- | ![]() |
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Tab | Faction | Workplace | Time to Harvest | Produces | |
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4 days | 2.8 days | ![]() | |
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5 days | 3.5 days | ![]() | |
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6 days | 4.2 days | ![]() | |
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10 days | 7.0 days | ![]() | |
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8 days | 5.6 days | ![]() | |
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12 days | 8.4 days | ![]() | |
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3 days | -- | ![]() | |
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5 days | -- | ![]() | |
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8 days | -- | ![]() | |
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9 days | -- | ![]() | |
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10 days | -- | ![]() | |
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12 days | -- | ![]() |
[a] Spread rate: higher number is more frequent; only Blueberry Bush,
Birch,
Pine, and
Oak are naturally occurring in the map at the start of the game.
Subcategories
This category has the following 3 subcategories, out of 3 total.