Farm

Farms are a common element in RTS games; they provide Food/Supply, one of the three main resources a player needs to manage, the other two being Minerals and Biomass.

Farms take 20 seconds to build. Farms cost 100 minerals, with the exception of the Coral Bed (Defiled), which costs 75 minerals.

Each race has their unique Farm:


 * Obelisks (Curator) provide 10 food, the most of any farm. Since it also consumes the Treant constructing it, it effectively costs 25 Biomass as well. It is also a Detector.
 * Coral Beds (Defiled) provide 6 food, the least of any farm. In return, it helps spread Blight, which is a key mechanic in Defiled gameplay.
 * Pylons (Exalted) provide 7 food. It has Brilliance Aura, which gives additional mana regeneration to nearby units.
 * Fire Pits provide 8 food. It is the only Farm which provides the same night vision as during the day. It also serves as an additional cost when casting Hand of Destruction (Shadow Core ability).

Supply Block is a situation where you are unable to train additional units as a result of having insufficient food (example: food 69/69), which is often a result of not constructing sufficient Farms. Getting supply blocked is never good, but at the same time, being oversupplied on food (69/150) is not good practice either, since the resources put into Farms are not being utilized fully. Keeping a balance is key.

A general idea is to understand the rate at which units are being produced. In the early game, production is limited to mostly one Town Hall, and a few other combat units. Thus, delaying the construction of Farms (without supply blocking, of course) is acceptable and often preferable. However, in the mid game, if a player is preparing for an attack, the army production skyrockets. The player may consider overproducing Farms before this to account for the rapid increase in army supply.