Forest Clearance Farming (crops)
5 levels, each replacing the one before it: you upgrade in place rather than building alongside.
Slash and Burn (Crops) → Assart Clearings (Crops) → Rotational Grove Fields (Crops) → Lowland Deforestation (Crops) → Reclaimed Woodland Estates (Crops)
Levels at a glance
| Level | Cost | Build time | Minimum settlement | Upgrades to | Level | Cost | Build time | Minimum settlement | Upgrades to | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Slash and Burn (Crops) | 1,000 | 2 | town | Assart Clearings (Crops) | Assart Clearings (Crops) | 2,000 | 3 | large town | Rotational Grove Fields (Crops) | ||
| Rotational Grove Fields (Crops) | 3,000 | 4 | city | Lowland Deforestation (Crops) | Lowland Deforestation (Crops) | 6,800 | 10 | large city | Reclaimed Woodland Estates (Crops) | ||
| Reclaimed Woodland Estates (Crops) | 9,200 | 12 | huge city | — |
Costs in denarii, build time in turns.
Slash and Burn (Crops)

Burning sections of forest to temporarily enrich the soil for farming before moving on
This community survives in great forests by cutting down some trees, burning them and farming the cleared land. Sadly, this method can exhaust the soil, though it lasts longer in temperate forests. When the soil fails, the village must find a new patch of forest. This prevents formation of true towns and keeps the tribe near subsistence levels, augmented with hunting and gathering. On the bright side, it prevents concentration of farmland ownership, making for a more egalitarian society.
Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.
Strategy
Forest Clearance Farming is the growth option for forest regions, comparable to rainfed farming but starting cheaper. Available tiers differ between factions. Factions not adapted to forests get only 2 tiers; forest-adapted factions get tier 3; factions known for deforestation get all 5 tiers (though 4&5 are more expensive). It gains farming bonus (+1 = +80 income & +0.5 growth) with grain resource, sulphur (tiers 3-5), or uniquely with elephants (for Indian forests). Offers trade bonus for forest cash crops (fruits, honey, hemp, medicinal herbs). On tiers 4&5 (deforested), bonus changes to fruits, honey, grapes, hemp, olives, flax. At tiers 4-5, slave trade hub enables a tax bonus.
Availability
Only available in forest terrain regions. Forest regions allow only Forest Clearance Farming and Forest Pastoralism. Not available in sub-arctic and alpine climates.
Limited to: Tier 5: forest
| Cost | 1,000 denarii | Build time | 2 turns | Minimum settlement | town | Upgrades to | Assart Clearings (Crops) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is Forest
- The region's climate is not Sub artic or Alpine
What it does
- +1 farming level
- +1 population growth
Show 4 effects that apply only in some circumstances
- +1 trade income, only when the region has Fruits, Honey, Hemp or Perfumes & Medicinal Herbs
- From tier 2 onwards this line will gain +1 farming due to resources: grain, elephants, only when the region has Grain or Elephants
- From tier 3 onwards this line will gain +1 farming due to resource: sulphur, only when either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur, and the region has neither Grain nor Elephants
- Trade bonus due to resources: fruits, honey, hemp, medicinal herbs&perfumes, only when the region has Fruits, Honey, Hemp or Perfumes & Medicinal Herbs
Assart Clearings (Crops)

Clearing patches of forest for sustained cultivation and permanent settlement
Patches in the great forest are carefully chosen for quality soil and flat land to be cleared for sustained cultivation. As people can now stay put, new villages and small towns spring up in these clearings. The growth of such settlements creates a need for more clearings to support them. Where once there were only trees, numerous small openings now appear in the forest with smoke rising above the canopy.
Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.
Strategy
Forest Clearance Farming is the growth option for forest regions, comparable to rainfed farming but starting cheaper. Available tiers differ between factions. Factions not adapted to forests get only 2 tiers; forest-adapted factions get tier 3; factions known for deforestation get all 5 tiers (though 4&5 are more expensive). It gains farming bonus (+1 = +80 income & +0.5 growth) with grain resource, sulphur (tiers 3-5), or uniquely with elephants (for Indian forests). Offers trade bonus for forest cash crops (fruits, honey, hemp, medicinal herbs). On tiers 4&5 (deforested), bonus changes to fruits, honey, grapes, hemp, olives, flax. At tiers 4-5, slave trade hub enables a tax bonus.
Availability
Only available in forest terrain regions. Forest regions allow only Forest Clearance Farming and Forest Pastoralism. Not available in sub-arctic and alpine climates.
Limited to: Tier 5: forest
| Cost | 2,000 denarii | Build time | 3 turns | Minimum settlement | large town | Upgrades to | Rotational Grove Fields (Crops) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is Forest
- The region's climate is not Sub artic or Alpine
What it does
Show 6 effects that apply only in some circumstances
- +2 farming level, only when the region has neither Grain nor Elephants
- +3 farming level, only when the region has Grain or Elephants
- +1 trade income, only when the region has Fruits, Honey, Hemp or Perfumes & Medicinal Herbs
- Additional +1 farming due to resources: grain, elephants, only when the region has Grain or Elephants
- From tier 3 onwards this line will gain +1 farming due to resource: sulphur, only when either Sulphur Fumigant Exports (Industry) is built somewhere in your empire or the region has Sulphur, and the region has neither Grain nor Elephants
- Trade bonus due to resources: fruits, honey, hemp, medicinal herbs&perfumes, only when the region has Fruits, Honey, Hemp or Perfumes & Medicinal Herbs
Rotational Grove Fields (Crops)

Sustained agriculture in forest clearings combined with rotated use of the remaining woodland
A significant settlement now relies on regular food from villages in the cleared parts of the forest. Yet the people remain forest people, supplementing grain harvests with hunting and gathering. While parts have been subjected to man's axe, most is carefully preserved and managed so its resources recover before being harvested. The forest surrounding the clearings has become an extension of farm fields, no longer as wild as the forests our fathers walked.
Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.
Strategy
Forest Clearance Farming is the growth option for forest regions, comparable to rainfed farming but starting cheaper. Available tiers differ between factions. Factions not adapted to forests get only 2 tiers; forest-adapted factions get tier 3; factions known for deforestation get all 5 tiers (though 4&5 are more expensive). It gains farming bonus (+1 = +80 income & +0.5 growth) with grain resource, sulphur (tiers 3-5), or uniquely with elephants (for Indian forests). Offers trade bonus for forest cash crops (fruits, honey, hemp, medicinal herbs). On tiers 4&5 (deforested), bonus changes to fruits, honey, grapes, hemp, olives, flax. At tiers 4-5, slave trade hub enables a tax bonus.
Availability
Only available in forest terrain regions. Forest regions allow only Forest Clearance Farming and Forest Pastoralism. Not available in sub-arctic and alpine climates.
Limited to: Tier 5: forest
| Cost | 3,000 denarii | Build time | 4 turns | Minimum settlement | city | Upgrades to | Lowland Deforestation (Crops) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is Forest
- The region's climate is not Sub artic or Alpine
- Depends on your faction (see the full conditions below)
Show the full conditions
- You play a Roman, Indian, Western Hellenistic, Phoenician, Germanic (other than Germanics), Celtiberian (other than Belli and Carpetani), Greek (other than Greek City States) or Eastern Hellenistic (other than Hasmonean Kingdom) faction, or Caledonii, Brigantes, Iverni, Anartes, Teurisci, Aedui, Belgae, Boii, Insubres, Scordisci, Tylis, Volcae, Apuani, Ingauni, Veneti (Gauls), Bituriges, Osismii, Senones, Sequani, Sotiates, Aulerci, Nervii, Cadurci, Volcae (Gaul), Arverni, Helvetii, Vindelici, Ubii, Usipetes, Tencteri, Eburones, Treveri, Ambrones, Corsi, Costoboci, Buri, Basti, Ilergetes, Lacetani, Sardinians, Arse, Iapodes, Delmatae, Daesitiates, Dardania, Siraces, Chorasmia, Armenia, Colchians, Iberians, Sophene, Commagene or Selge
What it does
- -1 population growth
Show 5 effects that apply only in some circumstances
- +3 farming level, only when the region has none of Grain, Sulphur or Elephants and no Sulphur Fumigant Exports (Industry) is built anywhere in your empire
- +4 farming level, only when the region has Grain, Sulphur or Elephants, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- +1 trade income, only when the region has Fruits, Honey, Hemp or Perfumes & Medicinal Herbs
- Additional +1 farming due to resources: grain, elephants, sulphur, only when the region has Grain, Sulphur or Elephants, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- Trade bonus due to resources: fruits, honey, hemp, medicinal herbs&perfumes, only when the region has Fruits, Honey, Hemp or Perfumes & Medicinal Herbs
Lowland Deforestation (Crops)

Organized, large-scale clearing of forests to create permanent farmland in the lowlying areas.
As the population has grown, the extensive forests have outlived their usefulness. The separate clearings have been connected so all fertile lowland is now cleared and dedicated to growing food the civilized way. While barbarians may lament the loss of the deep forest they could hide in, the townsfolk and settled farmers rejoice in efforts that will secure their livelihoods for generations.
Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.
Strategy
Forest Clearance Farming is the growth option for forest regions, comparable to rainfed farming but starting cheaper. Available tiers differ between factions. Factions not adapted to forests get only 2 tiers; forest-adapted factions get tier 3; factions known for deforestation get all 5 tiers (though 4&5 are more expensive). It gains farming bonus (+1 = +80 income & +0.5 growth) with grain resource, sulphur (tiers 3-5), or uniquely with elephants (for Indian forests). Offers trade bonus for forest cash crops (fruits, honey, hemp, medicinal herbs). On tiers 4&5 (deforested), bonus changes to fruits, honey, grapes, hemp, olives, flax. At tiers 4-5, slave trade hub enables a tax bonus.
Availability
Only available in forest terrain regions. Forest regions allow only Forest Clearance Farming and Forest Pastoralism. Not available in sub-arctic and alpine climates.
Limited to: Tier 5: forest
| Cost | 6,800 denarii | Build time | 10 turns | Minimum settlement | large city | Upgrades to | Reclaimed Woodland Estates (Crops) |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is Forest
- The region's climate is not Sub artic or Alpine
- You play a Roman, Western Hellenistic, Phoenician, Greek (other than Greek City States) or Eastern Hellenistic (other than Hasmonean Kingdom) faction, or Armenia, Colchians, Iberians, Sophene, Commagene, Selge, Arse or Chorasmia
What it does
Show 7 effects that apply only in some circumstances
- +5 farming level, only when the region has neither Grain nor Sulphur and no Sulphur Fumigant Exports (Industry) is built anywhere in your empire; or the region has Elephants
- +6 farming level, only when the region has Grain, Sulphur or Elephants, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- +1 trade income, only when the region has Fruits, Honey, Grapes, Hemp, Olives or Flax
- +5 taxable income, only when the region has Slave Trade or Slave Trading Hub (Urban) is built somewhere in your empire
- Additional +1 farming due to resources: grain, elephants, sulphur, only when the region has Grain, Sulphur or Elephants, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- Trade bonus due to resources: fruits, honey, hemp, grapes, olives, flax, only when the region has Fruits, Honey, Grapes, Olives or Flax
- Tax bonus is due to local slave trade or factionwide supply, only when the region has Slave Trade or Slave Trading Hub (Urban) is built somewhere in your empire
Reclaimed Woodland Estates (Crops)

Vast farming estates built upon permanently cleared forest land.
The great forests that once stood here have been reduced to mere patches of trees on ridges and outskirts, while great agricultural Latifundia have taken over the landscape. The unstoppable march of civilization has tamed the chaos of the wilderness. Our nobles profit greatly from this advance, as does our state treasury. Where before this landscape could hardly support scattered villages, we now see a surfeit of food being brought to great cities' markets.
Note: Some levels may have both positive and negative growth modifiers due to modding limitations. All effects apply, so +3 growth and -0.5 growth means +2.5 total growth.
Strategy
Forest Clearance Farming is the growth option for forest regions, comparable to rainfed farming but starting cheaper. Available tiers differ between factions. Factions not adapted to forests get only 2 tiers; forest-adapted factions get tier 3; factions known for deforestation get all 5 tiers (though 4&5 are more expensive). It gains farming bonus (+1 = +80 income & +0.5 growth) with grain resource, sulphur (tiers 3-5), or uniquely with elephants (for Indian forests). Offers trade bonus for forest cash crops (fruits, honey, hemp, medicinal herbs). On tiers 4&5 (deforested), bonus changes to fruits, honey, grapes, hemp, olives, flax. At tiers 4-5, slave trade hub enables a tax bonus.
Availability
Only available in forest terrain regions. Forest regions allow only Forest Clearance Farming and Forest Pastoralism. Not available in sub-arctic and alpine climates.
Limited to: Tier 5: forest
| Cost | 9,200 denarii | Build time | 12 turns | Minimum settlement | huge city |
Requirements: all of these must hold before this level can be built.
- Government Building (Dependency, Indirect Rule, Direct Rule or Homeland)
- Only one farm building allowed
- The region's terrain is Forest
- The region's climate is not Sub artic or Alpine
- You play a Roman, Western Hellenistic, Phoenician, Greek (other than Greek City States) or Eastern Hellenistic (other than Hasmonean Kingdom) faction, or Armenia, Colchians, Iberians, Sophene, Commagene, Selge, Arse or Chorasmia
What it does
- -1 population growth
- -2 public order (happiness)
Show 7 effects that apply only in some circumstances
- +7 farming level, only when the region has neither Grain nor Sulphur and no Sulphur Fumigant Exports (Industry) is built anywhere in your empire; or the region has Elephants
- +8 farming level, only when the region has Grain, Sulphur or Elephants, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- +2 trade income, only when the region has Fruits, Honey, Grapes, Hemp, Olives or Flax
- +10 taxable income, only when the region has Slave Trade or Slave Trading Hub (Urban) is built somewhere in your empire
- Additional +1 farming due to resources: grain, elephants, sulphur, only when the region has Grain, Sulphur or Elephants, or Sulphur Fumigant Exports (Industry) is built somewhere in your empire
- Trade bonus due to resources: fruits, honey, hemp, grapes, olives, flax, only when the region has Fruits, Honey, Grapes, Hemp, Olives or Flax
- Tax bonus is due to local slave trade or factionwide supply, only when the region has Slave Trade or Slave Trading Hub (Urban) is built somewhere in your empire
Traits and retinue
Traits
| Trait | Building | Points | Chance | Trait | Building | Points | Chance | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Administrator | Assart Clearings (Crops) or above | +1 | 30% | Grower | Assart Clearings (Crops) or above | +1 | 100% |
Retinue
| Member | Building | Chance | Member | Building | Chance | Member | Building | Chance | Member | Building | Chance |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Agricultural Expert | Assart Clearings (Crops) or above | 1% | Agriculturalist | Assart Clearings (Crops) or above | 2% | Agriculturalist | Rotational Grove Fields (Crops) or above | 1–2% | Gardener | Assart Clearings (Crops) or above | 2% |
| Overseer | Slash and Burn (Crops) or above | 2% | Pious Aristocrat | Slash and Burn (Crops) or above | 2% |
