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“ | Generates bananas each round that convert into game money to spend on more stuff. | ” |
~ BTDB2 description |
Banana Farm is a Support-class tower that was released in the initial release of Bloons TD Battles 2.
It generates money and is the one of the two most common methods of generating money, other than Eco. At base level, it generates $40 per banana (unlike in Bloons TD 6, where it generates $20 per banana), but produces only 3 bananas per round. Each banana lasts 15 seconds before rotting. The Banana Farm starts producing bananas at the beginning of every round (with a equal amount of time between each drop) until it produced the maximum amount of bananas for that round. The amount of bananas produced per round can be increased by purchasing certain upgrades.
The base price for Banana Farm is $1000. It is unlocked by spending 1000, unlocking all upgrades up to Tier 4, plus another 1500 to unlock all its Tier 5 upgrades.
Description[]
Banana Farms in this game are similar to those in Bloons TD 6; however, the base farm and most upgrades provide 2x as much money per round compared to BTD6 to account for the smaller number of rounds.
The base tower only drops three bananas per round for $40 per bunch, and these must be collected manually. Each of the paths tries to improve one facet of income production.
Path 1 is centered around production of bananas. The early upgrades just add a couple of bananas per turn. By the time you reach Banana Plantation, the farm produces 16 bananas per turn as the base tower. Banana Research Facility changes the bananas into large crates worth $600 each. Banana Central takes it even further with increased crate production as well as a boost to Banana Research Facilities.
Path 2 is all about a more patient approach. The first two upgrades increase the duration of bananas before they go bad and increase the value of all bananas by 25%, respectively. The third upgrade, Monkey Bank, changes the tower significantly. Instead of dropping bananas, payments are deposited in the bank each turn, where they earn 20% interest. This rewards the player for long-term play, as it takes many rounds (exact number TBA) for the bank to fill to its maximum of $14,000. The next upgrade, IMF Loan, continues to act as a bank (with increased capacity), but also allows the player to take out an instant $20,000 loan which must be paid back over time (unless the game ends first). The final upgrade, Monkey-nomics, removes the need to pay back the loan.
Path 3 makes banana farms much easier to manage. EZ Collect makes it easier to pick up bananas and Banana Salvage makes the bananas auto-collect for a reduced amount. The Marketplace doubles cash flow and adds money to your total automatically, so no bananas are dropped. Central Market both increases the amount of money received per turn and boosts all Merchantmen towers. Finally, Monkey Wall Street adds a huge cash bonus at the end of each round.
Upgrades[]
Path 1[]
Increased Production COST: $550 UNLOCK: Requires Banana Farm | ||
Description: Grows 2 extra Banana bunches per round.
Effect: Grown bananas from 3 to 5. |
Greater Production COST: $550 UNLOCK: Requires Banana Farm | ||
Description: Grows 2 MORE extra Banana bunches per round.
Effect: Grown bananas from 5 to 7. |
Banana Plantation COST: $2,750 UNLOCK: Requires Banana Farm | ||
Description: Grows 16 banana bunches per round.
Effect: Grown bananas from 7 to 16. |
Banana Research Facility COST: $16,000 UNLOCK: Requires Banana Farm | ||
Description: Produces 5 large Banana crates every round worth $600 each.
Effect: Instead of bananas, produces 5 crates, each is worth $600. |
Banana Central COST: $66,000 | ||
Description: You want banana? We have banana!
Effect: Crates are worth much more, for $2800 per crate. Makes Banana Research Facility crates be worth +20% (rounded down). |
Path 2[]
Long Life Bananas COST: $200 UNLOCK: Requires Banana Farm | ||
Description: Bananas last 30 seconds before rotting instead of 15.
Effect: Lifespan for bananas and crates increases from 15s to 30s. |
Valuable Bananas COST: $700 UNLOCK: Requires Banana Farm | ||
Description: Bananas are worth 25% more cash per bunch.
Effect: Income is worth 25% more cash, rounded down. |
Monkey Bank COST: $4,600 UNLOCK: Requires Banana Farm | ||
Description: All money generated by this farm is now stored in the bank and earns 20% interest every round.
Effect: Changes banana generation to automatically generate money and store in a bank. Increases stored cash by 20% at the end of a round, limited to $14,000 stored cash. At the end of the round, stores an extra $550, interest-inclusive. Stored cash can be collected at any time. |
IMF Loan COST: $8,000 UNLOCK: Requires Banana Farm | ||
Description: IMF Loan ability: Gives you $20,000 but you have to pay it back over time.
Effect: Increases bank storage limit from $14,000 to $20,000. Gains an ability that gives $20,000, but 50% of all income will be used to pay the debt. Can't activate IMF Loan ability while in debt. |
Monkey-Nomics COST: $45,000 | ||
Description: For when you're too big to fail...
Effect: Ability cooldown from 90s to 50s and ability no longer includes a debt. Bank storage limit increases to $30,000. |
Path 3[]
EZ Collect COST: $250 UNLOCK: Requires Banana Farm | ||
Description: The collect radius of Bananas is larger. For Monkey Banks, glows when full and ready to collect.
Effect: Increases area where bananas and crates can be collected by +100%. Also makes banks signs glow when they are full. |
Banana Salvage COST: $200 UNLOCK: Requires Banana Farm | ||
Description: Uncollected Bananas auto-collect for almost their full amount, and Banks autocollect when full. Farm can be sold for 10% more value.
Effect: Expired bananas and crates are auto-collected for 50% of their value. Increases sell value of this farm by 10%. |
Marketplace COST: $2,800 UNLOCK: Requires Banana Farm | ||
Description: Generates money each round and adds it to your total. No fuss.
Effect: Instead of collectable bananas, automatically generates money. Generates $40 automatically 14 times per round, for a total of $560 per round. |
Central Market COST: $13,000 UNLOCK: Requires Banana Farm | ||
Description: Earns heaps of money each round and gives Merchantmen +10% income.
Effect: Increases generated money from $40 to $160, for a total of $2240 per round. Gives Merchantman +10% income per Central Market, stacks up to 10x, for +100% income. |
Monkey Wall Street COST: $46,000 | ||
Description: Hub of Monkey trades earns colossal income each round.
Effect: Generates the same amount of money as a Central Market, but adds $10,000 at the end of each round. |
Strategy[]
Summary[]
The Banana Farm is the primary alternative to eco in Bloons TD Battles 2. While it takes longer to set up than eco, its main advantage is that it is generally more versatile at generating income compared to other income-generating methods, and can be sold before a big investment in towers or bloons, allowing you to recoup your investment.
All farms can be used for mid-to-late game rushes or building up to expensive towers. They can produce income for a few turns, then get sold off either in emergencies (like buying a Dark Knight for D.D.T rushes) or for game-ending towers and bloons. However, it pays to be careful if you neglected your eco, since all sources of income will be gone if your rush fails.
Upper-path upgrades increase income per round with few other benefits until you reach Banana Central, which boost all Banana Research Facilities. The annoyance of picking up bananas in this path can be ameliorated with Monkey City, which picks up bananas automatically, or its upgrade, Monkeyopolis, which absorbs the farms entirely. Unfortunately, this takes up two of your tower slots, which means this strategy is only effective when paired with a tower that can handle all bloon types throughout early-, mid-, and late-game rounds.
Mid-path upgrades, especially Monkey Bank and above, require a long time investment and don't provide income while they are saving up. They should only be used if you have a good setup you know can last 5+ rounds. In an emergency, they can be cashed out, but this can be less convenient than just selling a top-path tower. Given a good enough defense, however, they can be a massive income source for late-game plays. IMF Loan in particular can give you an almost-instant $12,500 in cash (when purchased for $7,500, waiting a few seconds for ability, and getting $20,000), in return for heavily damaging your income flow for many turns after.
Lower-path upgrades are best when you don't have time to pick up a lot of bananas or know you’re gonna seek the farm soon to take advantage of the increased sellback. They work better on maps with a lot of space, since a map that can only fit one or two farms makes it easier to pick up bananas manually.
Production each round[]
Comparison with Eco[]
(1.0.5) Banana farms can be fairly competitive with eco. For instance, if a player has $6500 at the start of round 10, they could either buy a Banana Plantation or do 100 sends of Grouped Pink Bloons for 2.4 eco a piece.
From now until the start of round 20 is 10 turns, and roughly 211-271 seconds. In that time, the banana plantation will produce $8000 in income, while the eco will produce between around $8440 and $10,840. Eco will produce a greater amount, but cannot be sold and can be diminished through big sends.
Tips[]
- The prime time to start a Banana Farm usually is Round 3. In some cases, a Farm can be placed on Round 2, but is very risky unless utilizing a very cheap carry such as solo Captain Churchill.
- Try to utilize a transition to 1-0-0 and 2-0-0 in the early-game when opting for Farms.
- Anti-stalling rounds helps to accelerate Farm income compared to eco.
- Some towers are excellent at anti-stalling. Examples include a Triple Shot Dart near the start of the map, and a Glaive Ricochet
- Look for "fast" and "slow" rounds; this helps when to focus more on eco or Farms.
- Rounds 14 is considered a "fast" round that should be checkpoints for Farms. Meanwhile, Round 13 is relatively slower, so use this opportunity to gather more Farms.
- Rounds 20 and 23 are considered "fast" rounds that should be checkpoints for expensive T4 and T5 Farm upgrades prior to those rounds. Round 19 is particularly slow compared to most other rounds in the game.
- When using a Farm as a loadout, pick the last two towers to defend the bloons. An example of a pair of towers is Tack + Wizard Monkey, which together cover some of their general weaknesses in the early-to-mid-game. As for single towers for individual stages of the game, Dartling Gunner paired with a defensive hero plus Super Monkey for late-game is an example of this.
- Farm users tend to have the advantage at promoting aggressive strategies in preparation for R11+ rounds. This is because Farm users can use their extra cash to send rushes at the opponent, as well as selling their Farms for an all-out rush if the opportunity arises, and if they fail for the mid-game (R11-16) they can just resume farming. Before then, the general gameplay as a Farm user is a passive one that maximizes income from a mixture of Farms and eco.
- If the earlier rounds tend to stall too much and anti-stalling isn't viable, it can be helpful to go for a mix of full-send cost-efficient eco and Farms.
- Some loadouts require an expensive T3 before safely beginning Banana Farms. An example of this is Boomer-Mortar-Farm when not going Quincy, whereby 2-3-0 Bionic Boomerang or 3-0-2 Glaive Ricochet is more optimal, and Bomb-Farm loadouts without early-game Sub or Quincy, which would require Cluster Bombs to avoid leaking excessively to Spaced Yellows and Spaced Pinks.
- Most Farm strategies prefer mixed eco and income. However, early Bank strategies may prefer a low eco approach with a Bank afforded safely by about Rounds 9-10 (note: R11 Bank is too risky due to R11 rushes), with only minimal eco bloons. Regardless, try to accumulate a solid cost-efficient eco in Rounds 1-4 to allow enough money to flow over time in transition to stronger Farms.
Further Strategies[]
- Strategies
- General Strategy
- Optimization Strategy
- Countermeasures Strategy
Monkey Mastery[]
Monkey Mastery is unlocked once all of its upgrades are unlocked. Monkey Mastery gives customization which is purchased using XP and Monkey Money. Has a total of 9 customizations available.
Version History[]
Balance Changes[]
While being underwhelming on initial release due to high cost and too many strong late game towers, the Bannana Farm has been significantly buffed to reach the same of level of dominance as it’s Battles 1 counterpart. The 1.0.6 balance changes in particular has made it now an incredibly popular tower to use, perhaps now even the most used tower. While players initially played aggressively with Farm and used IMF Loan to send huge rushes, this way of playing Farms have changed, with players now opting for a more passive playstyle. It’s power comes from the sheer amount of money and selling power it produces, letting you afford high cost upgrades and rushes that would have been difficult to get before. It is used in an incredibly vast amount of strategies, but the most common loadouts are Tack-Wizard-Farm, Druid-Sub-Farm, Bomb-Sub-Farm, Bomb-Village-Farm, Tack-Sub-Farm, Tack-Ice-Farm, Dartling-Ninja-Farm, Dartling-Super-Farm, Dartling-Ice-Farm, Ninja-Alc-Farm, Ace-Spac-Farm, and Dart-Sub-Farm. Hero choice is vast and almost all heros can be used alongside it.
This section is incomplete. You can help by expanding it. |
- Initial release (compared to BTD6 Version 28.0)
- Base tower and most upgrades give 2x as much cash as BTD6.
- Base tower now costs less ($1250 → $1100).
- Increased Production now costs more ($500 → $650).
- Banana Research Facility now costs less ($19,000 → $18,000).
- Banana Central now costs less ($100,000 → $70,000).
- Monkey Bank now costs more ($3,500 → $5,500).
- Monkey Bank now holds more cash ($7,000 → $14,000).
- Monkey-Nomics now costs less ($100,000 → $50,000).
- EZ-collect no longer auto-collects for half value.
- Banana Salvage grants less income from uncollected bananas (85% → 50%) and now waits a round to auto-collect a full bank.
- Banana Salvage no longer increases sell value of Banana Farm.
- Marketplace now costs more ($2,900 → $3,100).
- Marketplace and upgrades produce less bananas per turn (16 → 14).
- Central Market bananas are now worth more, even in comparison to overall 2x buff ($70 → $160).
- Monkey Wall Street now costs less ($60,000 → $50,000).
- Monkey Wall Street no longer grants additional lives per round.
- 1.0.5
- 5xx price reduced from $70k to $65k
- xx5 price reduced from $50k to $45k
- 1.0.6
- 1xx increased production price $650 → $600
- 2xx greater production price $600 → $550
- x1x price $300 → $200
- x2x valuable bananas price $800 → $700
- xx2 banana salvage sell value of this farm +10%
- x3x monkey bank extra cash $300->$400 per round, interest 15% → 20%
- 3xx plantation price $3000 → $2700
- xx3 marketplace price $3100 → $2900
- 4xx banana research facility price $18k → 16k
- xx4 central market price $14k → $12.5k
- xx5 monkey wall street price $45k → $37.5k
- 5xx banana central $65k → $60k
- 1.3.0
- Base Banana Farm costs less ($1,100 → $1,050)
- 1.3.1
- Monkey Wall Street cost increased ($37,500 → $42,500)
- 1.4.1
- Marketplace cost increased ($2,900 → $3,000)
- Central Market cost increased ($12,500 → $13,000)
- Monkey Wall Street cost increased ($42,500 → $43,500)
- 1.5.0
- Banana Central bonus income buff decreased (+25% → +20%)
- 1.6.0
- Banana Central $60k → $64k
- 1.7.0
- IMF loan bank capacity $15k → $20k
- Monkey-Nomics bank capacity $15k → $30k
- 1.8.0
- Monkey bank $5,500 → $5,100
- 1.8.2
- Banana central $64k → $68k
- Monkey-Nomics $50k → $45k
- 1.9.0
- IMF loan initial cooldown 30s → 20s (x5x remains at 20s)
- 1.10.3
- Base Banana farm cost $1,050 → $1,000
- 1xx Greater production $600 → $550
- 3xx Banana plantation $2,700 → $2,600
- Banana central $68k → $73k
- Marketplace $3,000 → $2,800
- Monkey Wall Street $43.5k → $46k
- 2.0.0
- 5xx Banana Central: Crate values $3000 → $2800
- 5xx Banana Central: $73k → $66k
- 2.1.2
- x3x Monkey Bank: $5100 → $4600
- x4x IMF Loan: $7500 → $8000
- Overall price remains unchanged
“ | Monkey Bank has been in long need of an efficiency buff, since it has never been able to compete with the other Banana Farm upgrades. We did not want to indirectly buff IMF Loan, therefore the total cost of an x4x Banana Farm remains unchanged. | ” |
~ Ninja Kiwi |
- 3.2
- 3xx Banana Plantation: $2600 → $2750
- x3x Bank: end of round income (pre-interest) $400 → $550
- x5x Monkey-Nomics: ability cooldown 60s → 50s
- x5x Monkey-Nomics: ability initial cooldown 20s → 25s
“ | Banana Farm has become increasingly popular as of recently, with it arguably being too dominant in the meta. We would like to tone it down slightly by upping the price of 3xx, a particularly efficient farm for the early/mid game. In addition to this, we have improved the Bank so that it can fill up earlier, since this upgrade does not get used and the long fill time is one major reason for this. | ” |
~ Ninja Kiwi |
Bug Fixes and General Changes[]
This section is incomplete. You can help by expanding it. |
- 1.3.0
- Fixed Banana Farm abilities not contributing to money counter
- 3.0
- Fixed IMF loan not doubling in Bananza games.
- 3.2.2
- IMF Loan ability cannot be activated if you are currently in debt.
“ | An unintended consequence of a previous bug fix allowed the IMF ability to be continually activated, essentially generating infinite money. This obviously isn’t the intended use for this ability so we are removing this interaction. | ” |
~ Ninja Kiwi |
Quotes[]
TBA
Gallery[]
Official Artwork[]
Trivia[]
- In BTDB2, its $1000 base cost is the tied first-cheapest variation of base Farm across all games, tied to the Banana Farm in the BTD4 Generation and almost all BTD5 Generation games except Bloons TD Battles Mobile.
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