“ | Generates Bananas each round that convert into game money to spend on more stuff. | ” |
~ In-game Description |
The Banana Farm is a Support-class tower that was released in the initial release of Bloons TD 6. At base, Banana Farm produces up to 4 bunches of bananas per round, for up to $80 in total per round. Bananas are produced during each round, split evenly by the length of each round in terms of seconds. Bananas are each produced as collectables, each represented by a bunch of bananas, and each bunch of bananas last on the map for up to 15 seconds before rotting into nothing. Banana Farm can be upgraded to produce income in various ways, including producing crates of bananas, storing money in a bank account, and hands-off pickup of bananas.
It costs $1,060 on Easy, $1,250 on Medium, $1,350 on Hard, and $1,500 on Impoppable by default.
Description[]
The Banana Farm initially begins as a banana palm in the middle of an open crate filled with dirt. The palm tree has 4 leaves and two bunches of bananas.
The Banana Farm has made a return in BTD6, with various new ways to gain income. Among these is a way for Banana Farms to collect income automatically without the need for a Monkey Farmer (which is also released to BTD6). One other interesting change is that it now has abilities; it has got an ability to loan $10,000 with $10,000 loan interest and another stronger ability to give $10,000 instantly.
Initially, a Banana Farm produces 4 bananas per round worth $20 each. It can be upgraded for further benefits. Each path provides a unique benefit for the Banana Farm.
Path 1 is built for pure increased banana production. The first two upgrades give two extra bananas each, for $40 more income overall. The new Tier 3 upgrade on Path 1, Banana Plantation, produces 16 bananas per round. Banana Research Facility, like BTD5, exchanges bananas for 5 higher value crates worth $300 per crate. Banana Central produces even more income per crate, from $300 to $1200, along with a boost of 25% more income for all Banana Research Facilities on screen.
Path 2 is built for increased utility for income production. Starting off is Long Life Bananas, which allows bananas to last for 30 seconds instead of 15 seconds, leaving more time to pick up bananas later on. Valuable Bananas supports the amount of income gained for each banana. Monkey Bank, like BTD5, stores money in the bank to gain extra interest for the localized bank account per round, and can be withdrawn whenever needed. IMF Loan is a more powerful version of the Monkey Bank that adds a special ability which provides an instant $9000 loan at the cost of 50% less income, boosting further investments whenever necessary. The final upgrade on this path, Monkey-Nomics, removes the loan penalty whenever activating its special ability.
Path 3 is a new path that is built primarily on ease of income gain. EZ Collect is all about providing an easier time collecting bananas, as well as providing an automatic half-income compensation for expired bananas. Banana Salvage improves compensation to 85% value, as well as increasing the sell price of the farm itself. Marketplace eliminates the need to pick up bananas completely, while the later upgrades Central Market and Monkey Wall Street provide extra income-generating benefits that all other Banana Farm upgrades lack.
Target Priorities[]
Banana Farms do not have a set target priority. Instead, all Farms produce income-generating items. Banana Farms produce a set number of collectable items worth in-game cash each round, distributed evenly throughout the length of the round. For all Farms other than Banks and Marketplaces, bananas are produced sporadically around its radius, similarly to Spike Factory's "Normal" targeting. Banks and Marketplaces simply "spawn" income, and Banks store them inside their bank account until manually collected with the "Collect" button in their upgrade HUD. Banks also have a "Collect All" to empty all Banks at once.
Upgrades[]
Path 1[]
Increased Production COST: $425 / $500 / $540 / $600 UNLOCK: 200 XP | ||
Description: Grows 2 extra Banana bunches per round.
Effect: Produces 2 extra bananas per round. By default, it increases from 4 to 6. |
Greater Production COST: $510 / $600 / $650 / $720 UNLOCK: 750 XP | ||
Description: Grows 2 MORE extra Banana bunches per round.
Effect: Produces 2 extra bananas per round. By default, it increases from 6 to 8. |
Banana Plantation COST: $2,550 / $3,000 / $3,240 / $3,600 UNLOCK: 3,000 XP | ||
Description: Grows 16 Banana bunches per round.
Effect: Produces 16 bananas per round instead of 8. |
Banana Research Facility COST: $16,150 / $19,000 / $20,520 / $22,800 UNLOCK: 20,000 XP | ||
Description: Produces 5 large Banana crates every round worth $300 each.
Effect: Instead of bananas, produces 5 crates per round, each crate worth $300. |
Banana Central COST: $97,750 / $115,000 / $124,200 / $138,000 UNLOCK: 50,000 XP | ||
Description: You want Banana? We have Banana!
Effect: Crates are worth 4x more, for $1200 per crate. All Banana Research Facility crates are worth +25% more, rounded down. |
Path 2[]
Long Life Bananas COST: $255 / $300 / $325 / $360 UNLOCK: 200 XP | ||
Description: Bananas last 30 seconds before rotting instead of 15.
Effect: Self-explanatory |
Valuable Bananas COST: $680 / $800 / $865 / $960 UNLOCK: 1,000 XP | ||
Description: Bananas are worth 25% more cash per bunch.
Effect: Income from this tower is worth 25% more cash, rounded down. |
Monkey Bank COST: $3,230 / $3,800 / $4,105 / $4,560 UNLOCK: 3,500 XP | ||
Description: All money generated by this farm is now stored in the bank and earns 15% interest every round.
Effect: Changes banana generation to automatically generate money and store in a bank, $57.5, 4 times, for a total of $225 per round excluding end-of-round interest. Increases stored cash by 15% at the end of a round, limited to $7000 stored cash. Stored cash can be collected at any time. |
IMF Loan COST: $6,375 / $7,500 / $8,100 / $9,000 UNLOCK: 20,000 XP | ||
Description: IMF Loan ability: Gives you $9,000 but you have to pay it back over time.
Effect: Increases bank storage limit from $7,000 to $10,000. Gains an ability that generates $9,000 instantly, but automatically depletes 50% of all subsequent income until the debt is consumed in total. |
Monkey-Nomics COST: $85,000 / $100,000 / $108,000 / $120,000 UNLOCK: 50,000 XP | ||
Description: For when you're too big to fail...
Effect: Ability generates $9,000 with no debt. Ability cooldown is reduced from 90 to 60s, and can be used 2 times per round, per Monkey-Nomics. |
Path 3[]
EZ Collect COST: $210 / $250 / $270 / $300 UNLOCK: 200 XP | ||
Description: The collect radius of Bananas is larger and uncollected bananas auto-collect for half value. Monkey Banks will glow when full and ready to collect.
Effect: Increases area where bananas and crates can be collected by double, and all expired bananas and crates autocollect for 50% of their original value. Also makes banks signs glow when they are full. |
Banana Salvage COST: $340 / $400 / $430 / $480 UNLOCK: 950 XP | ||
Description: Uncollected Bananas auto-collect for almost their full amount, and Banks autocollect when full. Farm sellback rate increased by 10%
Effect: Expired bananas and crates are auto-collected for 85% of their value, and Farms with this upgrade sell for +10% more. Banks autocollects as soon as they become full on the next round. |
Marketplace COST: $2,295 / $2,700 / $2,915 / $3,240 UNLOCK: 3,200 XP | ||
Description: Generates money each round and adds it to your total. No fuss.
Effect: Instead of collectable bananas, automatically generates money. Generates $20 automatically 16 times, for a total of $320 per round. |
Central Market COST: $12,750 / $15,000 / $16,200 / $18,000 UNLOCK: 20,000 XP | ||
Description: Earns heaps of money each round and gives Merchantmen +10% income.
Effect: Increases generated money from $20 to $70, for a total of $1120 per round. Gives Merchantman +10% income per Central Market, stacks up to 10x, for +100% income. |
Monkey Wall Street COST: $51,000 / $60,000 / $64,800 / $72,000 UNLOCK: 50,000 XP | ||
Description: Hub of Monkey trades earns colossal income, generates lives each round and collects income in radius.
Effect: Generates the same amount of money as a Central Market, but adds $4000 and 10 lives at the end of each round. Also automatically gathers nearby collectibles within a default range of 60 like a Banana Farmer would. |
Total Costs[]
- Note: these numbers refer to Medium Mode.
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | ||
---|---|---|---|---|---|---|
Path 1 | ||||||
Base Cost | 500 | 600 | 3,000 | 19,000 | 115,000 | |
Cumulative Cost | 1,750 | 2,350 | 5,350 | 24,250 | 139,250 | |
Base Sell | 350 | 420 | 2,100 | 13,300 | 80,500 | |
Cumulative Sell | 1,225 | 1,645 | 3,745 | 17,045 | 97,545 | |
Path 2 | ||||||
Base Cost | 300 | 800 | 3,500 | 7,500 | 100,000 | |
Cumulative Cost | 1,550 | 2,350 | 5,850 | 13,350 | 113,350 | |
Base Sell | 210 | 560 | 2,450 | 5,250 | 70,000 | |
Cumulative Sell | 1,085 | 1,645 | 4,095 | 9,345 | 79,345 | |
Path 3 | ||||||
Base Cost | 250 | 400 | 2,700 | 15,000 | 60,000 | |
Cumulative Cost | 1,500 | 1,900 | 4,600 | 19,600 | 79,600 | |
Base Sell | 175 | 320 | 2,160 | 12,000 | 48,000 | |
Cumulative Sell | 1,050 | 1,520 | 3,680 | 15,680 | 63,680 |
Special Crosspathing Interactions[]
- Special Crosspathing Changes
- 1-x-x Increased Production + banks (1-3-0, 1-4-0 and 1-5-0) : instead of generating $57.5, 4 times for a total of $230, it generates $45, 6 times, for a total of $270 per round. Does not affect the income of the 1-4-0 and 1-5-0 abilities.
- 2-x-x Greater Production + banks (2-3-0, 2-4-0 and 2-5-0) : changes money generation to $38.75, 8 times, for a total of $310 per round. Does not affect the income of the 2-4-0 and 2-5-0 abilities.
- 1-0-3 , 1-0-4 and 1-0-5: instead of generating income 16 times per round, generates 18 times per round. Does not affect the end of round bonus of 1-0-5.
- 2-0-3 , 2-0-4 and 2-0-5: instead of generating income 16 times per round, generates 20 times per round. Does not affect the end of round bonus of 2-0-5.
Monkey Knowledge[]
This section displays Monkey Knowledge that has effects on Banana Farm and its changes when compared to one by default:
- Flat Pack Buildings: Banana Farm costs 2% less and sells for 2% more.
- Base cost reduced from $1,060, $1,250, $1,350, $1,500 to $1,040, $1,225, $1,325, $1,470 on each difficulty.
- More Valuable Bananas: Valuable Bananas upgrade increases to 30%.
- Valuable Bananas granting $26 per bunch instead of $25.
- Banana Research Facility crates plus Valuable Bananas will earn $390 instead of $375.
- Banana Central's own crates plus Valuable Bananas will earn $1,560 instead of $1,500.
- Bigger Banks: Monkey Banks can hold 2500 extra money.
- Increases maximum capacity to $9,500 for Banks.
- Increases maximum capacity of IMF Loan and Monkey-Nomics to $12,500.
- Farm Subsidy: First Banana Farm each game costs 100 less.
- Base cost reduced from $1,060, $1,250, $1,350, $1,500 to $960, $1,150, $1,250, $1,400 on each difficulty.
- If also enables Flat Pack Buildings, the final cost will be $940, $1,125, $1,225, $1,370.
- Base cost reduced from $1,060, $1,250, $1,350, $1,500 to $960, $1,150, $1,250, $1,400 on each difficulty.
- Monkey Education: All Monkeys XP earn rate increased by 8%.
- Backroom Deals: IMF Loan grants $1000 more and repay rate is 40%.
- IMF Loan's ability earns $10,000 instead of $9,000. Also applies to Monkey-Nomics.
- Better Sell Deals: All Monkeys sell for 5% more.
- Increases sell potency from 70% to 75%.
- Healthy Bananas: Marketplaces now produce 1 life per round and Central Markets produce 3.
- Veteran Monkey Training: All Monkeys reload time reduced by 3%.
- Global Ability Cooldowns: All Ability cooldowns for all Monkeys reduced by 3%.
- Bank Deposits: Tier 4 and above Monkey Banks can take deposits from available in game cash.
Strategy[]
- See also: Banana Farm (BTD6)/Strategies
Summary[]
The Banana Farm's goal is to generate more money, having no offense and only offering ways to efficiently make and collect money. Calculating the best time to safely start a Banana Farm or upgrade it is key for all stages of the game, alongside an effective way to manage all external resources such as micromanagement and looking ahead at future rounds. As a mostly round-based income generator that splits income packets across evenly distributed intervals over a given round, it is advised to be quick whenever initiating an act of income-farming or switching up farming routes.
Micromanaging the Farms, such as picking up bananas regularly, is necessary to take full advantage of the snowballing effect of income generation; with proper micromanagement and continual expansion of income-farming by extra Farms and upgrades, opportunities for accessing powerful upgrades opens up greatly, which can quickly decide the fate of the player throughout critical stages of the game. During the process of building up Farms, watch for important rounds to avoid getting caught off with over-farming from lacking defensive prowess. After building enough income from at least a few early-placed Farms, a hybridized offense-and-income tower, such as Merchantman or Bloon Trap, can be added to fight off the bloons in combination with income generation, which can also aid in speeding the farming process.
For further details on the farming curve for Banana Farms and other income generators, see the page Income Farming (BTD6).
Tips[]
- Start with 0-0-0 Farm as soon as it is ready, being the second-earliest possible income generator in the entire game, second to the hero Benjamin (if available as selected hero).
- If Benjamin is the currently selected hero, start with him first and then save up for a 0-0-0 Farm. Alter the saveup strategy if using Geraldo's Rare Quincy Action Figure for income. Otherwise, start with 0-0-0 Farm to kickstart the flow of bonus income.
- There are only two Farm upgrades that rely primarily on time-based income: IMF Loan and Monkey-Nomics. Both of these have a thing in common: activated abilities that produce income.
- Most Banana Farm upgrades purely involve income. However, Monkey Wall Street is a unique Farm upgrade that can actually interact with the defenses in a way; it autocollects all nearby collectables, including Bloon Traps and XXXL Traps, and it can always generate extra lives at the end of each round too.
- The first two tiers of each upgrade path of the Banana Farm provide basic farming benefits.
- Increased Production, Greater Production, and Valuable Bananas generate more income, while the other T2 and below upgrades provide miscellaneous benefits, mostly convenience and niche income-generating value.
- Banana Salvage provides a new dimension to the farming curve by applying bonus sellback to the upgraded Farm. This adds a potential short-term advantage by netting more money from selling than without buying this upgrade.
- Long Life Bananas and EZ Collect provide purely convenience to banana pickups. Strategies involving these specific upgrades are less than ideal, and are mainly geared to ease-of-use for the player more than competitive strategy.
Further Strategy[]
Banana Farms are quite one-dimensional in what their underlying goal is: to produce efficient income at the given circumstances. Because of this, it is important to evaluate the cost-efficiency of each Banana Farm and their crosspaths.
From the table below, we observe the most efficient way to generate money is the farm with 2-3-0 upgrades, which provides 700$/round. However, the drawback is that the money can only be used after 10 rounds, after the bank is full, as opposed to the other versions of the farm which allows the money to be used immediately after it is generated. Furthermore, banks and marketplaces cannot benefit from Geraldo's Fertilizer unlike the top path banana farm which can benefit from the fertilizer which increases its production by 25% but you need to collect them. When crosspathed with Long Life Bananas, the Banana Central changes appearance. They are one of the only Tier 5 upgrades to do this. Bananas from the top upgrade path must manually be collected, which is the disadvantage to the top path farm. However, this can be easily solved with a Banana Farmer, and a Monkey Wall Street is also capable of collecting these bananas (albeit for a high cost, and limited in how many can be placed).
Production Each Round[]
Efficiency[]
TBA
Version History[]
Differences Between BTD5 and BTD6[]
This section is incomplete. You can help by expanding it. |
Listed are comparisons of the Banana Farm in BTD6 compared to BTD5. Takes into account Flash and Mobile versions.
- Banana base lifespan increased (10s → 15s)
- Banana Farm cost increased ($1000 → $1250)
- Increased Production (the new More Bananas) costs more ($300 → $500)
- Tier 2 upgrade is now a copy of Increased Production that costs $600 for +2 bananas, replacing the role once took by Banana Plantation.
- Banana Republic has been renamed to Banana Plantation.
- Banana Plantation (the new Banana Republic) costs less ($3200 → $3000)
- Banana Plantation (the new Banana Republic) produces less bananas (25 → 16) and produces less total income ($500 → $320)
- Banana Research Facility costs more ($14,000 → $19,000)
- Banana Research Facility produces less overall cash ($2000 --> $1500) by producing 5 crates worth $300 each instead of 10 crates worth $200.
- Long Life Bananas costs less ($500 → $300)
- Long Life Bananas banana lifespan increased (20s → 30s)
- Valuable Bananas costs less ($4000 → $800)
- Valuable Bananas income bonus decreased (+50% → +25%)
- Monkey Bank costs less ($4200 → $3800)
- Banana Investments Advisory is now IMF Loan, which adds an ability plus some more bank capacity.
Balance Changes[]
- Initial release (compared to BTD5)
Note: Lists all balance changes implemented for the Banana Farm when it was first released in Bloons TD 6 (June 14th 2018) in comparison to Bloons TD 5. Takes into account Flash and Mobile versions of Bloons TD 5.
- Banana base lifespan increased (10s → 15s)
- Banana Farm cost increased ($1000 → $1250)
- Increased Production (the new More Bananas) costs more ($300 → $500)
- Tier 2 upgrade is now a copy of Increased Production that costs $600 for +2 bananas, replacing the role once took by Banana Plantation.
- Banana Republic has been renamed to Banana Plantation.
- Banana Plantation (the new Banana Republic) costs more ($3200 → $3400)
- Banana Plantation (the new Banana Republic) produces less bananas (25 → 16) and produces less total income ($500 → $320)
- Banana Research Facility costs more ($14,000 → $22,000)
- Banana Research Facility produces less overall cash ($2000 → $1500) by producing 5 crates worth $300 each instead of 10 crates worth $200.
- Long Life Bananas costs less ($500 → $300)
- Long Life Bananas banana lifespan increased (20s → 30s)
- Valuable Bananas costs less ($4000 → $800)
- Valuable Bananas income bonus decreased (+50% → +25%)
- Monkey Bank costs less ($4200 → $2800)
- Banana Investments Advisory is now IMF Loan, which simply adds an ability.
- 2.0
- Banana Research Facility price decreased ($22,000 → $19,000).
- Monkey Bank price increased ($2,800 → $3,200).
- Marketplace price increased ($2,600 → $2,900).
- 3.0
- Can be no longer placed on Carrier Flagship along with Heli Pilots, or Monkey Aces.
- Central Market now (correctly) gives a bonus to Merchantmen.
- 4.0
- Cost of Banana Plantation reduced ($3,400 → $3,000).
- Monkey Bank cost increased ($3,200 → $3,300).
- IMF Loan price decreased ($12,000 → $7,500).
- 7.0
- x-3-x Monkey Bank cash capacity reduced from $10,000 → $7,000 (IMF Loan is unchanged).
- x-x-4 Central Market price reduced from $18,000 → $15,000.
- x-x-5 Monkey Wall Street price reduced from $75,000 → $60,000.
- 11.0
- Banana Central now has 4x the strength of a normal Banana Research Facility ($1,200 without Valuable Bananas, $1,500 with Valuable Bananas).
- 12.0
- x-3-x Bank bonus cash produced per round reduced from $160 to $150. Also affects IMF Loan and Monkey-Nomics.
- 17.0
- Central Market's 10% income buff to merchantmen now stacks up to 10 times.
- 18.0
- x-x-3 Marketplace now produces an additional 4 bananas (+$80 total). Also affects later upgrades.
- x-x-4 Central Market banana value increased from 20 → 70. Also affects Monkey Wall Street.
- x-x-4 Central Market no longer produces an additional $900 chunk at end of round.
- 19.0
- [Undocumented] Monkey Bank with EZ Collect (or Banana Salvage) will now glow upon detecting full once it adds another pocket of cash, rather than just after the round it becomes full.
- 21.0
- Overclocked Banana Farms give 66.7% more income instead of 100%.
- 23.0
“ | Monkey Bank is just too stonks even without Benjamin. This nerf shouldn't hurt it too much, but will make it snowball a little bit slower and balance with the other paths better. | ” |
~ Ninja Kiwi |
- Monkey Bank price increased ($3,300 → $3,500).
- 28.0
“ | Banana Farm's xx2 upgrade is the inferior crosspath, so we've amped up the utility with the lazy aspect so that if it's going to be inferior for production, it's at least going to be extra lazy & less far behind. Additionally, as Monkey Wall Street is the least interesting T5 Banana Farm & doesn't benefit from the Healthy Bananas MK it will now produce a base amount of lives each round | ” |
~ Ninja Kiwi |
- 0-3-2 Monkey Bank now autocollects at the end of the round it fills with no delay
- EZ Collect now also salvages Bananas for 50% if uncollected
- Banana Salvage, salvage value is now increased from 50% -> 85%
- Banana Salvage, now also increases this farm's sellback rate from 70% -> 80%
- Monkey Wall Street now also generates 5 lives per round
- The patch notes erroneously state it generates 10 lives per round; this was fixed in 28.2.
- 31.0
“ | Partially to help a little with tedious endgame farm collection in ranked boss events, or any other use you may desire for it, we have added a non-power form of easy banana collection. However we do not want to trivialize the intended downside of opting for a more micro intensive farm path too much, so this is still restricted behind a low-range tier 5 upgrade. | ” |
~ Ninja Kiwi |
- Monkey Wall Street now collects nearby bananas/crates as a Monkey Farmer would
- 34.0
“ | Bank is a little too much more efficient than any other Banana Farm option, this price nerf should leave it so it really somewhat still is but not so far ahead. | ” |
~ Ninja Kiwi |
- Monkey Bank price increased $3500 -> $3800
- 35.0
“ | For sake of consistency we want Monkey Bank to increase in cash generation when used with sources that externally buff generation so everything works as expected, however along with this buff the current power of IMF loan on this path already feels too strong so we are lowering that power for IMF Loan in exchange. | ” |
~ Ninja Kiwi |
- [Undocumented bug] Banks now make 180 cash per round by default, but are also affected by Valuable Bananas and by extension, More Valuable Bananas.
- 03x bank now generates 225 cash by default, 234 cash with More Valuable Bananas.
- 130 bank now generates 275 cash by default, 286 cash with More Valuable Bananas.
- 230 bank now generates 325 cash by default, 338 cash with More Valuable Bananas.
- x3x and above Monkey Bank will now increase in cash generation with external buffs
- [Undocumented] This does not affect the cash granted from abilities of IMF Loan or Monkey-Nomics.
- x4x IMF Loan cash granted $10,000 → 9000
- Backroom Deals monkey knowledge IMF Loan bonus cash reduced from 2000 → 1000
- [Undocumented bug] xx2 and above farms do not have a cash generated counter from autocollected income. Does not affect 032 and above farms. End-of round cash from xx5 still adds to the tower's cash counter.
- xx5 Monkey Wall Street range increased from 40 → 60
- [Note]: This change is primarily visual as autocollection range remains at 60. However, this is technically a buff, since it affects Advanced Intel as well.
- 40.0
“ | The current power of xx5 Village combined with previous nerfs to Middle Farm have it currently feeling underappreciated for farm profits, some slight price adjustment. | ” |
~ Ninja Kiwi |
- Monkey Bank cost reduced ($3800 → $3650)
- IMF Loan cost reduced ($7500 → $7200)
- 42.0
“ | Banana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used. | ” |
~ Ninja Kiwi |
- Banana Central price increased ($100,000 → $115,000)
- IMF Loan cooldown reduced (90s → 85s)
- Banana Salvage cost increased ($200 → $400)
- Marketplace cost reduced ($2900 → $2700)
Bug Fixes and General Changes[]
This section is incomplete. You can help by expanding it. |
- 3.0
- Banana Farmers can display amount of cash collected.
- 11.0
- Central Market's bonus to Merchantmen Buccaneer should no longer be inconsistent when also using Trade Empire.
- 12.0
- 1-0-2 Banana Farm Increased Production and Banana Salvage 3D art corrected.
- 15.0
- x-3-x Bank description has had a minor update to clarify confusion in functionality.
- x-x-2 Description has had a minor update to mention 0-3-2 crosspath changes.
- 16.0
- x4x IMF Loan debt should now correctly transfer in co-op.
- 18.0
- x-3-x Banks 'collect' buttons are now correctly translated.
- 20.0
- x-x-2 Banana Salvage now gives the correct amount of cash.
- 21.0
- x-4-x Abilities will no longer block others from being used while they are still in debt.
- 28.2
- x-x-5 Monkey Wall Street now produces the correct amount of lives (10 per round instead of 5)
- 35.0
- x4x IMF loan name corrected to IMF Loan
- Resolved a bug that caused Collecting All from multiple x3x Banks or higher to only target repayment back towards a single active IMF Loan
- This is a nerf because it means that Collecting All cannot have multiple banks bypass Debt after 35.0, as before 35.0, they did not all need to pay debt when the debt of one is payed off.
- This also applies to selling an IMF loan with bank deposits.
- Candy Corn and Christmas Present trophy skins can no longer be selected at the same time since only one can apply. Bug originated in 34.0.
Sounds[]
When placing a Banana Farm:
- [Crate placement]
- [Crate placement]
When the Bank's balance is collected until Version 14.0 and since Version 42.0:
- [Cash collecting]
When the Bank's balance is collected since Version 31.0 until Version 42.0:
- [cash shake]
When the IMF Loan or Monkey-Nomic abilities are activated:
- [Cash collecting]
Gallery[]
Official artwork[]
Assets[]
Trivia[]
- The Banana Farm and Monkey Village are the only two towers unable to attack Bloons as a base tower.
- However the Monkey Village can pop Bloons with Primary Expertise, making the Banana Farm the only tower without any upgrades to pop Bloons.
- The Banana Farm was formerly the only tower that was completely unable to pop Bloons. However, the introduction of Bottle of 'Gerry's Fire' Hot Sauce allows it to host a sub-tower capable of popping Bloons.
- However, even if using Gerry's Hot Sauce, the Banana Farm will not display a pop count, making it the only tower without a pop count.
- BTD6 is the first game to include the Banana Farm without having a Banana Republic upgrade.
- In BTD6, the Banana Farm has six upgrades with the word "banana" in their names. Three other upgrades have the word "monkey". Two upgrades have the word "central" in their names, one of which has both "banana" and "central". There are six Banana Farm upgrades in the game that lack any of these three words.
- The tower retains its name and role from the Bloons TD 4 and Bloons TD 5 generation with significant additions. It did not receive any teasers prior to release, but it was first shown when the game was available to select YouTubers several days before BTD6's official release date.
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