I'm not 100% on this game mechanic, but I think the soil mixture (sand/clay) is for the field. I don't think the mixture value is saved for each crop in the field and adjusted automatically. If I've noticed correctly, the "order" for sand or clay is manually brought in by the workers and sometimes that takes quite a while, and if you don't have sand or clay in storage, the field won't get adjusted.
@@randomdude8202 I'm not even going to lie, so far my best seed I've found that has a bit of every resource is FF69420666E large map type the only thing in "low" amounts is stone and sand but has all resources available within the initial placement view
Beginner mistake: Do not plant the same type of crop in the same field for the whole 3-year rotation. It will build up disease and will affect your yield. At 5:51, for example, he put flax crops on year 2 and year 3. You can instead plant the year 3 flax on a different field This is my rotation: 1st field/1st year = leek > field maintenance 1st field/2nd year = beans > field maintenance 1st field/3rd year = wheat > turnips 2nd field/1st year = wheat > turnips 2nd field/2nd year = leek > field maintenance 2nd field 3rd year = beans > field maintenance 3rd field/1st year = beans > field maintenance 3rd field/2nd year = wheat > turnips 3rd field/3rd year = leek > field maintenance I paired leek and field maintenance because leek is weak on weed suppression and field maintenance will lessen the weeds after harvesting the leeks. I paired beans > field maintenance because leek lessens fertility and beans adds a bit of fertility and weed suppression. I paired wheat > turnips because wheat and turnips has a bit of weed suppression, they may impact fertility but that's what the compost is for. And both of these crops can be made as fodder for your cows, can't fit a carrot with wheat, so not much choice but turnips. Most importantly, leek, beans, wheat, and turnips have almost the same soil mixture threshhold, and I get both 10% Current Soil Bonus, and 10% Target Soil Bonus on all of my crops. And as you can see, I am still harvesting each type of crop every year. You also did wrong at 7:19 crop rotation. The 1st turnip was okay to put on the first 3 months but you put another turnip on 3-6 months which is summer, you will lose a lot of turnips because of heat stress, it should have been turnips > clover > turnips.
So I tried both rotations on my fields, out of curiosity. While OE''s rotations raised the fertility and erased the weeds all the while keeping the population well fed, even without using the barn pasture or the manure, your rotations on contrary raised the weed level while lowering the fertility and forcing me to use all the compost I got. It's true, sometimes the disease will pop up but is enough to change only once the peas with turnips and the disease is gone. I appreciate the effort on sharing your rotations, unfortunately for me it didn't worked. Thanks Egg, you saved my population from starving. :)
@@playtoyappz Crop rotations are something you have to monitor forever, like just about everything in the game. I have had to constantly use the pause option to give more time to look things over, or the game has no mercy. At least I don't have to feed the raiders directly, and most of their raids have proven to be dangerous for them.
Wonderful tutorial!!! I love seeing you explain what's worked for you, instead of just reading it. I learn best by watching. I'm so glad you've figured out what works for you so those food shortage warnings go away, that stresses me out in my game. I have no suggestions other than to say everyone else should watch this video and give it a go!! 😍😍😍🥰🥰🥰❤️❤️❤️
Had to come back and rave about how well your plan is working out for me. You can adjust the particular crops to your liking/needs, but the key is having one clover in each of the three years, and having one of the three years being peas/clover/maintenance. As compost becomes available, I use it on the field with the lowest fertility. I have not yet used cow grazing. This method has been very hands free, very fruitful, and has taken all of my fields from 30-50% fertility up to 70-90+%. One tip to add: I avoid repeating the same crop within a three year cycle (except clover of course). That way, if a disease shows up, there will be two upcoming years without that crop and the disease quickly goes away. I've let this run for many years and I haven't had to strip out any crops due to disease. Combined with a decent sized herd of cows, my food stores have rocketed to the 9-15 months range.
This is just what i was looking for thanks! I have a good farm setup, but have struggled trying to get the best crop rotation. This has given me some good ideas. I love the game too.
As to replanting the blueberry plants, I tend to replant around a root cellar, or two since I have my storehouses near them and the common labor force can pick them and store the berries without needing to depend on a forager to do the work, and not need to transport the berries very far to get them into storage.
if you want to farm early game, making 2 fields 5x10 seems to be good enough. the smaller size costs 2 laborers as opposed to making a 10x10 field which would cost 5 laborers.
Thank you so much, this was really helpful! I'd been struggling with this and most of my fertility is around 6% 😱 At the risk of being called Jen's clone again, I've jotted this down on a couple of post-it notes! 😅
Hey guys! Just hopping in for an updated comment in 2024. These rotations are still 100% viable! Granted now the cattle grazing area has LARGELY increased if you build 4 fields at a time and center the cows you're in great shape! Currently maintaining a population of 1334 and growing. Along with hunters, fisherman and foragers im having consistent 10 months of food in storage at the beginning of every winter. Id recommend upscaling to 12x12 fields quickly as the yields jump quite a bit. Quick addition, heavy trader use. Also using a modular layout for housing centered on a grand temple and grand theater. 4 modules, each centered on a market for maximum tax yield. High gold production high food production. Currently 3 large barns adding 3 more as I post.
I was promising my friends I wasn't a total nerd when this video came up in my recommendations and they made fun of me. Anyway now I'm in my room enjoying the video, thanks!
Hmmm. I have a slightly different approach that’s more like the rotation they used IRL. First year, Peas, maintenance and clover. Second year, Clover and Rye, cabbage or Flax. Finally Carrots or turnips and clover. Each field is offset a year so there’s one growing peas, one rye, flax or cabbage and one roots.
@@OVERCHARGEDEGG I only used it because I looked up crop rotation on Wikipedia. I remember doing it in school decades ago. By switching from legumes (peas), greens or wheat and then root crops you minimise the chance of a pest or disease establishing themselves.
I also use this type of 3 year cycle, with roots, greens, beans, but I have wheat/rye/flax on different fields atm. they are all 100% fertile with 1 field about 10x15-20 keeping me fed with 530pop atm
Great advice Egg! I really don't have much to add as far as tips. I've been experimenting and also found that having one clover in each year is the way to go. It's a bit more tedious, but my experience so far is that you don't need a maintenance but maybe once every two or three full rotations (6 to 9 years). When the weed level gets to 5%, I stick a maintenance in. But with the explosion of crop production with 65-70% fertility, leaving in one maintenance per 3 yr cycle would be more convenient.
Let me know how it turns out for you bro! After I carried on playing with a few more rotations I was coming out of the winter with 11 months of food in stock. Be interested to see how it pans out for others :)
I suppose in early gameplay when food spoilage is high it might make sense to not allow the grocer to do his/her job of stocking houses with food, but at some point you have to let the grocer do more than just collect taxes. If the grocer is not stocking the homes with food, those who dwell there have to do it from the storehouse, or root cellar. That will effectively take them off their jobs around half the time.
Seems always best to me to put clover/maintenance in the summer. By the time it's summer your food should be quite bountiful from forragers, hunting and fishing anyway. So you'd just oversaturate the market with summer harvests.
If anyone sees this, a great seed is B777D3E168 with large map. Endless gold. Lots of Iron, Sand. Good Clay. Endless trees and lots of stone. And did i say endless gold? It is a bit tough to terraform some spots but its very worth it once you get to Town Center level Three and start being able to use everything you mine.
I've been really struggling crop diseases. Almost all my field are infected somehow and I don't seem to find a way to cure them. I tried planting other stuff, switching to maintenance for 3 full years, deleting the field and rebuilding it, but nothing seems to be working. I've been looking for guides on this but to no avail. So if anyone has any good tips, you're more than welcome.
Have you been reading the info given for the disease? Most field issues will affect more than one crop type, so if you follow with one of those, the disease will get worse. You should see a circle just above the other information for the field.
Hey overcharged, I need to interrupt. Almost all of your rotations were displayed wrong! The change in fertility is almost always negative ... but that's not your fault. The change in fertility is displayed wrong in the in game description! Let me explain and show you: Rotation 1, the cabbage one: Cabbage has a static -4 input on the fertility, beans and peas a static +1 and clover a static +2 but sometimes +3. So calculated, one circle will do 2*(-4)+2*2+2*1= *-2* on fertility. Rotation 2, the one with Flax: 3*2(clover)+1(pees)+2*(-3)(flax)= *+1* in this case a good rotation Rotation 3, the one with the leek: 3*2(clover)+1(pees)+2*(-5)(leek)= *-3* disastrous each circle Rotation 4. the one with the turnips: 3*2(clover)+4*(-2)(carrots,turnips)= *-2* per circle Rotation 5, the one with rye (which is indeed better than wheat) 3*2(clover)+1(pees)+2*(-5)(rye)= *-3* per circle Everything after that makes it just worth ... I hope they fix the in game description and do change some of these values, it seems like they were totally off. I hope I helped you all out there!
Thank you for the explanation, Dakel! Indeed, I have seen yesterday that the stats shown in the game aren't reflective of what it actually impacts, annoying but early access! Thanks for clearing that up :)
When the year is over, the years rotate. What was year one becomes year three, year three moves to year two, and year two moves up to the present year one. Visually the progression marker only ever runs across year one because that's always the active year.
Indeed! Common labor is the key to summer harvesting, so you need to have plenty to get out and about for the work. It is also true whenever you start a project all other tasks and manpower comes out of the common labor force. Later if you take a villager off a specialist job, they return to common labor force numbers. If the common labor force numbers are in red, you have taken too many villagers out of it and harvesting will suffer.
This has happened to me too! I think the AI pathing & stocking will not change until they get a new task. So if the people stocking it have had their path selected before you unticked, they will still stock until the game gives them a new task!
Crops are not as hard as people think. Once you learn what each tool does, its a cakewalk. I have a pop of 126, and they live off fruits, veggies, and meat i buy from traders. Once i get a ton of cows, wont even have to buy meat anymore.
This kind of single crop farm rotation is so weak to disease. You have to go in and completely redo the rotation every time there is a disease, and then trade it back. What you should do is have crops in groups of 3. One making grain, one making root veg, and one making beans. So each crops makes all 3 in the 3 year rotation. The fourth field I use for flax. I make 6 5x5 fields. 3 producing wheat, 3 producing flax. Root veggies one year and beans and clover for a "rest year". Build it right and you never have to have to schedule field maintenance. This way every year you produce wheat, root and beans. The flax fields could swap out roots for greens. Clover every year. Fields will all work their way up to 100% fertility without micromanaging, weeds wont grow and you dont have to change anything if there is a disease as the field will have 2 years of rest.
A lot of misinformation and not the best rotations imo. Thanks for making content though. Green vegetables are almost a complete waste. With 750 population I only grow about 2000/year and 25% still spoils. Rolling with 17 (5) food 😋👌
I'm not 100% on this game mechanic, but I think the soil mixture (sand/clay) is for the field. I don't think the mixture value is saved for each crop in the field and adjusted automatically. If I've noticed correctly, the "order" for sand or clay is manually brought in by the workers and sometimes that takes quite a while, and if you don't have sand or clay in storage, the field won't get adjusted.
That's right. Just to add, the sand or clay that's "queued" gets added during the next field maintenance period.
It doesn't make sense anyway, because you either lack sand or clay completely on map to matter.
@@randomdude8202 I'm not even going to lie, so far my best seed I've found that has a bit of every resource is FF69420666E
large map type the only thing in "low" amounts is stone and sand but has all resources available within the initial placement view
@@kevinhowe543 thanks, might try it later
You need a wagonshop for clay and sand to be transported to the fields.
Beginner mistake: Do not plant the same type of crop in the same field for the whole 3-year rotation. It will build up disease and will affect your yield.
At 5:51, for example, he put flax crops on year 2 and year 3. You can instead plant the year 3 flax on a different field
This is my rotation:
1st field/1st year = leek > field maintenance
1st field/2nd year = beans > field maintenance
1st field/3rd year = wheat > turnips
2nd field/1st year = wheat > turnips
2nd field/2nd year = leek > field maintenance
2nd field 3rd year = beans > field maintenance
3rd field/1st year = beans > field maintenance
3rd field/2nd year = wheat > turnips
3rd field/3rd year = leek > field maintenance
I paired leek and field maintenance because leek is weak on weed suppression and field maintenance will lessen the weeds after harvesting the leeks.
I paired beans > field maintenance because leek lessens fertility and beans adds a bit of fertility and weed suppression.
I paired wheat > turnips because wheat and turnips has a bit of weed suppression, they may impact fertility but that's what the compost is for. And both of these crops can be made as fodder for your cows, can't fit a carrot with wheat, so not much choice but turnips.
Most importantly, leek, beans, wheat, and turnips have almost the same soil mixture threshhold, and I get both 10% Current Soil Bonus, and 10% Target Soil Bonus on all of my crops.
And as you can see, I am still harvesting each type of crop every year.
You also did wrong at 7:19 crop rotation. The 1st turnip was okay to put on the first 3 months but you put another turnip on 3-6 months which is summer, you will lose a lot of turnips because of heat stress, it should have been turnips > clover > turnips.
I like the way you plan ahead and seek the bonus crops.
So I tried both rotations on my fields, out of curiosity. While OE''s rotations raised the fertility and erased the weeds all the while keeping the population well fed, even without using the barn pasture or the manure, your rotations on contrary raised the weed level while lowering the fertility and forcing me to use all the compost I got. It's true, sometimes the disease will pop up but is enough to change only once the peas with turnips and the disease is gone. I appreciate the effort on sharing your rotations, unfortunately for me it didn't worked.
Thanks Egg, you saved my population from starving. :)
@@playtoyappz Crop rotations are something you have to monitor forever, like just about everything in the game. I have had to constantly use the pause option to give more time to look things over, or the game has no mercy. At least I don't have to feed the raiders directly, and most of their raids have proven to be dangerous for them.
Wonderful tutorial!!! I love seeing you explain what's worked for you, instead of just reading it. I learn best by watching. I'm so glad you've figured out what works for you so those food shortage warnings go away, that stresses me out in my game. I have no suggestions other than to say everyone else should watch this video and give it a go!! 😍😍😍🥰🥰🥰❤️❤️❤️
Thank you so much, Jen! Glad you it was helpful :)
Had to come back and rave about how well your plan is working out for me. You can adjust the particular crops to your liking/needs, but the key is having one clover in each of the three years, and having one of the three years being peas/clover/maintenance. As compost becomes available, I use it on the field with the lowest fertility. I have not yet used cow grazing. This method has been very hands free, very fruitful, and has taken all of my fields from 30-50% fertility up to 70-90+%. One tip to add: I avoid repeating the same crop within a three year cycle (except clover of course). That way, if a disease shows up, there will be two upcoming years without that crop and the disease quickly goes away. I've let this run for many years and I haven't had to strip out any crops due to disease. Combined with a decent sized herd of cows, my food stores have rocketed to the 9-15 months range.
Glad to hear it's still viable mate, thank you! ❤️
This is just what i was looking for thanks! I have a good farm setup, but have struggled trying to get the best crop rotation. This has given me some good ideas. I love the game too.
As to replanting the blueberry plants, I tend to replant around a root cellar, or two since I have my storehouses near them and the common labor force can pick them and store the berries without needing to depend on a forager to do the work, and not need to transport the berries very far to get them into storage.
if you want to farm early game, making 2 fields 5x10 seems to be good enough. the smaller size costs 2 laborers as opposed to making a 10x10 field which would cost 5 laborers.
This is exactly what I’ve been waiting for. Love that your videos on these more complex mechanics are clear and concise. Cheers bud.
Glad to help, Josh!
Thanks, Egg! I'm a long time Cities lurker, but I picked up this game and I love it. Can't wait to give this a try!
Thanks Katie! Hope it works out for you :)
the market thing is SERIOUSLY underrated in later game man thank you . i was spoiling soooo much food and i didnt know why
Thank you so much, this was really helpful! I'd been struggling with this and most of my fertility is around 6% 😱 At the risk of being called Jen's clone again, I've jotted this down on a couple of post-it notes! 😅
"A little bit Cheezy🧀" Thanks for making it all makes sense, Liked and subscribed
Thanks Egg. Great video. Learned loads about how to set up my farms 😊
Glad it could it help Jude! 😊
Very usefull. Thanks @Overcharged Egg.
Hey guys! Just hopping in for an updated comment in 2024. These rotations are still 100% viable! Granted now the cattle grazing area has LARGELY increased if you build 4 fields at a time and center the cows you're in great shape! Currently maintaining a population of 1334 and growing. Along with hunters, fisherman and foragers im having consistent 10 months of food in storage at the beginning of every winter. Id recommend upscaling to 12x12 fields quickly as the yields jump quite a bit.
Quick addition, heavy trader use. Also using a modular layout for housing centered on a grand temple and grand theater. 4 modules, each centered on a market for maximum tax yield. High gold production high food production. Currently 3 large barns adding 3 more as I post.
I was promising my friends I wasn't a total nerd when this video came up in my recommendations and they made fun of me.
Anyway now I'm in my room enjoying the video, thanks!
Hah thanks bro
A nice tutorial on the channel is always welcome
Hmmm. I have a slightly different approach that’s more like the rotation they used IRL.
First year, Peas, maintenance and clover. Second year, Clover and Rye, cabbage or Flax. Finally Carrots or turnips and clover.
Each field is offset a year so there’s one growing peas, one rye, flax or cabbage and one roots.
Interesting rotation. You find it keeps you stocked year round also? I'll give that one a go next time I load in!
@@OVERCHARGEDEGG I only used it because I looked up crop rotation on Wikipedia. I remember doing it in school decades ago. By switching from legumes (peas), greens or wheat and then root crops you minimise the chance of a pest or disease establishing themselves.
I also use this type of 3 year cycle, with roots, greens, beans, but I have wheat/rye/flax on different fields atm. they are all 100% fertile with 1 field about 10x15-20 keeping me fed with 530pop atm
@@Westbase6432 Wow, 100% fertile is pretty impressive.
Great advice Egg! I really don't have much to add as far as tips. I've been experimenting and also found that having one clover in each year is the way to go. It's a bit more tedious, but my experience so far is that you don't need a maintenance but maybe once every two or three full rotations (6 to 9 years). When the weed level gets to 5%, I stick a maintenance in. But with the explosion of crop production with 65-70% fertility, leaving in one maintenance per 3 yr cycle would be more convenient.
Loving the farthest frontier series
Thank you, Harrison!
Super helpful - thanks for all the work you've put in on this!
Glad to hear, Tobias! Hope it helps mate :)
Best tutorial about this so far!
Love this series!!! Can't wait to watch this in a bit. ❤️❤️❤️
Enjoy, Jen!
I'm lucky to keep my villagers alive in Banished and now this game has crop rotation and spoilage, they all gonna die.
F for JD's villagers!
gold tips thanks for sharing it with us :)
Great tips and guide!
Gonna try this out when i play next, thanks egg
Let me know how it turns out for you bro!
After I carried on playing with a few more rotations I was coming out of the winter with 11 months of food in stock. Be interested to see how it pans out for others :)
@@OVERCHARGEDEGG will do, i also didnt know you could use the cattle grazing on your fields so will try that out as well
thank you for this!!! I learned SO MUCH!!!
Glad it was helpful!
@@OVERCHARGEDEGG way more than you know! I've been struggling so bad with my gardens, so this makes SO MUCH MORE sense. Again...THANKS SO MUCH!!!
Thank you for this, tried it last night and my food shot up.
I suppose in early gameplay when food spoilage is high it might make sense to not allow the grocer to do his/her job of stocking houses with food, but at some point you have to let the grocer do more than just collect taxes. If the grocer is not stocking the homes with food, those who dwell there have to do it from the storehouse, or root cellar. That will effectively take them off their jobs around half the time.
question why don't you put the clover between the turnip seasons to prevent heat stress for second turnip crop?
No particular reason, that would be a good switch out, Joe!
Seems always best to me to put clover/maintenance in the summer. By the time it's summer your food should be quite bountiful from forragers, hunting and fishing anyway. So you'd just oversaturate the market with summer harvests.
@@BamBamGT1 Interesting point and sounds valid to me.
Does the apiary help the fields? Or the orchard?
To my knowledge pollination is not a mechanic so only the honey bonus of local flora affects the productivity of them!
🧑🌾I knew you'd figure it out. Thank the fertility gods! 🙏 I'll be rewatching until it is in memory 📝
Thanks for all your help and posting in the Discord, Moji!
Nice easy vid for everyone to follow!
Can you harvest clover and what is it used for? To feed animals?
A++ starter guide
Cheers!
If anyone sees this, a great seed is B777D3E168 with large map. Endless gold. Lots of Iron, Sand. Good Clay. Endless trees and lots of stone. And did i say endless gold? It is a bit tough to terraform some spots but its very worth it once you get to Town Center level Three and start being able to use everything you mine.
I've been really struggling crop diseases. Almost all my field are infected somehow and I don't seem to find a way to cure them. I tried planting other stuff, switching to maintenance for 3 full years, deleting the field and rebuilding it, but nothing seems to be working. I've been looking for guides on this but to no avail. So if anyone has any good tips, you're more than welcome.
Have you been reading the info given for the disease? Most field issues will affect more than one crop type, so if you follow with one of those, the disease will get worse. You should see a circle just above the other information for the field.
Hey overcharged,
I need to interrupt. Almost all of your rotations were displayed wrong! The change in fertility is almost always negative ... but that's not your fault. The change in fertility is displayed wrong in the in game description! Let me explain and show you:
Rotation 1, the cabbage one:
Cabbage has a static -4 input on the fertility, beans and peas a static +1 and clover a static +2 but sometimes +3. So calculated, one circle will do 2*(-4)+2*2+2*1= *-2* on fertility.
Rotation 2, the one with Flax:
3*2(clover)+1(pees)+2*(-3)(flax)= *+1* in this case a good rotation
Rotation 3, the one with the leek:
3*2(clover)+1(pees)+2*(-5)(leek)= *-3* disastrous each circle
Rotation 4. the one with the turnips:
3*2(clover)+4*(-2)(carrots,turnips)= *-2* per circle
Rotation 5, the one with rye (which is indeed better than wheat)
3*2(clover)+1(pees)+2*(-5)(rye)= *-3* per circle
Everything after that makes it just worth ... I hope they fix the in game description and do change some of these values, it seems like they were totally off.
I hope I helped you all out there!
Thank you for the explanation, Dakel! Indeed, I have seen yesterday that the stats shown in the game aren't reflective of what it actually impacts, annoying but early access! Thanks for clearing that up :)
but why everything is time by 2
@dakel have you the numbers for the other crops too, Thank you for the information too.
My farms keep repeating the 1st tier.....why?
When the year is over, the years rotate. What was year one becomes year three, year three moves to year two, and year two moves up to the present year one. Visually the progression marker only ever runs across year one because that's always the active year.
Thumbs up and comment....👍
PS.. You do not need foragers for blueberries.. labourers will harvest berries no problem.
Indeed! Common labor is the key to summer harvesting, so you need to have plenty to get out and about for the work. It is also true whenever you start a project all other tasks and manpower comes out of the common labor force. Later if you take a villager off a specialist job, they return to common labor force numbers. If the common labor force numbers are in red, you have taken too many villagers out of it and harvesting will suffer.
I restricted the market long ago, but somehow it still gets food. Smuggler business is profitable I guess
This has happened to me too! I think the AI pathing & stocking will not change until they get a new task. So if the people stocking it have had their path selected before you unticked, they will still stock until the game gives them a new task!
can you share the save file here
10x10 needs 5 farmers but two 5x10s will only need 4 farmers for the same yield
PEAS MAINTENANCE CLOVER
Crops are not as hard as people think. Once you learn what each tool does, its a cakewalk. I have a pop of 126, and they live off fruits, veggies, and meat i buy from traders. Once i get a ton of cows, wont even have to buy meat anymore.
there...there is a house on fire
This kind of single crop farm rotation is so weak to disease. You have to go in and completely redo the rotation every time there is a disease, and then trade it back.
What you should do is have crops in groups of 3. One making grain, one making root veg, and one making beans. So each crops makes all 3 in the 3 year rotation. The fourth field I use for flax.
I make 6 5x5 fields. 3 producing wheat, 3 producing flax. Root veggies one year and beans and clover for a "rest year". Build it right and you never have to have to schedule field maintenance.
This way every year you produce wheat, root and beans. The flax fields could swap out roots for greens. Clover every year. Fields will all work their way up to 100% fertility without micromanaging, weeds wont grow and you dont have to change anything if there is a disease as the field will have 2 years of rest.
Good ideas and maybe you will offer a field planting guide you use?
Please add persian(farsi or فارسی)subtitle. Pleaseeeee thanks
A lot of misinformation and not the best rotations imo. Thanks for making content though. Green vegetables are almost a complete waste. With 750 population I only grow about 2000/year and 25% still spoils. Rolling with 17 (5) food 😋👌
Could have been much shorter if you didnt repeat yourself 600 times.