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I just set up fields, one for each crop I want to grow - and I forget about field rotation.
I know, it would be much more "realistic" to actually be able to change plants according to the current season but it is impossible - so we need to deal with it as long as it stays like that.
So for me best solution is to set one field per crop that I want to grow and let them be unplanted in between.
Taxes for fields are quite low while at the same time the yield of all sort of grain is quite high so I don't really care about some unplanted fields. Better than doing all the fieldwork myself imo. It's boring and time consuming - I just leave that for my NPCs and spend the time on better activities.
What if I hide the grain from then in for instance the hunting hut, then just sow by myself?
There's no real downside to having a lot of fields, aside from the space they take up. They don't count towards your build limit, and although there's a small tax on fallow fields, it's quite low (much less significant than the tax on harvests).
If you want your people to take care of the crops at all, the field settings need to match whatever's currently planted. Otherwise they'll plow it up to make ready for the "real" crop.
You can reassign the crop spaces to a new crop or clear it so there is no crop assigned whilst the crop that will be harvested this current season is still in the ground and the farmers will harvest the crops before they fertilise the space and plant a new crop (if you have a crop assigned to that space). (Yes they will harvest crops if you have cleared the plan so there is no crop to plant.)
Eg you have a 10 x 10 field with first 8 rows as flax and one as onion and one as beetroot. In summer you leave the beetroot row alone, reassign two as cabbage and clear the rest... A farmer will harvest the flax, one will start harvesting the onions. When the spaces assigned to cabbage have been cleared of crops, one of the farmers will start fertlising the rows assigned to cabbage.
I find that farmers don't have the same work priorities as I do. The AI has priority to start fertilising and ploughing as soon as spaces are clear of crops if the field plan has a crop assigned to it. So clearing the crops spaces of crops that aren't going to be planted that season will keep my farmers on track harvesting and planting the crops that need to be planted that season. Otherwise I find they will stop harvesting crops to prioritise fertlising and ploughing ... and that can be frustrating when other production chains are waiting on the items that are to be harvested that season.
I'm not sure what you mean by too many fields. I have around 14 medium to large fields and 13 small orchards in my current town and the farmers handle them without issue.
I have a very small village so I don't need much food for them, so my set up is smaller than most but :
My 9 fields are set up in a 3 x 3 square, with each field being 5 x 5. The fields are a single road width apart. As everyone has stated above, each crop gets their own field. its just easier than trying to manage them. Just have to make sure they have tools and stuff every so often.
Orchards on two sides, Market stalls on the third, with the Barn on the fourth (it has hops on either side).
As for the Herb, I build two. One gets micromanaged for whatever is most needed that season, the other is set to 10% on all the herbs. It doesn't get much, but it's something.