Manor Lords

Manor Lords

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restarter May 3, 2024 @ 5:14pm
beginning fallow fields at start
will they gain fertility? Or is that the best you get
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Showing 1-9 of 9 comments
WalrusJones May 3, 2024 @ 5:26pm 
So, wheat caps out at 60% fertility and rye at 90% on very rich soil.

Supposedly you can't get above your starting yields, according to the wiki.

I don't a field starting at 60%, but I've seen a very rich field reach 60%.

Whats probably true is I remember poorly or wasn't paying perfect attention.
I can't verify with my own testing that the wiki is 100% correct, but it might be.
mr.matrix300 May 3, 2024 @ 5:33pm 
Originally posted by restarter:
will they gain fertility? Or is that the best you get
dev put up a FAQ and from the way I understood it the values you start with are the max values

so setting fields to fallow will do nothing
Dumah May 4, 2024 @ 2:59am 
I started a field on a spot in the fertile region and the area had pluses for each type of crop. However when it was placed, all are at zero and I have a farmhouse attached. Any idea why?
HiGenX May 4, 2024 @ 3:02am 
Originally posted by WalrusJones:
So, wheat caps out at 60% fertility and rye at 90% on very rich soil.

Supposedly you can't get above your starting yields, according to the wiki.

I don't a field starting at 60%, but I've seen a very rich field reach 60%.

Whats probably true is I remember poorly or wasn't paying perfect attention.
I can't verify with my own testing that the wiki is 100% correct, but it might be.

I have a 61% wheat field in my current play through.
CatPerson May 4, 2024 @ 3:09am 
Originally posted by Dumah:
I started a field on a spot in the fertile region and the area had pluses for each type of crop. However when it was placed, all are at zero and I have a farmhouse attached. Any idea why?
"Pluses?"

Were the areas green?
Green is fertile/best. Light green, less so. Yellow less so. Red worst.
Dumah May 4, 2024 @ 3:28am 
Yes all areas were green. I found the problem - there was an awkward corner at a crossroads that seemed to render the field unworkable. I moved the borders in to a squared off area and the fertility numbers finally appeared.
ChrizzyP May 4, 2024 @ 3:28am 
Originally posted by mr.matrix300:

so setting fields to fallow will do nothing

the in-game tool-tip is clearly very wrong and should be hot fixed immediately!!!

https://steamcommunity.com/sharedfiles/filedetails/?id=3239030617
Wai Apr 13 @ 10:45am 
Originally posted by ChrizzyP:
Originally posted by mr.matrix300:

so setting fields to fallow will do nothing

the in-game tool-tip is clearly very wrong and should be hot fixed immediately!!!

https://steamcommunity.com/sharedfiles/filedetails/?id=3239030617
Sorry, it is not wrong. Sadly it is absolutely correct. The key word here is Regenerate - replace/repair - what was already there. Regenerate does not mean "Increase".

The game needs a working method to "Increase" fertility - even our earliest farming ancestors knew how to improve soil quality in many different ways and depending on the reason for low fertility. Animal waste, bone meal, guano, legumes (for nitrogen enrichment), drainage, mulching all were known along with when to use what to improve fertility. Crop rotation, to restore/retain existing fertility does not work if you rotate only cereal crops, essentially they all have very similar soil needs. The rule was (if I remember my school lessons correctly) vegetable (preferably the nitrogen carrying type such as legumes), cereal, fallow. Alternatively, broad leaf vegetables (not legumes), legumes, grain.

Of course, animals on fallow land make sense and enough of their not so fragrant produce will increase soil fertility, when ploughed in, for the next crop. It would be a nice touch if this worked in this game.

Seems that after much research, which lead me here, it appears that if your land (in this game) has virtually no fertility then there is nothing to be done, Strange though that vegetables and apples yield the same whatever the soil quality. Hmmmm.

BTW - crop rotation, if done properly also helps with pest and weed control.
ChrizzyP Apr 19 @ 3:36pm 
Originally posted by Wai:
Originally posted by ChrizzyP:

the in-game tool-tip is clearly very wrong and should be hot fixed immediately!!!

https://steamcommunity.com/sharedfiles/filedetails/?id=3239030617
Sorry, it is not wrong. Sadly it is absolutely correct. The key word here is Regenerate - replace/repair - what was already there. Regenerate does not mean "Increase".

The game needs a working method to "Increase" fertility - even our earliest farming ancestors knew how to improve soil quality in many different ways and depending on the reason for low fertility. Animal waste, bone meal, guano, legumes (for nitrogen enrichment), drainage, mulching all were known along with when to use what to improve fertility. Crop rotation, to restore/retain existing fertility does not work if you rotate only cereal crops, essentially they all have very similar soil needs. The rule was (if I remember my school lessons correctly) vegetable (preferably the nitrogen carrying type such as legumes), cereal, fallow. Alternatively, broad leaf vegetables (not legumes), legumes, grain.

Of course, animals on fallow land make sense and enough of their not so fragrant produce will increase soil fertility, when ploughed in, for the next crop. It would be a nice touch if this worked in this game.

Seems that after much research, which lead me here, it appears that if your land (in this game) has virtually no fertility then there is nothing to be done, Strange though that vegetables and apples yield the same whatever the soil quality. Hmmmm.

BTW - crop rotation, if done properly also helps with pest and weed control.


thanks for the reply.

the problem was 11 months ago on a different version of the game a lot of tooltips were displaying incorrect information.

as pointed out above.

each zone or region has a limited amount of fertility to grow certain crops.

the OP of this post was asking if there was anything in-game that could push the fertility rates higher than what you start with in your zone/region.

in the farm screen it "used to say" in my screenshot that it would increase fertility rates in areas with low fertility.

which fooled players into thinking they could just set their farms to fallow for 2-3 years and then have better yields - in regions that had low fertility rates.

it does do that but only for regions that have high fertility for those crops. (that then get used to grow crops) but it is "capped" at a certain % and can never go past that point. But setting the fields to fallow would then "regenerate" the used Fertility.

the tooltip overlay for this was fixed shortly after this post was made - to stop players from being misinformed.

with that said - > your insightful information is correct and totally accurate , but may have missed the original purpose of this post.

hope you continue enjoying the game. I've since moved onto other things. take care hf + gl :steamhappy:
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