EASY AND EFFECTIVE CROP ROTATIONS! - Farthest Frontier Guide Tips & Tricks
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- Опубліковано 30 тра 2024
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Everything you need to know to make an optimal crop rotation to increase fertility, reduce disease chances, and ensure you have all types of crops being harvested at any point during the year... a full guide to crop rotations in Farthest Frontier!
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00:00 What Makes a Good Crop Rotation
01:20 The Rotation Setup ABC CAB BCA
03:22 Dealing with Diseases
04:14 Why the Rotation Matters
06:40 Growing Flax in Extra Fields
07:56 Getting Fertility to 100%
08:46 Cows Not Working Note
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Protect and guide your people as you forge a town from untamed wilderness at the edge of the known world. Harvest raw materials, hunt, fish and farm to survive. Produce crafted items to trade, consume, equip and fight with as you battle for your survival against the elements and outside threats. - Ігри
Awesome video.
My city has almost 300 people already, and I have 8 fields. I will use this formula on the first 3, replacing wheat with flax on the second 3, and play around from there...
This little game was such a nice surprise, too much fun, and 30hours in.
Thanks again for some great tips! I'm in my second serious build but there is still so much to discover and optimize, especially around farming and when to grow what. I kinda want to discover it on my own, but some help comes in handy from time to time.
I figured out an almost identical pattern but your tutorial is clear and instrumental, thanks!
I build the 4th farm and plant the flax in, it can produce more clothes then I need and sold for profit.
I’m definitely going to give this a shot for my next city. Also, your voice and inflections are fun and keep my attention! Great video! Thank you!
I just got access to Tier 2 buildings. I want to make a cooper to make barrels, but it needs iron. iirc iron bars aren't available until tier 3. I guess I can watch for a trader, but then I need to be making more gold :D Gold management might be a great guide by the way. Thanks for all the guides!
An easy way to make gold is to just sell stuff to the traders. I make thousands of gold selling soap, pottery, candles, honey, etc. Basically anything that you can sell @ 10g a piece or higher
@@forcedge2302 especially soap it stockpiles real fast
Ehm... Cooper needs iron because he is also tier 3, not tier 2.
You have the most helpful tips for crop rotation and easy to watch.Thanks!!
I was doing something similar, but this really cleared it up for me. Thanks.
What I find works for me at 100 population so far is (3) Fields, 2 of them 5x5 and 1 at 10x10. I start the 5x5 immediately and put workers in it until Weeds/Rocks below 3% then Clover until Fertility over 90% then alternate Beans/Peas every year for a while. As weeds pop back up I'll toss a worker in every other year. The 10x10 follows this but I'll stick Carrots, Beets or other food items now and again, as well as a worker to control weeds. The 3rd field (5x5) is Wheat for now, but will follow the same as above with a Worker as needed but also Clover as needed now and again. All 3 of my fields are rarely below 95% Fertility or above 8% Weeds.
Great tips! Easy to understand. Thanks man
Glad it was helpful!
Nice i already had it like you on my own, i'm so proud now haha :D. i usually also go hard on the flax so i can do a hell lot of clothing to sell to the trader
Hi, Taka. Great information. Could you do an update if there's any changes you've seen going into 0.8.0? Also... I think the clay/sand balance is something you neglected to talk about, and is worth a mention - though (as long as peas are OUT of the mix) I think most of what you're planting is balanced right of center on the sandy soil side. Thanks for sharing!
Excellent video!
Thank you! Cheers!
Not growing anything after a diseased crop is bad advice, just avoid replanting the susceptible crop types in the following year
You can yes, you can also remove ALL crops affected by the disease from neighboring fields as well to ensure no spread... there are a few ways of dealing with it. I just prefer letting my fields lay fallow and maybe do some clover runs (which I mentioned you could do and counts as what you're suggesting anyways btw).
@@TakaUA-cam But why would you lose a whole year of crops on that field if you don't have to? You don't gain anything by doing that as far as I am aware. Just make sure the crops in the next year are not affected by the disease, and if they are, change them around (temporarily). Apart from that this is by far the best video about crop rotation I've found so far! :)
There is a theory going around that is undergoing a lot of testing that a diseased field could possibly increase the chances of more disease occurring. Until I know for sure what the effect of that would be then I prefer just either let it sit or just run clover for 1 year.
I'm using the same rotation. A thing though I do as well, maybe not on my first field early game, but for sure on any after is start of with about 2 years of maintenance. Not having weeds and rocks increases your yield substantially and once the they are gone, you hardly ever need to do maintenance again, giving you one more slot for either a quick crop or clover to get that fertility up. Also maintenance is quite labour intensive, I've had it multiple times that my farmers were so busy doing maintenance, that they didn't harvest fields in time. IMO it's better to do the time investment early on (and micro manage it to prevent fields not being harvested) and don't worry about it later.
Yeah I discussed that already in my farming guide video... This wasn't really a guide to how to do farming. Just about a crop rotation that works really well. Anyone worth listening to should be telling you to do at least three runs of maintenance if not four depending on the weed level when you first put a field down.. I do them even on my first field I ever built because you don't really need farming until around 50 population. So one or two years taken out for maintenance is just investing in your future harvests.
@@TakaUA-cam my first field tends to be a temporary one anyways. Thusfar I've had 3 playthrought to a 300+ population and in all of them I started pretty compact, and then expand into a more planned lay out, moving food production and industry out. But for those 10 years that field is running, it might be worth it to build it a bit earlier.
Thank You.
as a tip if your doing a 3 farm cycle i feel the buckwheat is better, but i also do a 4th plot later for flax and wheat as a bulk restock other then buckwheat.
what do you do for greens? do you only move around those fields or would you make a separate field for it?
With regards to cows. I have found they get stuck in your fields with fences (known seen many comments) how i fix this is to break one of the non-gate fence sections and they will reset. I have also had a lot of luck moving my barns around to pre-fertalize the lands.
why would you move your barn. you can just set different grazing areas
Hi, im currently running 2/2/2 setup with three wheat fields. In a way that 1 is under maintenance while other 2 are producing. Maintenance period have 3 maintenances, and producing have clowers + Wheat. Those fields are size by 5/10 and yearly producing something like 800-1200 wheat. Im now considering to add one more and enlarge them to 10/10.
The problem with running the same crop back to back all the time, especially wheat, is that it heavily degrades the soil and you run the risk of a disease quickly hitting and increasing in intensity and ruining your fields. At the moment clover is actually bugged and only giving 50% of the fertility value that it is supposed to and it is not variable as it is supposed to. Each clover is only giving back 1% while the wheat fields will decrease it by 6%. You can get around this by using compost but the rotation that I show in the video gives you a net neutral or 1% gain infertility... At least until they fix clover and then it is a net positive.
@@TakaUA-cam really? Thanks for the heads up, that also explains a lot. Especially why it has needed so much compost. Ill tweak it, what you would recommend for a replacement?
I mean honestly the one I show in this video lol... What you want to try to accomplish with a rotation is to have multiple fields growing the same crops but in a staggered order so you're still getting a variety of food every year. Specifically pay attention to the part of the video where I talk about being able to change out some crops for others if you want to have a different variety. But basically it comes down to the number of crops in each cycle that makes it modular and worthwhile.
@@TakaUA-cam oh yeah you are right lmao. Btw are you going to touch on preserving foor etc at some point
It's worth noting that fertility seems to increase on old pasture land once you move the cows into a new area.
you can actually press "F" and see the land get darker green overtime
cows be dropping deuces
So I've got basically the exact same rotation, other than the fact that I don't use any maintenance anymore after the farm is up and running with 0% weeds and rocks. It seems to work well for me, but I've only been doing this for about 15 years, so not completely sure yet.
The maintenance is really only precautionary and you can totally take it out for something else for sure! If weeds ever get up to around 20% eventually, just toss in a single maintenance and remove them.
farming is only one thing what i strugle in this game thanks !!!
I just noticed, regardless of how I change my plant cycle, it only keeps planting the same crops as what is indicated in year 1
But what about the soil mixture tho ? I always drag the arrow to the green area, i dont know whats the function of it 😂
What bothers and really annoys me in this game is that the farmers keep "Wandering-unable to work" when the harvest time is due. Resulting "late harvest" notification on the board which causes my cities's always be in "food shortage" status all the time.
removing all you farmers and reassigning them every few years helps alot with this. Especially after building a new farm.
This is my 1st city builder and everytime i go to play I feel like "Ok class, take out your workbooks..."
Lol
If i see «spooky» present another evony ad to me I’m gonna flip
Hi taka! 🙂
I believe beans are not considered greens and have their own storage slot in root cellar.
They do yes but from what I've seen they are considered greens... It's interesting though and I'm happy to look into it more!
@@TakaUA-cam i think it was in one of your videos, but beans are greens with a different peremption time. maybe it is the reason for a separate slot.
Yeah they are!
The dealing with disease part was a bit hazy..
Why no crops? Why just let it chill? The disease was for wheat and Rye, so why not clover, maintenance, or some other crop?
You could just run clover if you wanted to yes or plants different crops... There is a possibility that since the soil is already diseased that It increases the chance of more diseases developing. At least that's a prevailing theory. So until it's kind of proven one way or the other I prefer just to let it sit or run clover. The problem right now is clover is bugged and only giving half of the fertility increase it is supposed to.
@@TakaUA-cam Thx for the reply! Guess the only thing to do is to experiment.
4 fields A Veg B wheat C maintenance/clover D flax/veg.
Make fields 10x10. Set your cattle to graize on field C as they eat clover and furtilise.
Currently cattle are bugged and may or may not get fodder from clover. It's been proven several times that it's bugged so I wouldn't count on it working at all times. Your best bet is to just not even micromanage cows on fields and have a good setup with fertility boosting crops and use compost instead.
Peas, clover, turnip.
Wheat, till.
Flax, clover.
I literally never have disease carry over to the next time a crop enters rotation... then I run small supplemental plots rotating vegetables... beans are overrated...
Thought my rotation was ok. But think I might have to go redo it a bit
What is it?
@@TakaUA-cam it's about the same as this. But I never thought of greens and root vegetables. Dont think I have a lot of turnips on there.
You could do turnips or you could replace them with peas and replace the beans with leeks.. It's actually kind of a modular setup in a way because you can put in what you want depending on your soil fertility and your storage capabilities. Turnips and beans and peas have a higher shelf life... You don't really want to do things like cabbage or leeks until you have barrels going.
@@TakaUA-cam I have those now. I'll go streamline my farming today yet. I find it hard to get more then 1 type of food eaten.
Put your root to end of the year so the cows dont get the grain for winter
We need a video on income. Seems to be my biggest problem.
You got it!
Best way to get incomes, on a map where youre low on gold and/or iron is to actually make tons potteries and bricks, clay on most maps is not a problem so you can pump tons of these out and sell them, on a nicely developped tier 4 town you can throw clothings into the lots. On a map where you are on gold, just build a furnace and make your own ingots. Making profit is also easy by making weapons and armor late in the game even if you dont have any iron on the map, you can buy maybe 200 or 300 hundreds or iron ore, turn them i to iron ingots and make armor and weapons, these do not decay nor get damaged over time unless your army fought so once your army is equipped every weapons or armor kits will actually be a surplus. It takes a bit of time to understand how to make a lot of money but really, pottery, bricks is brain dead easy to produce in large quantity and sell.
For me at the start honey and candles are a gold mine. Later clothes and beer, maybe some iron products, but after a certain stage gold is useless (you have enough from taxes to buy what your map lacks in natural raw resources... but never relay on herbs and healing roots as imports, you go trough them fast).
Also dont hesitate to buy some raw materials like tallow. Tallow is bought for 2 gold and with 5 of it you make 5 sooap and sell them for at least 60 gold. Also a second plank maker gives bought wood alot of value once you sell the planks.
Why is it that in this game there is no such thing as planting potatoes on farms, and one of the staple foods in almost all games. will the next update include potatoes, it would be great
Potatoes are pre-Columbian exchange & this game seems pretty European-ish.
It's smart. But I see you have 90 ppl ish. I have the same and only 1 field. And every spring I struggle with very few amount of workers. Like, 7 farmers for 1 field, and that's it. Nobody builds, nobody is going to cut down trees, my buildings are unfinished, and food runs out.
It sounds like you don't have any laborers... Look at your professions window and see how many laborers you have. If it has zero that means you don't have enough people to do all of the manual work. One field, even with seven farmers, is not going to be good enough to supply your people with enough food rotating around. You're going to have years where you don't have the right types of food coming in. Smaller fields with one or two workers on them doing the crop rotations like I've talked about in the video and shutting down workplaces that you don't need or reducing the number of people in workplaces that you are over producing on will start getting you back on track.