Every crop disease says in order to elimiate it, leave the field fallow but the game provides no practical way to do that. Even though there is an icon for an infected field, apparently it appears only when the affected crop is grown in that rotation. Meaning you have to click on each field to find the infected ones. When you find one, I guess you’re supposed to delete the affected crop from all the rotations? Then go back later and click on each field AGAIN to see if the infection is gone? And when it is, try to remember what crop is supposed to go in the empty slot? This is absolutely crazy.
The easiest way I’ve found to deal with diseases is delete the fields and replace them. It works, but is totally illogical because it’s still the same dirt, right? Wouldn’t the disease persist in the dirt even if the field is replaced? This method also depends on having the laborers available to rebuild the new fields, and you can easily lose an entire season of harvests.
Here’s my suggestion. At the top of the Crop Summary panel (reached from the town center) it shows all the current diseases and how many fields are affected:
This is good. Now, here’s my idea. Make those disease icons clickable so we can select a disease to “treat”. When selected, all the rotations for all crops affected by that disease will grow clover instead. When the disease is completely gone (to prevent recontamination), it automatically goes back to the original crop. The reason for making each disease clickable instead of all or nothing is so you don’t have food shortages.
Unless you just have repeating crops in a year for whatever reason, just ignore it. It’s just an annoying net loss like frosts and droughts, currently with the worse option of removing your crops.
Do the same for two other fields but switch it up like this for a complete sustainable rotation:
CLOVER | WHEAT
PEA | CLOVER | MAINTENANCE
CLOVER | FLAX
I think he’s missing the point. Bad in the day crop diseases were unavoidable. You could only manage them as so you wouldn’t have 50%+ losses. To me it seems the game is designed this way and your delete a field to get rid of disease is kinda more of a cheese/bug solution
Ugh, 72 fields are pain to manage indeed. I prefer to do fields as big as possible. Maximum possible size is 10x29, so I start with 10x10 and then expand
I’m on a Highlands map, arable land is isolated, can barely grow a small amount of greens, farms are scattered, some are “miles” apart, and still get diseases, I think it’s part of the algorithm, grow this crop, get this disease.