The arid highlands map is a challenging map to survive in a harsh world with crop fields:
- Very low environment fertility factor (EFF). Large plots of land with EFF ~40% are rare. Most arable land has EFF ~30%. The reason I put this issue first is because it is the biggest factor. In maps with favorable growing conditions, fields with EFF 100% will increase soil fertility by 3% for clover per crop, 1 application of compost yard will increase 8%, beans and peas will increase 1% per crop but with low EFF the number you get is the ratio of EFF x the above parameters.
- Low fertility. Most arable land has only 30% to 50% fertility. It will take a lot of time to improve the crop fields to achieve 100% fertility
- There are often droughts, sometimes early frosts that lead to crop losses
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Of course, I’m not saying that focusing on developing the crop fields is the right thing to do.
In agriculture alone: ​​The buildings of the tree grower are very productive (especially when combined with the relic “Root of the first tree” which increases the growth rate of trees by 15% and increases the yield of fruits by 25%. Livestock farms are also very productive
With the abundance of iron, coal, gold, and sand mines, industry is the thing that should be focused on to be able to buy and sell goods in the trading post.
However: the merchants do not always bring a lot of food to the trading post (especially to supply large settlements with a population >2000). Moreover, the cultivated fields are very important in increasing the diversity of food sources (to upgrade houses) and providing food for livestock and poultry.
Back to the main issue. The goal we are aiming for is to achieve optimal productivity in the crop field under such harsh conditions. To do this, we need to solve the following problems well:
- How to increase the fertility of the crop field to 100% in the shortest possible time - an important factor for high productivity. Also, do not forget to eradicate weeds.
- How to keep this fertility high (>90%) without falling over time
- Choose high-yielding crop varieties and have a high planting rate in the 9 months that can be planted and at the same time not let crop diseases spread and reduce productivity.
- How to increase the fertility of the crop field to 100% in the shortest possible time.
- With EFF 33%, planting clover once increases fertility by 1%. Establish a field with 2 plantings of clover/year
- Fertilize from compost yard. Compost yard increases fertility by 8% x EFF for 1 application for any field size. With 33% EFF, a single application will increase fertility by 2.66%/application.
An important thing to optimize fertilization is to build the largest fields possible. My preferred size is 12x24
- Although livestock waste no longer directly increases fertility in crop fields as it used to, it is still good to take advantage of clover fields by grazing on them to provide a high food source for animals. This is important because you need to build on many cow, goat, chicken barns to have a lot of waste to supply the compost yard
- How to keep this fertility level high (>90%) without falling over time.
- Each type of crop causes a different decline in the fertility of the crop field. Set the total decline in this 3-year rotation as A
- Clover, beans and peas help increase fertility). Set the total increase in soil fertility over the 3-year rotation of these 3 crops as B
- Set the total increase in fertility from Fertilizer from the compost yard as C
So our goal should be: B+C >= A
Suppose the EFF is 33%. In a 3-year rotation, clover is planted 3 times (increasing fertility by 3%), and each crop field is fertilized from the compost once (increasing fertility by 8%). Assuming no beans or peas are grown, the total fertility loss that all other crops should have is a maximum of 10%.
Note: Wheat fertility loss is currently 7%/crop
- Choose high-yielding crop varieties and have a high planting rate in the 9 months that can be planted and at the same time not let crop diseases spread and reduce productivity.
This is the most important issue that we need to discuss in this topic.
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First of all, the higher the fertility requirement of a crop and the lower the weed rate, the higher the yield. Specifically, according to the table above, wheat and leeks are the two crops with the highest productivity. However, our crop fields will not grow leeks because this crop has a very short storage time (6 months for green vegetables) so most of them will be damaged before being consumed. So wheat will be the main crop even though it causes a decrease in soil fertility of -7% / planting
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A weakness of wheat is its long growing period (more than 5 months), which can easily lead to farmers not being able to harvest in time, leading to wheat rotting in the fields. To overcome this, we need to ensure that there are enough farmers in the fields (I think it should be 18 farmers / 12 x 24 field), and arrange many granaries and root cellars close to the fields to minimize the time for storing crops.
Also, don’t forget to build cobbled roads to increase the movement speed of villagers, as well as arrange many workers in the field + abundant goods so that farmers can spend more time working in the fields instead of traveling kilometers just to get 1 piece of firewood.
It is necessary to establish the location of the crop fields so that they are close to residential areas, and at the same time the fields are close to each other so that farmers of each field can quickly move and support each other.
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It is necessary to ensure that the time spent on the crop field accounts for at least 90% of the 9 growing months. If this ratio is too low, it will reduce the yield of the crop field
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Crops grown in the same year do not have the same disease group. For example: beans, peas, carrots
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So what other crops should be arranged besides wheat in the 3-year rotation? Here is how I set it up.
I divide the crop fields into a combination of 4 crop fields each: A1, A2, A3 and B
A1, A2, A3 have the same rotation as follows:
Y1: Clover + wheat
Y2: Peas + weeding + clover
Y3: Peas + Clover + turnip
A1, A2, A3 should be set up to grow a different type of Yx so that the harvest is even in all years
In the above rotation, only Peas are repeated twice in Y2 and Y3. Suppose if the pea disease appears in Y2, then in Y3 you should remove this crop (and replace it with weeding) to ensure that when rotating from Y3 to Y1, the disease has been suppressed and no longer affects Y2 of the next rotation.
In terms of impact on the fertility of the crop field
Wheat x1 = -7%
Turnip x1 = -1%
Clover x 3 = +3x3% x EFF
Peas x 2 = +2x1% x EFF
Assuming EFF = 33%, the total above = -4.37%
Thus, if the crop field is fertilized for only 2 out of 3 years of the rotation, it will ensure a positive coefficient of fertility
In terms of planting time, the above rotation has an average planting time of 8.6 months / 9 months ~ 95.5%
Another advantage is that it is possible to increase / decrease the clay / sand in the crop fields so that wheat and peas can get an additional 10% bonus. The downside is that turnips will not receive this bonus. However, this is not important because the Turnip yield is very small in the total yield of the rotation.
As shown in the image above, according to the in-game experiment, on a 12x24 field EFF 30% with 18 farmers
- Wheat yield is 6886 but is reduced by 52 due to not being harvested in time, so it is only 6834
- Turnip yield is 2145
- Pea yield is 2391 x 2
The total yield of 3 fields A1, A2, A3 in 1 year is 13,761 units.
A villager consumes 24 units of food / year. So these 3 fields alone are enough to feed 573 villagers (if not counting spoilage)
The important thing is that all 3 of the above foods have a very long shelf life: wheat: 24 months (18 months if ground into flour), peas 12 months, turnips 12 months
Similarly, for field B I set up the following rotation:
Y1: peas + weeding + clover
Y2: Hay + weeding
Y3: Clover + flax
The calculation is still similar to the above and gives very good yields, to meet the needs of the settlement and livestock.