I've been thinking about the new no-irrigation soils and farm plots lasting all year. I understand that farming can't have too high a learning curve, or be exceedingly difficult the first year. I think I have a solution that brings complications and options in, without providing new players a huge hurdle.
As people farm land, the soil degrades. To oversimplify, each crop takes vial nutrients, leaving the land poorer. Unless it is tended, crop yield will decline.
I propose:
- Soil fertility be ranked from Very Rich Soil (bold, dark green), to Average (tan), to Barren (dull grey) to represent quality. Harvest sizes are influenced by soil quality.
- Starting soils have default values. Sand is a poor soil. Loam is a bit better. Adding river mud drags you towards Average.
- Fertilizing an area improves the soil. Benefits no longer go away each season but decline with use. This may be the only way to get the best fertility.
- Not growing anything slowly restores the soil.
Pros:
This still allows easy farming for newcomers. As time goes on, there are strategic choices: invest in fertilizer, build a mud farm, or keep a large number of fields.
Cons:
Depending on how its implemented, this is up to an extra byte of data per square. I can see keeping the data only for unmodified, unreverted squares, but its still a decent amount.
Further wrinkles:
In addition to potash fertilizer, we can grow plants and plow them back into the soil. Yet another use for Pig Tails.
Rylen