Farming is a popular feature in many games, so popular, in fact, that a farming sim subgenre exists for simulation fans who want to dive into the finer details of growing crops. Sometimes farming is just a cute side activity, and sometimes it's the core of the entire gaming experience.
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In the colony sim Farthest Frontier,farming is a vital part of keeping one's people fed. Alongside fishing, hunting, and harvesting, farming is what allows a village to survive and eventually thrive. With soil fertility, weeds, and harsh winters to worry about, however, it can be hard to figure out the proper crop rotation to keep storehouses full and fields healthy. Here's everything the player needs to know about crop rotation in Farthest Frontier.
Rotating one's crops means not growing the same thing season after season, year after year. Whereas some farming sims are perfectly happy to let the player plant the same thing over and over again with no negative consequences, that's something that many farming simulators get wrong. In Farthest Frontier,just like in real life, failing to rotate one's crops will cause diseases, deplete one's fields, and make growing healthy and plentiful crops impossible.
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Farthest Frontier allows players to manage three years of crops simultaneously, handling the current year as well as planning for crops two years in advance. While this may seem like a small feature, understanding it is absolutely essential to a proper crop rotation. Row I represents the current year, Row II represents the next year, and Row III represents the following year. Critical field information including Weed Level, Rockiness, and Fertility a
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