- 01Inspect soil state
- 02Choose a crop
- 03Resolve yield and depletion
- 04Plan recovery
Rotation and soil recovery
Crops alter the land's future state. High-yield crops, restorative crops and rest form a multi-round plan; today's maximum can reduce later production.
The player's decision
Accept a lower harvest to restore the field now, or keep producing and face later soil or disease pressure?
Original scenario
Original setup: grain earns three points and uses two fertility; legumes earn one and restore one; rest restores three. Compare total harvest over four rounds.
Start with this prototype
Build two fields, three land actions and four harvest rounds. Show fertility, next change and total yield. Meet the harvest target while keeping both fields viable; allow planned sequences and a causal log.
Change one variable
Extend the horizon from two to four rounds to see when recovery gains value; very short games may not need rotation.
What to observe in a playtest
Can players explain the cost and benefit of a recovery turn, and trace yield differences round by round?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
An opaque combined soil score makes planning guesswork. Start with one explicit state variable.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Farthest Frontier
The developer log discusses rotating crops to manage disease, including relationships between neighboring fields.
- Farming Simulator
The manual's incorporation of oilseed radish offers a soil-restoration comparison, not evidence of a full rotation system.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build two fields, three land actions and four harvest rounds. Show fertility, next change and total yield. Meet the harvest target while keeping both fields viable; allow planned sequences and a causal log.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.