Crop Rotation

Crop Rotation

Not enough ratings
Noob Traps and Fast Tracks
By Útost Alronbem
There's a lot of grass on your farm - and there's a lot of rakes hidden in that grass! Step carefully and read those tips to avoid getting hit all of a sudden.
   
Award
Favorite
Favorited
Unfavorite
Why?
Because it might save you an hour or three.
I've tried to keep this tips list as brief as it possible, just to let you get back to the game ASAP.
Read quick, use quicker.

Do note that there were rumours about game version 2.0 being in the making.
This guide concerns pre-2.0 version of the game (and HOPEFULLY will be updated with release of 2.0).
How to not survive Spring?
First payment consists of 125 coins usually.
As soon as you'll hit Rating 600, you might fail to pay it often.
And that's why.

Your income consists of sale value of successfully harvested crops.
1 crop grown on 1 farm plot will net you 2-3 coins without crop abilities and other bonuses.
5-8, if you'll get lucky with card duplicates. Yes, with only few exceptions value<->tier scaling in early game is ♥♥♥♥♥ on average.
So crop "tier" (a quality increase achieved by duplicate cards merging) is essentially worthless here.

Non-merged Permits and Animals don't seem to give much cash initially either (and you have to get these in the first place somehow).
(almost) Same goes for Tools. Even if you'll hit 2xFertilizer on Week 1 somehow, you'll get 50ish coins from these at the very best.

Unlocking more farm plots costs coins - and it takes AT LEAST 3 days to get any value from farm plot purchase (assuming that you do have crop slots (first row) AND crop cards to play on said plots).

You don't get cash from Contracts until very late into the game.

Seling any card results in a VERY miniscule (5 coins most of the time, lol) money.

So what should you do?

Get "matures after X cards played" crops and die from greed. Why those are even of Common rarity?!

Fret not, for you do have chances to skip Spring relatively unscathed (and even with some spare cash)!
Stuff about Chickens
The best way to survive Spring is to disregard everything except
- chicken
- and seeds

1 unmerged Chicken sells for 300.
As of seed type crops, core set have beans with increased sell price (25 coins for 1 unmerged card).
These beans tend to end up in card pool regardless of other circumstances (read: regardless of sets/features unlocked).
Few lucky draws - and you're well above 125 coins treshold needed to survive past your first loan payment!

BUT

Do not sell any of these the moment you get these.
At least where possible.

1 1* chicken can be sold for 300.
1 2* chicken can be sold for 800 rather than for 600.

Same goes for beans.
And same goes for higher tiers.

Unless you're completely and utterly out of slots, you SHOULD NOT sell 1* beans and chickens.
Consider these as your backup plan, savings of sorts, for a case when you, all of a sudden, failed to get these few hundreds to close another payment.

(beans also serve as a nice filler for empty farm plots. And chickens tend to reproduce, if you play any seeds from time to time. I totally don't see why you shouldn't abuse both in early game...)
On Contracts and Skip'ers
Chickens aside, Contracts value is... overestimated.

Since you won't be getting any reward choices until Summer,
and as your main source of income is not quite Contract specific,
why won't you skip some?

Remember: you will have 3 Contracts offered daily until you have 3 Contracts accepted.
Accepting Contract is free.
But rejecting accepted Contract costs 100 coins (which is damn too much for early game!)
You'll have to evaluate your contracts before accepting.

ESPECIALLY if you're running Flowers or anything that can Wither all of a sudden:
the game CAN offer Contracts for inactive crop types (read: Flowers with no Flower bonus active) and these won't be completed anytime soon because of that.
Same goes for Wither. As a rule of a thumb, if it didn't Mature'd - it won't be counted for Contract completion.

And if in doubt, SKIP.
Skipping won't occupy 1 of your 3 Contract slots with junk.
Won't cause any loss whatsoever.
Accepting a Contract with useless reward anyway just to sell the reward is USUALLY useless: you can get one-off 5 coins by more conventional means. Seed Kits are mildly decent rewards though.

And remember!
SKIP'ing does NOT proc anything except increased/reduced cost!
You won't get permits for skipping le fishe.
You won't get extra crop drafts for skipping 0 coin beans.
But you DO get more cash for skipping Organic mutation (for reasons explained in Skip button tooltip and Organic Mutation description tooltip).
You got the pattern.
Bad crops in draft. Skip or Reroll or neither?
The answer is "YES".

Both +5 coins for Skip and -10 for Reroll is nothing to phone home about.
Getting a (seemingly) junk crop, however, might lead to interesting opportunities - unless you're out of crop slots.
You see, most Crop type abilities either increase sell Value quite generously (i. e. value bonus usually isn't confined to crops of that type) or refill your Water reserves (directly or indirectly).
So if you CAN afford getting one more plant bonus activated/improved - hell, why not?
You can always sell offending crop card later - and get much more than 5 coins from it!
(unless it outright breaks your 4* Cat/Mouse/whatever, of course)

Even if you're out of slots, it might be worth:
1. Checking reroll button tooltip for expected chances to get anything of value, then
2. Slapping Reroll at least once anyway.
You see, getting something to even 4* is a hilariously tedious process.
However, you actually MAY have occasional strokes of luck, resulting in 2 or more 1* copies of needed card being drafted back to back! Which makes "Road to 4*" significantly easier.
1 reroll effectively doubles your odds to get anything good from single draft.
So, even without Horse it's well worth spending some cash for rerolls in a long run!

And yes, it stands true for other skip<->reroll choices.
SLOTS
Unless you have some weird reason to not plant crops from your stockpile (read: keep those damn pumpkins in lower row), you should consider having some free upper slots for storage.

The system doesn't really care about tools stored in lower row or permits stuffed into higher row.
It just doesn't try to "play"/"trigger" such cards.
Which is usually fine for those 1* stray copies of whatever you've tried to merge and failed.
Rightmost slots cost ALOT in either row.
So you might save few coins in mid game by making more even top vs bottom slots purchases.

And yes, always try to have at least 2 slots free (OR ready to be free'd), for those lucky back-to-back drafts.
Slapping Things Together
Thou Shalt Not Merge Cards Mindlessly.
No exceptions.

2 1* crops tend to outperform 1 2* crop.
(with few exceptions) 2 1* non-crop cards also tend to outperform 1 2* cards.
So unless
- either if storage space is a concern
- or if you absolutely should merge cards to proc upgraded Crow or the like (which usually shouldn't happen early)
you shouldn't merge things for merging things' sake.

While non-Tool non-crops usually favour brainless merging, you might end up bricking your run by getting, say, merged Permit which will remain Inactive because upgraded requirements (which tend to get MUCH MORE demanding with upgrades) are not met anymore.
It's better to not develop brainless merging into a habit. . .