Crop Rotation

Crop Rotation

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Winning with 1000+ Rating
By cassienova
This guide covers the strategy I used to win on a rating of 1000+ and get the game's final achievement.
   
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Overall Strategy
This is the strategy I used to beat the game on a rating of 1000 and get the final achievement.

The core of the strategy is to get a 4x multiplier by ranking up both Sheep and Rat to level 4. This means you need a full active area of 16 unique Common crops. That means no tools, so you wanna activate Root, Dry, and Wet (in that order in terms of importance). To get a good bonus out of Dry, you’ll want to set your farm up in rows, like this (you’ll need to use the shovel on at least 3 spaces to get this configuration):

OXOXOO
OXOXOX
OXOXOX
OXOXOX
OXOXOX
OXOXOO
Guide
At 1000+ rating, the deck consists of a subset of only 60 crop cards, so you will be limited in terms of what you can draft to activate those. It might not be feasible if there aren’t enough Common Root/Dry crops in the set you get. You’ll need to use Owl to make up for some of the missing crops. I always rank it up to 3, which gives 4 additional set bonus activations.

When you start the game off, you’re gonna need to start building up a set that can give you points quickly to avoid losing. The easiest way to do this is to try getting as high a fruit bonus as you can off the bat. Prioritize drafting new crops rather than ranking up existing crops at the start to increase your set bonuses.

You want to get both Rat and Sheep to 4x as quickly as possible to secure the win. Prioritize contracts that reward them, as well as getting Dog to get more animals and Horse to get re-rolls on the extra animal rewards. Besides those, you’ll also want to go for some permits that work well with this strategy, such as Root, Wet, Spacious, Dark, Efficient, Sunrise and Livestock. You aren’t going to want to get every one of those, cuz you won’t have room in storage, but just get a good subset based on what’s coming up in your contracts. Since you need to 4-star Rat and Sheep, you’ll probably want to avoid ranking up any other Animal or Permit past 3 stars to save room.

As the game progresses, you’ll want to decide on what 16 crops you’re going to keep on your farm, based on what’s in your pool. After your early priority of getting a lot of Fruit out for the early points, you’ll want to get your Root, Dry, and Wet bonuses going so you can get your sprinkler. You’ll want to activate a few more sets like Sweet, Sour, Climber, and/or Vegetable (or even Seed to get more crop rolls). If you’ve got Apple, decide if you want it to be Dry, Sweet, or Sour. Because the crop pool is different every time, you’ll have to wing which sets you activate.

You don’t need to choose your exact 16 crops right away. Feel free to throw whatever out there you need, including Uncommon or Rare crops to begin with (they need to be gone by the time Rat is 4-star). You can always use a crop trade-in on them later to get something that fits your final set. You can also use an animal or permit trade-in to get rid of some of those that you picked early on for some points, but aren’t optimal late game. If things go according to plan, you should be getting 4k+ points per turn once Rat and Sheep are 4-star, and you should cruise to victory. There’s a lot of randomness in terms of what contracts and what crops are available, so it will likely take multiple tries. The strategy is solid when things line up though, so just keep trying!
Common Pitfalls
Some common pitfalls to avoid:
  • Make sure you have exactly 16 spots open on your farm. Once autumn rolls around, you don’t want extra spaces for weeds to spawn, and no extra spaces ensures everything will mature each turn in winter.
  • To keep to 16 consistent spaces each turn, you don’t want crops spreading, replanting or withering. You can have some crops with abilities like this, but make sure they won’t trigger. For example, if a crop spreads after every X cards played, put it at the end of your top row.
  • On rating 1000+, the contracts are hard to complete. Make sure you’re looking at the type or crop needed for the contract, and how many turns it will take to finish with your board. You don’t want your 3 contract slots filled up with contracts that are gonna take 10 turns to complete each. If it’s a reward you really need, you can have one or two slow ones going, but avoid clogging them up. Also be wary of taking contracts that require 1-star crops, and then leveling up your last 1-star crop so it can’t be completed.
  • You don’t need to take a contract every time one is available. If all the choices are bad, it’s better to skip it and get a better one next turn. Leveling up Horse to get re-rolls helps here, and Starter Kits are a good option if there aren’t any permits or animals you want.
  • This strategy requires good water management. Mutations are water-intensive, so be careful about taking too many. Any mutations you do pick need to give you good value.
  • Don’t spend too much money rolling down for crops you want, especially in the early game. If your goal is just to win at 1000+ rating, you don’t need to be 4 or 5-starring crops. Just skip a crop draft if it’s not giving you something useful.
1 Comments
Dswal 30 Sep @ 10:26pm 
I initially had a similar strategy without just going all in on commons and made it to about 800~ rating. Thanks to your guide the Rat + Sheep combo and transitioning back to only commons helped me beat 1000 fairly well. Thanks!