New object: fertilizer is created automatically as a by-product of keeping domesticated animals. The quality of the fertilizes is equal to the quality of the animal. 1kg = 1 tile. You can place it into buckets - 10 kg, or barrels - 100 kg.
New building: compost box, a container for the fertilizers. It keeps up to 1000 kg of fertilizers. It works like a feeding fodders (has a radius) and is filled by the faecies automatically.
Crop inspection should be allowed only at the last stage of growth.
It is necessary to remove the system with 12 tiles. Cannot stress enough how important is it.
How it works:
1. The plowed fields have 3 levels of fertility: unfertilized, normal and fertilized level.
Unfertilized - the growth speed is 80%, quality increase varies from -1 to +2.
Normal - the growth rate is 100%, quality increase 0 to +3.
Fertilized - the growth rate is 120%, quality increase chance varies from +1 to +4 (the last parameter has twice less chance to happen. So chance of getting +2 = 28.6%, chance of +4 is = 14,3%).
To fertilize 1 tile you will need 1 kg of fertilizer. It works the same way as tile pavement. After this the tile becomes fertilized. After 2 cycles of crop harvesting the soil degrades to the normal level. After 3 harvests the field become unfertilized.
2. The fertilizers might be used for planting the trees. You could use the standard scheme of 4 soil or 2 soils and 2 fertilizers. In the late-game stage it will benefit the tree selection process since the natural resources will not be able to keep up with the trees quality.
3. When the compost box gets overfilled, the animals keep producing faeces, transforming tiles under them to dirt (even if the area is paved by stone). A little payment for the new opportunities.
