This idea mainly stems from two things:
- Crops progressing to better forms (wild crops to domesticated crops) is fun
- Feeding animals with insanely huge crop fields is not fun
So my initial idea was that maybe after certain cycles or after certain quality crop has reached (or maybe even both), it could start acting as more fodder. As an example q40 carrot would count as twice the amount of fodder than q10 carrot and so on. But then I started thinking, why stop there? We could have all kinds of crops having different produces and effects the further you develop them.
Some ideas what crops could start doing after development, which sound fancy (to me) but might have unexpected results:
- Of course the initial more fodder from crops (Maybe the crops could even have more uses so one carrot could be used multiple times when cooking?)
- Pumpkin slices could start acting as bark
- Flower crops make beehives produce luxury honey
- A crop starts acting as midge repellant (!!!)
- A crop becomes plantable also underground (also underground things like trees could do some fancy things when planted aboveground but that's whole 'nother discussion)
- Your creativity is the limit
Pros:
- Spices up the farming scene which becomes dreadfully boring after the initial setup
- Offers valuable trading opportunities for people who like min-maxing the farming
- Maybe even a more interesting bonuses to farmer credo than just flat "+farming"
- Less farming to feed animals
- Less farming to feed animals
- Did I yet mention that there would be less farming to feed animals?
Cons:
- Feel free to opine
Disclaimer: None of the aforementioned ideas are in their final form and I do not expect them to be implemented as mentioned, the purpose of this thread is more to spark ideas and discussions about how the farming scene could be spiced up to offer more engaging content in the future to make it feel more rewarding. Please all farmers always get bored and burn out so the poor animals end up dying.