Pedology (Soil Study) - Skill
“Soil is not only a support for vegetation, but it is also the zone (the pedosphere) of numerous interactions between climate (water, air, temperature), soil life (micro-organisms, plants, animals) and its residues, the mineral material of the original and added rock, and its position in the landscape.” http://en.wikipedia.org/wiki/Pedology_(soil_study)
Skill Application
Rustroot could also be used for pedology, but introducing a new similar medium would add depth. Create medium, dig a unit of soil, with medium and unit of soul in inventory: Adventure -> Soil Survey, consumes medium or part thereof and a window pops up with listing that advises the growth time related to base growth (e.g. wheat 6 in game days). E.g.:
Wheat – 74%
Hemp – 136%
Grapes – 254%
Tobacco – 13%
Onions – Not suitable
Tea – 89%
Etc.
Soil nodes
Soil can either work in nodes in that a single circular node has a set characteristic such as the example above (probably easier to code) or you can have nodes per ‘seed/plant type’ – therefore having shit tons of nodes overlapping each other, meaning that each tile of soil will have its own holistic characteristic, this however will probably be too resource intensive and will fuck around with field maturity timing too much.
The above written with quite a bit probably immediately implementable, from a principle point of view, but base written with potential future regionality in mind. Assuming weather, climate etc in mind, there is a lot that this can be linked up with.
“Five major, external factors of soil formation (climate, organisms, relief, parent material and time), and several smaller, less identifiable ones, drive pedogenic processes and create soil patterns.” http://en.wikipedia.org/wiki/Pedology_(soil_study)