5 months ago - Ice Forge - Direct link
Fertilizers skill is essential to keep your yields rate up which is a substantially less of a problem if you keep moving plots around and it also had a much lessened impact in version 8 - 9 pre 10 due to the massive amount of wild crops in comparison to the argument that fertilizers skill is unused is primarily a source of
1. How many players you have active in your world.
2. The world size (bigger world means less use for it unless you have the player count to merit it.
3. The general amount of active hours spent playing as well as less food used = less fertilizers used which then results in less use of it if that makes sense.

Now as ShivaFang pointed out that the large majority of general balance changes are done with the overall public server profession and specialty usages in mind,it is not assumed to be necessarily something that's balanced towards say 5-10 people group.

On a separate note, we are working on more content to add more things to a lot of the general "empty/less used" professions across as we go into later updates onward from 10.0 so stay tuned as i think a lot of people will really enjoy what i have planned for the fertilizer craftables :D
5 months ago - Ice Forge - Direct link
Originally posted by Ranix: the fertilizers skill is required to keep crops growing when the plot is exhausted. Each harvest lowers the nutrient levels and reduces crop suitability unless fertilizer is used.

If you think the skill is useless it may be because you're rushing tech and your dudes aren't eating that much food or using that many calories.

Is it possible to increase nutrient depletion in such servers so fertilization is required more frequently? Farmers should require fertilizer.
Fertilizer nutrient consumption is a bit complicated at the moment and not nearly as adjustable as i would like it which is why we are wanting to rework it at one point.