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High demand events sometimes have increasing OR decreasing prices that move for a while then stop. Prices were always white, making it more difficult to determine if the price was really good or not.Ī high demand event doesn’t necessarily mean the buyer is offering a good price! On one occasion, they were offering a below average price and 4 other locations were offering more! I noticed in all the time I was monitoring the prices, I never got a red OR green price for Potatoes and Sugar Beets. In general, when the prices are colored green, it’s a good time to sell that crop at that location. Good idea to diversify your crops so you always have something to sell when the price is high. So, you need to keep an eye on the selling prices constantly. Unlike FS15, prices can vary wildly between crops from hour to hour and buyer to buyer. But still probably only want one of these fields per growing cycle… You have to constantly be moving the crop to silo or seller as it is being harvested! Difficult to multitask between 2 or more fields while harvesting… They can make sense late game for maximum income per growing cycle. Potatoes and Sugar Beets require expensive equipment to process efficiently, and require many extra trips to deliver crop. These are probably the best early (and mid/late) game crops. On average, Canola, Sunflowers, and Soybeans generate roughly as much income as Wheat, Barley, or Corn, but require the least amount of effort to harvest. Potatoes and Sugar Beets generate HUGE yields (5-10 times more than the other crops), meaning LOTS of trips to deliver crop to seller. Potatoes and Sugar Beets generate approximately double the amount of income per unit area of land farmed (as compared the other crop types).Ĭanola, Sunflowers, and Soybeans yield approximately half as much as Wheat, Barley, and Corn (but correspondingly higher selling prices to go with), making them the easiest to harvest (fewer trips to deliver crop to seller). Wheat, Barley, Canola, Sunflowers, Soybeans, and Corn all generate approximately the same amount of income per unit area of land farmed. The field was fertilized (once) each growing cycle. Used hired workers to work the field, and I double checked the edges after each step, so I’m pretty sure the whole field was covered every time.
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All work was done on Field 15 on Goldcrest Vally. These tests were done on Xbox One, Normal Difficulty, Periodic Plowing turned off, Fertilizer States set to 1, Plant Growth set to fast. Farming Simulator 17 – Crop Yields and Prices Comparison
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