I think that it is ridiculous that it takes 5 items to craft one seed. That’s way too many. Nobody is that bad at doing it.
What you developers could do is this:
- Make crafting seeds to cost only 2 items per seed.
- Make wild AND planted to drop only 1 item per harvest (unperked), but planted ones have 50% chance to return the seed as it is now.
- ”Living off the Land” perk would increase yield to twice and thrice (rank 1 and 3 respectively, other bonuses of the perk stays the same).
- Fortitude requirements for ”Living of the Land” perk stays as it is in a20.
So we would have per 10 harvested item:
Unperked (wild) – 10 items or 5 seeds, which is net loss if replanted.
Unperked (planted) – 10 items and 5 seeds on average, which is zero gain/lost if replanted. This is fine for non-farmer builds as seeds are not so rare in loot and non-farmer should be just planting new ones instead of crafting seeds. Starting your farmer career requires only one point in LotL.
LotL rank one (wild) – 20 items, which turn to 10 seeds to start your own farm. This means same amount of new plants as harvested, and thus zero net gain (at this point).
LotL rank one (planted) – 20 items and 5 seeds on average, which is 10 items in addition to replanting those 10 (as 5 new seeds are needed and it means 10 used items). The net gain is 1 item per seed. As it should be, because farms are usually huge, I might add. This is not too much, because of the time invested is still days. And not counting all the micromanagement required in farming. With 1 irl hour per game day setting, it’s quite punishing if you have a big farm or even multiple farms.
LotL rank three (wild) – 30 items, which turn to 10 seeds AND 10 items are still remaining. The net gain is somewhat 1 item per seed, but it turns to even more eventually.
LotL rank three (planted) – 30 items and 5 seeds on average, which is whooping 20 items in addition to replanting those 10. The net gain is 2 items per seed, which is ok.
If you want to make the rank three even more appealing, you could make it quadruple instead, and then the net gain would be 3 items per seed. Currently it's on average 3,5 items gained per seed (for 10 harvests).
And if this turns to be unbalanced, then adjust the numbers.
What you developers could do is this:
- Make crafting seeds to cost only 2 items per seed.
- Make wild AND planted to drop only 1 item per harvest (unperked), but planted ones have 50% chance to return the seed as it is now.
- ”Living off the Land” perk would increase yield to twice and thrice (rank 1 and 3 respectively, other bonuses of the perk stays the same).
- Fortitude requirements for ”Living of the Land” perk stays as it is in a20.
So we would have per 10 harvested item:
Unperked (wild) – 10 items or 5 seeds, which is net loss if replanted.
Unperked (planted) – 10 items and 5 seeds on average, which is zero gain/lost if replanted. This is fine for non-farmer builds as seeds are not so rare in loot and non-farmer should be just planting new ones instead of crafting seeds. Starting your farmer career requires only one point in LotL.
LotL rank one (wild) – 20 items, which turn to 10 seeds to start your own farm. This means same amount of new plants as harvested, and thus zero net gain (at this point).
LotL rank one (planted) – 20 items and 5 seeds on average, which is 10 items in addition to replanting those 10 (as 5 new seeds are needed and it means 10 used items). The net gain is 1 item per seed. As it should be, because farms are usually huge, I might add. This is not too much, because of the time invested is still days. And not counting all the micromanagement required in farming. With 1 irl hour per game day setting, it’s quite punishing if you have a big farm or even multiple farms.
LotL rank three (wild) – 30 items, which turn to 10 seeds AND 10 items are still remaining. The net gain is somewhat 1 item per seed, but it turns to even more eventually.
LotL rank three (planted) – 30 items and 5 seeds on average, which is whooping 20 items in addition to replanting those 10. The net gain is 2 items per seed, which is ok.
If you want to make the rank three even more appealing, you could make it quadruple instead, and then the net gain would be 3 items per seed. Currently it's on average 3,5 items gained per seed (for 10 harvests).
And if this turns to be unbalanced, then adjust the numbers.