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Unofficial community guide — not affiliated with Yield Fields. Not financial advice. Values marked “may change” are not final on mainnet.
FertilizerThe network brake

The network brake

Fertilize

The second brake on Fert Decks is shared by the whole game. When too much Fertilizer sits unused across all players, every deck slows together, never below half speed. The game publishes the numbers behind it, live, and anyone can see them without signing in.

Live from the game

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The numbers behind it

NumberMeaning
SupplyUnused Fertilizer in circulation
TargetWhere the brake starts
Target lengthThe target, in days of network output (7 days)
Network rateHow fast every deck runs now
FloorThe lowest the rate can go (50 %)
Claimed so farAll Fertilizer ever claimed
Used so farAll Fertilizer ever used on crops

The live panel above shows each of these as it is now; rates are recomputed every hour. Verified

  • Supply is claimed minus used: everything claimed out of decks (in Bags and exported to wallets) minus everything used on crops. Exporting does not change “claimed”, so exported Fertilizer counts. Fertilizer still stored in decks is not counted. Inferred
  • Target is 7 days of the whole network’s output: the live decks’ total Fertility ÷ 2 a day, times 7. The live panel above shows the network’s current output at full speed. Verified
  • The target moves with the number of live decks: more decks, higher target. Inferred

How the rate is computed

The game’s panel says: “Every Fert Deck runs at full speed while circulation is under 7 days of output. Above that, all Decks slow together, never below half speed. Using Fertilizer on crops brings it back down. Fertilizer you hold is never taken away.” Verified

The rate has three points: full speed up to 7 days of output, 70 % at 10 days, 50 % at 14 days or more. Official source These are 7/10 and 7/14, which gives the formula:

network rate = target ÷ supply, at most 100 %, never below the 50 % floor

Inferred The game’s meter puts the edge of the floor at twice the target (at a 50 % floor), which agrees with this formula.

CirculationDays of outputNetwork rate
up to the target≤ 7100 %
1.25 × the target8.7580 %
1.43 × the target1070 %
1.67 × the target11.760 %
2 × the target or more≥ 1450 % (floor)

Rates are recomputed once an hour (“Rates update every hour”). The meter has three bands: “Full speed”, “Slowing” and the floor label (“Half speed”). Verified

The target length (7 days) and the floor (50 %) are game settings. May change The docs call them “Launch settings and may change”. Official source

One detail: the game’s “How rates work” text falls back to “14 days” when no target is available. That is the floor point, not the target. Verified

Your deck takes the slower brake

Each deck runs at the lower of the network rate and your exporter rate, never below 50 %. The game’s copy: “Your Decks make the slower of the two.” Verified The two do not multiply: a wallet at a 70 % exporter rate during a 80 % network rate runs at 70 %, not 56 %.

When it bites if nothing is spent

Before farming opens, Fertilizer can only be claimed, held and traded, not used. Circulation therefore only grows. Inferred

The live panel above shows how many days are left until the target at full output if nothing is spent. At that rate, unused Fertilizer would reach the target within days; the brake then slows decks gradually, and farming will bring it back down. Inferred

Why farming relieves it

Fertilizer used on crops leaves circulation. Once farming opens, every Fertilizer used to speed up a crop brings circulation down, and the network rate back up. Verified The panel’s tiles show both sides: “Network rate · Every Fert Deck this hour” and “Used on crops · All time”.

At up to 2 Fertilizers per crop and 25 slots per plot, a single plot can consume up to 50 Fertilizer per round of plantings. Inferred

The brake never takes Fertilizer away. It only slows how fast new Fertilizer is made. Verified

Still REDACTED

  • The exact network-rate formula; the target ÷ supply fit is an inference.
  • What the game does when its live figures are stale or missing, beyond the “14 days” fallback text.