First few paragraphs are just introduction. For

tl;dr and calculations skip down.

Being a Harvest Moon fan and a perfectionist, I often go to rather unnecessary lengths to calculate every action I do in the game: How many people can I give gifts to in one day? What is the estimated time I will get

x amount of Sunstones in

y amount of days? If I do "this" & "that" at just this many days, I should be able to get the Greenhouse build by the end of the year. And, of course, what is the best course of actions throughout the year to get all the bachelor(ettes) to Red Heart as soon as possible?

But perhaps what is

MOST important to look out for in any HM game is the

profit from crops. Crops have been the staple and main source of income since the very first game (heck it's what the game is all about, growing veggies!) So of course, managing and calculating your crops, like when they'll become mature, or how much water and sun it will need before maturing, was necessary for any Harvest Moon player, perfectionist or not.

The newer Harvest Moon games have long evolved from the old classics. The Crop Growing system has gone a long way from its predecessors, making crop planning and calculating more tedious and inaccurate. That has evolved beyond the "water crops everyday; it's either sunny, rainy, winter or the end of your crops as you know it." A Stamina bar that restricts our daily activities, and ultimately how many crops we can manage at once, and more.

The result is that simply calculating which crops is best for maximum profit isn't reliably accurate enough anymore. There are factors that will change how well or how poor your crops do, like the

randomized weather and the growth rates and amount of sun it needs that is dependent on that system. The only way to be able to completely control your crops is with the use of a Greenhouse. But that's a long road, and you have to earn it.

Supplies, like the seeds themselves and upgrading your tools are also necessary if you intend to be able to raise more and more crops, and those costs may factor into your profit in the end.

What I want to be able to do is figure out, or help figure out, which crops of which seasons are

most profitable without a greenhouse, while still taking into account the

uncontrollable elements of crop growth, namely

weather. The best place to start is with pure base calculations.

tl;dr I want to figure out which crops are the best crops to plant within their seasons.

Calculations and Analysis ExplanationLet us first compare all crops within their seasonal categories, pretending that they are all experiencing the same conditions, being:

1. Fastest Possible Growth Rates (It's always +3 Sunny everyday, and they'll always have enough water by the end, getting +2 water everyday as well. Basically how a crop would grow in a greenhouse.)

2. No Typhoon or Hurricanes

3. Base Sell Costs only (So ranks of crops are not taken into account for calculation)

4. We are assuming that each bag of seeds will yeild 8 crops, that will all mature at the same time. Additionally, all calculations will be based on simply 1 bag of seeds (8 crops)

5. The time allotted to each crop growth is 30 days, an ingame season.

6. Regrowing crops will reflect their regrowth advantages during the season and will be watered immediately after being harvested, while we will assume that non-regrowing crops are immediately replanted and watered after maturing and harvesting.

7. For the sake of simplicity, only one bag of a type of crop will be planted during the season, that means no multi planting (I may do these sorts of multi-planting calculations later but for now, let's stick to the basics)

After that, there will be a summary/explanation and analysis of the crops, this time taking into account the different situations a player might encounter due to the more randomized elements of the game, like the growth rates and weather.

By the way, these calculations will assume you already have the knowledge of each crops' growth stages, how they grow, amount of sunlight/water needed, and etc. Though I may have a few reminders in there.

=================================================

Spring

=================================================

Turnips (Takes 4 days minimum to mature; Base 60g ship)

Day 1: Planted

Day 2/3/4: They're growing___Total 0g

Day 5: They've matured and harvested, replanted___Total: 60 x 8 = 480 G

Day 6/7/8: They're Growing

Day 9: They've matured and harvested, replanted___Total: 960 G

Day 10/11/12: Growing

Day 13: Matured, Harvested, Replanted___Total: 1440 G

Day 14/15/16: Growing

Day 17: Matured, Harvested, Replanted___Total: 1920 G

Day 18/19/20: Growing

Day 21: Matured, Harvested, Replanted___Total: 2400 G

Day 22/23/24: Growing

Day 25: Matured, Harvested, Replanted___Total: 2880 G

Day 26/27/28: Growing

Day 29: Matured, Harvested, Replanted___Total: 3360 G

Day 30: Growing. End of month, Turnips can no longer live. Total: 3360 G

Times Harvested x Profit per bag = Total in a season

7 x 480 = 3360 GPotato(7 Days minimum to mature; Base 80g ship)

Day 1: Planted

Day 2/3/4/5/6/7: Growing

Day 8: Matured, Harvested, Replanted___Total: 80 x 8 = 640 G

Day 9/10/11/12/13/14: Growing

Day 15: Matured, Harvested, Replanted___Total: 1280 G

Day 16/17/18/19/20/21: Growing

Day 22: Matured, Harvested, Replanted___Total: 1920 G

Day 23/24/25/26/27/28: Growing

Day 29: Matured, Harvested, Replanted___Total: 2560 G

Day 30: Growing, however the month ends.

Times Harvested x Profit per bag = Total in a season

4 x 640 = 2560 GCucumber(9 Days minimum to mature, then 2 days to regrow; Base 60 G ship)

Day 1: Planted

Day 2/3/4/5/6/7/8/9: Growing

Day 10: Matured, Harvested, Regrowing___Total: 60 x 8 = 480 G

Day 11: Regrowing

Day 12: Matured, Harvested, Regrowing___Total: 960 G

Day 13: Regrowing

Day 14: Matured, Harvested, Regrowing___Total: 1440 G

Day 15: Regrowing

Day 16: Matured, Harvested, Regrowing___Total: 1920 G

Day 17: Regrowing

Day 18: Matured, Harvested, Regrowing___Total: 2400 G

Day 19: Regrowing

Day 20: Matured, Harvested, Regrowing___Total: 2880 G

Day 21: Regrowing

Day 22: Matured, Harvested, Regrowing___Total: 3360 G

Day 23: Regrowing

Day 24: Matured, Harvested, Regrowing___Total: 3840 G

Day 25: Regrowing

Day 26: Matured, Harvested, Regrowing___Total: 4320 G

Day 27: Regrowing

Day 28: Matured, Harvested, Regrowing___Total: 4800 G

Day 29: Regrowing

Day 30: Matured, Harvested, Regrowing and the month ends. Total: 5280 G

Times Harvested x Profit per bag = Total in a season

11 x 480 = 5280 GStrawberry (9 Days minimum to mature, then 2 days to regrow; Base 30 G ship)

Day 1: Planted

Day 2/3/4/5/6/7/8/9: Growing

Day 10: Matured, Harvested, Regrowing___Total: 30 x 8 = 240 G

Day 11: Regrowing

Day 12: Matured, Harvested, Regrowing___Total: 480 G

Day 13: Regrowing

Day 14: Matured, Harvested, Regrowing___Total: 720 G

Day 15: Regrowing

Day 16: Matured, Harvested, Regrowing___Total: 960 G

Day 17: Regrowing

Day 18: Matured, Harvested, Regrowing___Total: 1200 G

Day 19: Regrowing

Day 20: Matured, Harvested, Regrowing___Total: 1440 G

Day 21: Regrowing

Day 22: Matured, Harvested, Regrowing___Total: 1680 G

Day 23: Regrowing

Day 24: Matured, Harvested, Regrowing___Total: 1920 G

Day 25: Regrowing

Day 26: Matured, Harvested, Regrowing___Total: 2160 G

Day 27: Regrowing

Day 28: Matured, Harvested, Regrowing___Total: 2400 G

Day 29: Regrowing

Day 30: Matured, Harvested, Regrowing and the month ends. Total: 2640 G

Times Harvested x Profit per bag = Total in a season

11 x 240 = 2640 GCabbage (14 Days minimum to mature; Base 350 G to ship)

Day 1: Planted

Day 2/3/4/5/6/7/8/9/10/11/12/13/14: Growing

Day 15: Matured, Harvested, Replanted___Total: 350 x 8 = 2800 G

Day 16/17/18/19/20/21/22/23/24/25/26/27/28: Growing

Day 29: Matured, Harvested, Replanted___Total: 5600 G

Day 30: Growing, but the month ends. Total: 5600 G

Times Harvested x Profit per bag = Total in a season

2 x 2800 = 5600 GAnalysis on Spring

==================

Spring, the only season you can plant stuff without having your fields torn apart by some "natural" weather (more like "

natural disaster" amirite?), assuming you don't have a Greenhouse.

According to the calculations, we got

Cabbage being

the most profitable crop within a Spring season, with Cucumbers

a close second. However, as you may have noticed, Cabbages take roughly half a month to mature, compared to the Cucumbers steady profit throughout the month. If you're able to go through the month with a less frequent payday then perhaps Cabbages are for you, however that's not the only worry. Sure, there isn't a typhoon or hurricane, but the weather is still very random, especially in Spring. Cabbages don't need a particular large amount of water, however it needs plenty of sunlight. These calculations are based on every day being a +3 sunny day, and even then there's only 1 extra day in the end allowed for marginal errors. If you get too many rainy days and consequently not enough sunny days, you'll be bumped down to only one harvest of your cabbage, cutting your profits right in half. This is very bad.

Cucumbers however, regrow every 2 days needing only 2 points of water and 4 points of sun, allowing a frequent and steady flow of income that won't get cut in right in half. You might get delayed a day a couple of times, but that shouldn't matter, especially if you grow them in bulk. Taking all of these into account, Cucumbers are probably the best choice for non-greenhouse users.

However, there's Ranks to take into account too. Sure, it's very hard to get 2 Cabbage harvests within a season, but with S-Ranking, it may not be necessary. If you're very good with managing your plants, or perhaps got lucky with the weather roulette, each S-Rank Cabbage ships for 2100 gold, that's 16800 a bag! You could try S-Ranking Cucumbers too, it'd be easier, but their advantage is their speed, not their shipping price.

Who says we can't use both though? When we put it into Multi-crop perspective, it might not be a bad idea to raise both Cucumbers AND Cabbages. You'd have the advantage of a steady income, and still have a large profit waiting for you in the end, especially if you decide to S-Rank the Cabbages.

As for the other crops, the only other one worth noting is Turnip, the 3rd most profitable statistically. Ah, good old Turnip. It has the advantage of being very easy to grow, and accessible right at the beginning. It is most likely the first crop grown at the start of the game, and provides a very good income for beginners. However, it is very easy to gain enough farm degree points for Cucumbers, and unless you don't plant and harvest crops at all, you're guranteed to have access to them by the second year. Heck, it's possible to have them within your first year if you do well enough.

Conclusion: Cucumbers for average farmers, Cabbages for Greenhouse users and S-Rankers. Do both for maximum

dama- I mean

profit.

=================================================

Summer

=================================================

Tomato (12 Days minimum to mature, then 3 days to regrow; Base 60 G ship)

Day 1: Planted

Day 2/3/4/5/6/7/8/9/10/11/12: Growing

Day 13: Matured, Harvested, Regrowing___Total: 60 x 8 = 480 G

Day 14/15: Regrowing

Day 16: Matured, Harvested, Regrowing___Total: 960 G

Day 17/18: Regrowing

Day 19: Matured, Harvested, Regrowing___Total: 1440 G

Day 20/21: Regrowing

Day 22: Matured, Harvested, Regrowing___Total: 1920 G

Day 23/24: Regrowing

Day 25: Matured, Harvested, Regrowing___Total: 2400 G

Day 26/27: Regrowing

Day 28: Matured, Harvested, Regrowing___Total: 2880 G

Day 29/30: Regrowing, but the month ends just one day short of another harvest. Total: 2880 G

Times Harvested x Profit per bag = Total in a season

6 x 480 = 2880 GCorn (14 Days minimum to mature, then 3 days to regrow; Base 100 G ship)

Day 1: Planted

Day 2/3/4/5/6/7/8/9/10/11/12/13/14: Growing

Day 15: Matured, Harvested, Regrowing___Total: 8 x 100 = 800 G

Day 16/17: Regrowing

Day 18: Matured, Harvested, Regrowing___Total: 1600 G

Day 19/20: Regrowing

Day 21: Matured, Harvested, Regrowing___Total: 2400 G

Day 22/23: Regrowing

Day 24: Matured, Harvested, Regrowing___Total: 3200 G

Day 25/26: Regrowing

Day 27: Matured, Harvested, Regrowing___Total: 4000 G

Day 28/29: Regrowing

Day 30: Matured, Harvested, Regrowing and the month ends. Total: 4800 G

Times Harvested x Profit per bag = Total in a season

6 x 800 = 4800 GOnion (7 Days minimum to mature; Base 80 G ship)

Day 1: Planted

Day 2/3/4/5/6/7: Growing

Day 8: Matured, Harvested, Replanted___Total: 8 x 80 = 640 G

Day 9/10/11/12/13/14: Growing

Day 15: Matured, Harvested, Replanted___Total: 1280 G

Day 16/17/18/19/20/21: Growing

Day 22: Matured, Harvested, Replanted___Total: 1920 G

Day 23/24/25/26/27/28: Growing

Day 29: Matured, Harvested, Replanted___Total: 2560 G

Day 30: Growing, but the month ends here. Total: 2560 G

Times Harvested x Profit per bag = Total in a season

4 x 640 = 2560 GPumpkin (15 days minimum to mature; Base 250 G ship)

Day 1: Planted

Day 2/3/4/5/6/7/8/9/10/11/12/13/14/15: Growing

Day 16: Matured, Harvested, Replanted___Total: 8 x 250 = 2000 G

Day 17/18/19/20/21/22/23/24/25/26/27/28/29/30: Growing, but the month ends just one day short of another harvest. Total: 2000 G

Times Harvested x Profit per bag = Total in a season

1 x 2000 = 2000 GPineapple (15 Days minimum to mature, then 5 days to regrow; Base 700 G ship)

Day 1: Planted

Day 2/3/4/5/6/7/8/9/10/11/12/13/14/15: Growing

Day 16: Matured, Harvested, Regrowing___Total: 8 x 700 = 5600 G

Day 17/18/19/20: Regrowing

Day 21: Matured, Harvested, Regrowing___Total: 11200 G

Day 22/23/24/25: Regrowing

Day 26: Matured, Harvested, Regrowing___Total: 16800 G

Day 27/28/29/30: Regrowing, but the month ends just one day short of another harvest. Total: 16800 G

Times Harvested x Profit per bag = Total in a season

3 x 5600 = 16800 GAnalysis on Summer

==================

Summer, not exactly the most profitable of seasons, and pretty too damn hot to boot! The statistics show that Pineapple is the obvious winner by

a long run, in the long shot too. But before we get to that let's elaborate on the other crops.

You'll first have the Tomato and the Corn, and chances are you also have Onions in your first year. If you did well during Spring you might have Pumpkins by now as well.

None of them are easy to grow.If you're a long-time HM player or are just familiar with the series like me, you may know Summer as being notorious for its

Typhoons. All summer crops with the exception of onions

take a long time to grow,

around a month. And that's only if you get a lot of +3 sunny days in a row. Summer may be hot, but you'd be a fool to rely on always having a sunny day. You always run the risk of

getting hit by a typhoon, so you'd be very lucky to be able to get the maximum three harvests of Corn or Pineapple in one season.

Typhoons might not destroy every single crop, but you can bet it'd be as bad as

losing half your profit for the season, considering the long grow times.

Let's begin with Tomatoes. The minimum days mount of days required for each regrowth is 3 days, and it also takes almost half a month for the tomatoes to reach maturity before they start supplying you with a steady income. The regrow stages take

9 points of sunlight as well, and this means you'd need 3 straight sunny days in a row to get them to regrow at minimum time, which isn't always likely. That means your profit is actually even lower then what is statistically shown. Not to mention a typhoon might hit before half a month as even passed.

Then we have Corn. It takes

slightly longer to grow, however the profit is much higher then that of tomatoes and sports the same regrowth rate with slightly less sunlight requirement. You just gotta survive the first half of summer is all and hope a typhoon doesn't hit too early in your harvests. It's a much better option then tomatoes, and it's also a necessary crop for feeding your chickens if you want to turn it into fodder.

Now we have onions, the only crop that doesn't take forever to grow. It doesn't have a long growth stage and is also statistically just as profitable as Tomatoes, But since onions take less sunlight and water, it might as well be more profitable then tomatoes, so you could call this the safest crop of the summer. Even if a typhoon hits, you can plant more onions and not wait another half month for the crops to grow. Corn still sports a much higher profit in the end though.

The Pumpkin, which I like to call it the wannabe Cabbage. It can only be harvested once per season, seriously. You have just till the 15th to plant it until it's too late. It's less profitable then onions so other then having it for recipes you shouldn't bother planting this. Once again, the evil typhoons will destroy whatever pumpkin crops it can.

Just like Cabbages, S-Rank Pumpkins do yield a hefty profit. A entire 8-crop of S-Rank pumpkins will give you 12000 G. However, that would take at least 24 days (15 to matures and 9 to leave unharvested). You'd need the first 24 days of the summer to not have a

typhoon if you want your pumpkins to yield a great return.

The most profitable of summer crops, the Pineapple. The profit is great compared to the rest of the summer crops, but it also takes half a month to grow first as well, so it's just as risky as the other crops. Doesn't require as much sunlight as the other crops to grow compared to the amount of days needed, so it's a bit easier to reach maximum harvest within a season, unless of course a

typhoon hits your field. You can probably say goodbye to a max harvest if that happens, and you'll have to wait another half month for it to grow if you decided to plant more, unless it's past the 15th, then it's too late. In a controlled environment though, there's no other reason to plant the other crops when it comes to profit.

An S-Rank pineapple will yield 4200 G each. That's 33600 G a harvest of 8! If you decide to S-Rank them for the rest of the season you can have at most two harvests before the summer ends. That's 67200 G at the end of the season.

No crops are safe from the

typhoon, none. Unless it's in a

greenhouse of course.

A preferable thing to do is just mix & match until you get a greenhouse, but mainly onions for beginners, Corn for risk taking profiteers, or pineapples if you have those. You probably will have to mix, considering the things all the other summer crops are used for, like cooking or fodder. You'll always have to be wary of the dreaded

typhoon as well, which means you won't want to risk planting too much, like say a field of pineapples only to have half of it wiped out. « Harvest Goddess » forbid if you have

two typhoons in a season.

Conclusion: Everything takes a long time except onions, so onions should be good for beginners as the main summer profit plant. Corn is better for veterans and risk takers. Pineapple is best profit.

Typhoons are stupid in Harvest Moon.

=================================================

Fall

=================================================

Ah, Fall. There's a reason they call it the

Season of Harvest. (More like

Season of Rain, amirite?)

Eggplant (9 Days minimum to mature, then 3 days to regrow; Base 80G ship)

Day 1: Planted

Day 2/3/4/5/6/7/8/9: Growing

Day 10: Matured, Harvested, Regrowing___Total: 8 x 80 = 640 G

Day 11/12: Regrowing

Day 13: Matured, Harvested, Regrowing___Total: 1280 G

Day 14/15: Regrowing

Day 16: Matured, Harvested, Regrowing___Total: 1920 G

Day 17/18: Regrowing

Day 19: Matured, Harvested, Regrowing___Total: 2560 G

Day 20/21: Regrowing

Day 22: Matured, Harvested, Regrowing___Total: 3200 G

Day 23/24: Regrowing

Day 25: Matured, Harvested, Regrowing___Total: 3840 G

Day 26/27: Regrowing

Day 28: Matured, Harvested, Regrowing___Total: 4480 G

Day 29/30: Regrowing, but the season ends right before another harvest. Total: 4480 G

Times Harvested x Profit per bag = Total in a season

7 x 640 = 4480 GCarrot (7 Days minimum to mature; Base 120 G ship)

Day 1: Planted

Day 2/3/4/5/6/7: Growing

Day 8: Matured, Harvested, Replanted___Total: 8 x 120 = 960 G

Day 9/10/11/12/13/14: Regrowing

Day 15: Matured, Harvested, Replanted___Total: 1920 G

Day 16/17/18/19/20/21: Regrowing

Day 22: Matured, Harvested, Replanted___Total: 2880 G

Day 23/24/25/26/27/28: Regrowing

Day 29: Matured, Harvested, Replanted___Total: 3840 G

Day 30: Regrowing, but the season ends. Total: 3840 G

Times Harvested x Profit per bag = Total in a season

4 x 960 = 3840 GYam (5 Days minimum to mature, then 2 days to regrow; Base 100 G ship)

Day 1: Planted

Day 2/3/4/5: Growing

Day 6: Matured, Harvested, Regrowing___Total: 8 x 100 = 800 G

Day 7: Regrowing

Day 8: Matured, Harvested, Regrowing___Total: 1600 G

Day 9: Regrowing

Day 10: Matured, Harvested, Regrowing___Total: 2400 G

Day 11: Regrowing

Day 12: Matured, Harvested, Regrowing___Total: 3200 G

Day 13: Regrowing

Day 14: Matured, Harvested, Regrowing___Total: 4000 G

Day 15: Regrowing

Day 16: Matured, Harvested, Regrowing___Total: 4800 G

Day 17: Regrowing

Day 18: Matured, Harvested, Regrowing___Total: 5600 G

Day 19: Regrowing

Day 20: Matured, Harvested, Regrowing___Total: 6400 G

Day 21: Regrowing

Day 22: Matured, Harvested, Regrowing___Total: 7200 G

Day 23: Regrowing

Day 24: Matured, Harvested, Regrowing___Total: 8000 G

Day 25: Regrowing

Day 26: Matured, Harvested, Regrowing___Total: 8800 G

Day 27: Regrowing

Day 28: Matured, Harvested, Regrowing___Total: 9600 G

Day 29: Regrowing

Day 30: Matured, Harvested, Regrowing and the month ends. Total: 10400 G

Times Harvested x Profit per bag = Total in a season

13 x 800 = 10400 GSpinach (5 Days minimum to mature; Base 80 G ship)

Day 1: Planted

Day 2/3/4/5: Growing

Day 6: Matured, Harvested, Replanted___Total: 8 x 80 = 640 G

Day 7/8/9/10: Growing

Day 11: Matured, Harvested, Replanted___Total: 1280 G

Day 12/13/14/15: Growing

Day 16: Matured, Harvested, Replanted___Total: 1920 G

Day 17/18/19/20: Growing

Day 21: Matured, Harvested, Replanted___Total: 2560 G

Day 22/23/24/25: Growing

Day 26: Matured, Harvested, Replanted___Total: 3200 G

Day 27/28/29/30: Growing, but the season ends right before another harvest. Total: 3200 G

Times Harvested x Profit per bag = Total in a season

5 x 640 = 3200 GBell Peppers (7 days minimum to mature, then 2 days to regrow; Base 80 G ship)

Day 1: Planted

Day 2/3/4/5/6/7: Growing

Day 8: Matured, Harvested, Regrowing___Total: 8 x 80 = 640 G

Day 9: Regrowing

Day 10: Matured, Harvested, Regrowing___Total: 1280

Day 11: Regrowing

Day 12: Matured, Harvested, Regrowing___Total: 1920 G

Day 13: Regrowing

Day 14: Matured, Harvested, Regrowing___Total: 2560 G

Day 15: Regrowing

Day 16: Matured, Harvested, Regrowing___Total: 3200 G

Day 17: Regrowing

Day 18: Matured, Harvested, Regrowing___Total: 3840 G

Day 19: Regrowing

Day 20: Matured, Harvested, Regrowing___Total: 4480 G

Day 21: Regrowing

Day 22: Matured, Harvested, Regrowing___Total: 5120 G

Day 23: Regrowing

Day 24: Matured, Harvested, Regrowing___Total: 5760 G

Day 25: Regrowing

Day 26: Matured, Harvested, Regrowing___Total: 6400 G

Day 27: Regrowing

Day 28: Matured, Harvested, Regrowing___Total: 7040 G

Day 29: Regrowing

Day 30: Matured, Harvested, Regrowing and the month ends. Total: 7680 G

Times Harvested x Profit per bag = Total in a season

12 x 640 = 7680 GAnalysis on Fall

==================

The season of Harvest,

the most profitable crop season. If it weren't for the

rain, this may have been perfect. All the crops here are great, but we all know Yams win by a long shot, but I will get to that.

All Fall crops sport a fast mature and insane regrow rates. Just 2 days and you've got yourself some fast profit. The only thing that could ruin this would be rain, which falls often. Something to watch out for.

Anyways, the crop that beats all others here is

Yam. Oh, how I

love Yam so much. It has always been the most profitable crop. The fastest maturation rate, a high shipping price, insane regrow speeds and minimal water and sunlight. What more could you ask for in a profitable crop? However, in this version of Harvest Moon there is a slight problem. Yams die easily, very easily. More specifically it drowns easily. Guess what does this? Right,

THE WEATHER. After the first stage, Yams have very low tolerance to rain. Sure, it doesn't need much water to grow, but it will die if it has more then 3 points of water. Which means if the weather roulette decides to rain two days in a row, you can say goodbye to your yams. At first it'll be annoying, but it can

escalate to

cutting your profits in half if your Yams keep dying, and even replanting them won't save your from the loss, so you should be careful about watering your Yams.

An alternative to Yams would be

Bell Peppers, the second most profitable Fall crop. It matures slightly slower and has a slightly less ship cost, however it sports just as fast of a regrow rate (although it requires more sun, so that might stall it) and most importantly

isn't as delicate as Yams. If you don't like taking risks and have Bell Peppers unlocked, you may want to try planting these instead until you get a greenhouse. Otherwise, any other the other fall crops work well.

A combination of the two might work well for those who don't want to lose everything if a crisis befalls them but don't mind taking risks.

Conclusion: Yams are the best, but also very delicate. Bell Peppers are more safer. Watch out for

rainRanking

===================

Contrary to what some new players may believe, the ranking system for shippable items isn't as linear as "It's either S-Rank 600G or else it's 200G A-Rank."

Just like the ranking system in the previous HM game, Island of Happiness, the sell rate of your crops is not limited to "it's either A-Rank or S-Rank" but rather something along the lines of "For every full 'Size' circle this Corn has, increase profit by 10 G"

For example, for each Filled in circle of Freshness a Turnip may have, the sell rate of it will increase by 20 G. While for every filled in circle of Size will increase the sell rate by 15 G. (not actual values, just an example)

That means it isn't always necessary to get S-Rank to receive very high profit, you could have an A-Rank corn that only has one 'Freshness' circle missing and it'll only sell for like, 20G less then a S-Rank Corn.

There's more to it then that but this is what it was like in IoH, and it should be the same in SI.

For more detailed explanation refer to Fogu's IoH Quality Control page, as it provides an example on how the system roughly works:

http://www.fogu.com/hm7/basics/itemranks.phpIf there are any errors in my calculations or things that I missed which should be included, please feel free to point them out. I doubt this is 100% perfect, even if I proofread it.

I'll try to make it neater in the future and maybe add additional info.