Farming Simulator 19 offers a new Contract System that combines features from several previous versions of the game. You can make extra money on the side by accepting a variety of contracts from other landowners on your map.

Contracts range from simple transport of cargo to various kinds of fieldwork. Different types of contracts pay a different amount on completion, based on the type of contract and the amount of work involved.

Fieldwork contracts appear whenever an NPC farmer (who still owns a field on the map) needs work done on their fields - according to the current state of their fields and crops. Transport contracts appear from time to time without any relation to what is happening on the map.

For most contracts you can opt to borrow machinery from the landowner for a small deduction to your pay, or simply use your own machinery. There is no time limit for contracts; Fields that are the target of an active contract will not grow, wither, or change state in any way until the contract is completed or canceled.

Accepting Contracts[edit | edit source]

To see a list of all available contracts, open the Overview Menu FS17 KeyboardButton.pngOverview MenuDefault Buttons: 30?cb=20170827234847 ESC30?cb=20170827234910 ??30?cb=20170828002413 ?? and select the Contracts tab (the pile of loose papers icon).

Each item on the list is a contract you can take right now. Each entry shows the field which needs work (if applicable), the type of work that needs doing, the expected pay, and the current status of the contract (which only appears once a contract has been accepted).

Select an entry on the list to show additional information about that contract in the large window on the right. This shows the name and portrait of the NPC issuing this contract, the size of the field to be processed (if applicable), and a full explanation of the work that needs done - including the destination of any cargo or crops that need to be delivered.

At the bottom of the large window you will see any equipment that the NPC can loan out for this contract, as well as the pay deduction you'd suffer if you decide to borrow that equipment. The names of the machines are not printed on the screen. These machines are always enough to complete the contract without having to purchase anything else. The exception are Transport contracts, which do not offer any equipment to borrow (you have to bring your own).

Once you've found a contract that seems suitable, select that contract and hit the "Accept" button FS17 KeyboardButton.pngAccept ContractDefault Buttons: 30?cb=20170827234847 ENTER30?cb=20170827234910 ??30?cb=20170828002413 ?? to use your own equipment, or the "Borrow" button FS17 KeyboardButton.pngBorrow EquipmentDefault Buttons: 30?cb=20170827234847 Spacebar30?cb=20170827234910 ??30?cb=20170828002413 ?? to also borrow the NPC's equipment for the job. Be careful, if you accept a contract without borrowing equipment, you cannot borrow that equipment later. Similarly, if you borrow equipment, you cannot return it until the contract is complete.

Unlike in Farming Simulator 17, accepting a contract does not transport you to the designated field to start working, and does not force you to continue working once you've started. Instead the game simply continues, and allows you to choose when to start the work, and when to pause it in order to do something completely different (except taking another contract). The only limitation is that borrowed machinery for a Fieldwork Contract can only be used on the specific designated field; It cannot be used on your own fields or anywhere else outside the designated field, it simply won't do anything.

All borrowed machinery appears at the Store once a contract is accepted. It does not need to be returned there once the contract is done.

Notes[edit | edit source]

  • You may only take one Contract at a time. Once a contract is active, you may not take another one until you complete it. You may cancel the current active contract at any time, but there may be a cash penalty for doing so halfway through the work (more on this below). You will only get your payout if the contract is completed.
  • The Contracts List can only contain 25 contracts at any given time. If there are more than about 23 fields on the map you're playing, not every field will have a contract associated with it even if they all need some kind of work.
  • There is no time limit for any type of contract. Once you've accepted a contract, you can ignore it forever if you want. If an NPC-owned field is contracted for work, its state will never change until the contract is concluded one way or another. Crops on this field will not grow nor wither.

Transportation Contracts[edit | edit source]

A Transportation Contract requires you to move several objects from one location on the map to another. The game picks two locations at random from a pool of "origins" and "destinations", and calculates the pay rate based on the distance between them. Transportation contracts rarely pay more than about $3,000 for a very long journey.

When this contract is accepted, the game will place a number of Pallet objects (that have no use other than for this contract) at the origin point on a specially-marked area. These can then be taken in a variety of ways to the destination point.

The contract is fulfilled only when all objects have been placed on a specially-marked area at the destination point. The objects need to be on the ground for the game to count them as delivered. The objects do not disappear once placed on the target area, but you will get a notification of what percent of delivery objects are detected in the marked area when you place them there. Moving an object out of the marked area causes it to be removed from the count until it is returned there.

Transportation contracts do no offer any equipment to borrow - you will have to get some equipment to move the packages to the destination. The contract objects are too heavy to lift by hand, but technically speaking you could just push them to the destination using any vehicle. However this will likely be a long and frustrating way to complete the contract.

The most straightforward way to perform transportation would be to equip a Tractor with a Front Loading Arm and Pallet Fork, then pick up each object separately and carry it to the destination. This method is time-consuming, but requires cheap equipment (except for the tractor itself, but of course you need tractors for all other jobs in the game).

A much faster way to do this would be to buy or lease a Bale Trailer, and use the tractor (or any other Loader) to place all contract objects onto that trailer and tow them together to the destination, where you can remove them with the same tractor/loader. Remember to fasten the Tension Belts on the trailer to keep the cargo from falling off as you drive.

To improve on this method, you could use a Car or Truck to do the towing, but you would also need to have a second Loader ready at the destination to unload the cargo. Later in the game, when you can afford multiple Skid Steer Loaders or Forklifts, you could place one at each "origin" and "destination" point on the map and have them ready to load and unload cargo very rapidly - making Transportation Contracts extremely lucrative for the time they take.

Fieldwork Contracts[edit | edit source]

A Fieldwork contract requires you to perform an action on a field, such as Plowing or Seeding. Some Fieldwork contracts require multiple actions (e.g. the Baling contract), and a few require you to bring the end-product to a sale point.

When the contract is accepted, the relevant field on the map becomes workable (your machinery can affect it, which it otherwise can't), but only when using the correct machinery (and the correct options, if any). Machinery that would have a different effect on the field than the one desired will have no effect on the field at all, and you may get a flashing message on screen notifying you of this if you try.

All Fieldwork contracts offer the option to borrow all the necessary machinery to complete the task. Borrowing this machinery will deduct a certain amount from your eventual payout. If you already own the relevant machinery, you can use that instead. Otherwise, you can lease machinery from the store just for the purpose of completing the contract, though this may cost more or less than the "borrow" option depending on what machinery you borrow.

For some Fieldwork contracts, you will also need to purchase your own materials to use on the field, e.g. Seeds or Fertilizer. This price is not covered by the contract, although the payout of such contracts is typically greater than normal to begin with, in order to account for the expenditure. Any purchased materials left in the machine once the contract is completed (or failed) will be refunded to you at Store-prices.

The payout for a Fieldwork Contract is calculated based on the amount of time estimated to complete the contract using the machines available to borrow. Larger fields, as well as narrow machines (e.g. Potato Harvesters) increase the payout. As mentioned above, if you need to purchase any materials for the fieldwork then the offered payout will also higher to compensate you.

Completing a Fieldwork contract usually requires processing only about 95% of the field, not 100%. The game is lenient to make sure that you don't have to run around looking for missed spots. Make sure to stop working when the "Contract Completed" prompt appears, otherwise you'll be wasting more time (and possibly more materials).

For contracts that require delivery, processing the entire field only fulfills 84% of the contract requirement, while the actual delivery of the item fulfills the remaining 16%. However you do not actually have to deliver the entire yield to complete the contract either, and may be able to keep some of it for yourself. However, if you cancel the contract before delivering all of the material you've collected from the field, you may have to pay for any materials you failed to deliver!

Plowing[edit | edit source]

This contract requires you to plow a specific field. The contract is completed when 95% of the field has been plowed. Plowing contracts pay around $1540 per hectare, but due to the narrow working width of most plows, this makes them rather unprofitable.

Since large plows are expensive and require a very powerful tractor, you will likely need to borrow whatever equipment the Contract-issuer has to offer earlier in the game. Plowing takes a lot of time to complete because of the narrow equipment involved. Unfortunately, the game does not correctly inflate the payout to reflect this problem.

Note that Subsoilers cannot be used to complete a Plowing Contract. They will have no effect on the field whatsoever.

Cultivating[edit | edit source]

This contract requires you to cultivate a specific field. The contract is completed when 95% of the field has been cultivated. Cultivating contracts pay only around $660 per hectare, so are only really profitable with a larger cultivator.

You may use any type of Cultivator, including Disc Harrows and Power Harrows, to complete this contract. Subsoilers, as well as Sowing Machines that cultivate the field as they pass, will not affect the field at all.

Most cheap cultivators are moderately large, and can complete this contract in good time. This is a good contract to take, especially if you already own a large Cultivator.

Sowing (Basic)[edit | edit source]

This contract requires you to sow a specific field with a specific type of crop (except Potatoes, for which there is a separate contract). The contract is completed when 95% of the field has been sowed. Sowing Contracts pay around $1810 per hectare, though this high rate comes at a price.

For this contract you will have to provide your own Seeds, even if you use borrowed machinery. You can buy new seeds from the store, or use seeds that you already own - it does not change the payout. However the initial calculated payout for this mission per hectare seeded is already higher than normal to compensate for this. When the contract is completed or canceled, you will be reimbursed for any seeds (and any other material) remaining inside a borrowed sowing machine. You will not be reimbursed for seeds remaining in your owned machinery.

Remember that different crops often require different types of Sowing Machines. If you don't want to borrow machinery for the contract, make sure to check the type of crop you're being asked to sow and verify that your machinery can sow that specific type of seed. Also remember to set the Sowing Machine to the correct type of seed before you start working, because attempting to sow a different plant on the field will have no effect.

Finally, consider avoiding Sowing Machines that also Fertilize the field, or emptying your sowing machines of any fertilizer if you intend to use them. Those Sowing Machines will expend fertilizer on the contract field, which you will not be reimbursed for in any way!

This contract is fairly profitable, so long as you can afford to buy the seeds. You will likely have your own spowing machines available for this job early on anyway, which means you won't have to borrow or lease any equipment.

Sowing (Potatoes)[edit | edit source]

Note: This contract is listed as "Sowing" in the contracts menu, but is distinct from the "Sowing (Basic)" contract which works slightly differently (more on this in the previous subsection).

This contract requires you to sow a specific field with Potatoes. The contract is completed with 95% of the field has been sowed. The Sowing Potatoes contract is the single highest-paying Contract, at approximately $7310 per hectare sown.

The extremely high payout reflects three issues with this contract:

  1. The largest Potato Planter model in the base game relatively narrow (compared to some of the other Sowing Machines that can only sow other crops). This means the job takes a more time than normal to complete.
  2. You have to purchase a massive quantity of Seeds to fill the Sowing Machine, or use Potatoes from your own harvest. Potato Sowing requires 3800 liters of seeds/potatoes per hectare.
  3. The large seed expenditure also means that you will likely have to refill the machine partway through the work (multiple times if the field is large and the machine is small), making for extra work.

Nevertheless, the extra effort and expenditure on your part is likely to make this mission very lucrative when working a large field. You could make several dozen thousand in sheer profit, assuming you're willing to put in the time and work.

NOTE: Your profit is increased much further if you use your own potatoes instead of seeds, since the best sale price for Potatoes ($0.37 per liter) is less than half as much as the purchase cost of Seeds ($0.9 per liter).

Fertilizing[edit | edit source]

This contract requires you to fertilize a specific field. You can use any kind of fertilizer for this job (Solid Fertilizer, Liquid Fertilizer, Slurry, Manure, or Digestate). The contract is completed when 95% of the field has been fertilized. Fertilization contracts earn you around $1820 per hectare fertilized, but this high rate comes at a price.

For this contract you will have to provide your own Fertilizer. If you borrowed a fertilizer machine from the Contract-issuer, make sure to buy or produce the correct type of Fertilizer for that machine. Otherwise, just fill up your own machine and get to work. Buying fertilizer from the store does not change the payout for this contract; However the initial calculated payout is already higher (per Hectare) than many other contracts, to reflect the fact that the fertilizer will come at your own expense. When the contract is completed or canceled, you will be reimbursed for any fertilizer remaining inside a borrowed Fertilizer machine. You will not be reimbursed for fertilizer remaining inside your owned machinery.

Fertilizer is spread/sprayed at a constant rate regardless of whether the ground needs it. Avoid spraying/spreading it outside the designated field, and avoid repeating already-fertilized sections of the field, as that would just waste fertilizer without increasing your payout.

Remember that some types of Fertilizer are more expensive per square meter than other types. Unless you have an ample supply of "free" fertilizer (e.g. Manure), it is often best to use Solid Fertilizer as it is not spent quite as quickly. On the other hand, Liquid Fertilizer Sprayers are typically the largest of all Fertilization Machines, and can complete the contract very quickly - allowing you to fulfill multiple contracts within the same amount of time it would take to finish just one contract with most other machines.

This contract is very quick to complete if you have a large fertilization machine available (they are not very expensive, e.g. the Kuhn METRIS 4102), but you need to be able to afford to buy your own fertilizer before accepting this mission. Larger fields may require a lot of fertilizer to cover, and may even require you to make runs to the store mid-contract to refill your machine. If you have all the necessary equipment, Fertilization contracts are quite lucrative.

Weeding[edit | edit source]

This contract requires you to weed a specific field. The contract is completed when 95% of the weeds on this field have been removed. Weeding contracts pay only around $495 per hectare - the lowest rate of any Fieldwork Contract. However with the right machinery, they are quick and easy to complete.

You can use herbicide Sprayers to kill the weeds on the field, but the cost of the Herbicide itself (which you would have to purchase with your own cash) would outweigh the modest payout for this contract. It is therefore much preferable to use a Weeder. The NPC Contract-issuer will always offer to lend you a Weeder, never a Sprayer.

Note that the Lease Cost of borrowed machinery for this contract is massive compared to the payout: more than 50%! It is best to ignore this mission altogether if you do not have your own equipment.

Harvesting (Basic)[edit | edit source]

Note: This contract is listed as "Harvesting" in the contracts menu, but is distinct from the "Harvesting (Roots)" and "Harvesting (Cotton)" contracts, which work slightly differently (more on this in the next two subsections).

This contract requires you to harvest a specific field, and dump the yield at a specific Sale Point. The contract is completed when about 75% of the field's crop yield has been dumped at the designated Sale Point. The correct sale point will be marked on the mini-map with a flashing green circle while the contract is active.

Basic Harvesting pays around $1650 per hectare harvested - a very high payout rate - but this also reflects the extra effort to take the harvest to the sale point. On the other hand, you can make a lot of extra money by selling the remaining harvest (more on this below).

If you don't intent to borrow equipment for this contract, make sure to check which type of crop is growing on the selected field (as shown in the contract information), since different crops may require different Harvesters and Harvester Headers to process. You might also need a Container that matches the type of crop you need to harvest. When borrowing machinery, it will always be of the correct type.

It is often a good idea to borrow equipment for this contract even if you own all the necessary equipment yourself, since part of the equipment pieces you get is an extra Tipper and towing vehicle. You can use these extra vehicles to keep emptying the harvester while your own vehicle runs the crops to the sale point. If you already have multiple tippers and vehicles, or if the field you're contracted to harvest is very small, this is not necessary.

You can take the crop yield to the designated sale point at any time while the contract is active. Each time you finish dumping the yield into the sale point, a message will pop up in the top-right corner of the screen indicating how much of the crop you've transported.

Note: You must dump the crop at the correct sale point for it to count. Attempting to dump in another sale point will instead sell the crop (for a profit to you) and not count it towards the contract! However this can be used to your advantage, as explained below.

If you cancel the contract before it is finished, the payout for the contract is reduced by an amount equal to the quantity of crop you've harvested from the field and haven't dumped into the designated sale point, times the price for that specific crop at the designated sale point. Of course, if you've kept the crop yield to yourself you might still consider this profitable.

Extra Profit[edit | edit source]

After dumping 75% of the crop at the correct sale point, any remaining crops are yours to take. You can therefore harvest 100% of the field, take 75% of the yield to the designated sale point, and then do whatever you want with the remainder.
Since the designated sale point may or may not have the best price for the harvested crop, it's often best to stop unloading your container into that sale point as soon as the "Contract Completed" prompt appears, and then check to see the best place to sell that crop. Alternative, you can take the crop to your Silo and save it for a Great Demand opportunity. Remember that some crops can be fed to your Animals - harvesting contracts are a good way to get a nice quantity of a feeding-crop you can't grow yet on your own fields.
With a decently-sized field to harvest, you can make several times as much money on a single Harvesting contract as you would by just harvesting 75% of the field and dumping it at the designated point. It is possible to get more than $10,000 extra for most Harvesting contracts, making this the most lucrative contract in the game!
TIP: If your tipper has a Grain Door, and you want to keep the extra yield for any reason, switch to the Grain Door when unloading at the Sale Point. This slows down the dumping speed, making it easier to stop dumping as soon as the contract has been completed - allowing you to keep more of the cargo.

Harvesting (Roots)[edit | edit source]

Note: This contract is listed as "Harvesting" in the contracts menu, but is distinct from the "Harvesting (Basic)" contract which works slightly differently (more on this in the previous subsection).

This contract is mostly identical to the Basic Harvesting contract, requiring you to harvest a specific field and deliver the produce to a Sale Point. However there are several differences regarding Potato and Beet harvesting contracts that should be mentioned.

For one, the payout for Root Harvesting is significantly higher than Basic Harvesting, at around $5260 per hectare. This massive increase is mainly due to the extra effort, since there are no Potato/Beet harvesters that are anywhere near as wide as the widest Harvester Headers. Additionally, Root crops yield a massive quantity of produce, meaning that even massive Tippers could become full multiple times during the harvest and have to be taken to the Sale Point repeatedly.

Take this into account when accepting a Potato or Beet harvesting contract; You might have to spend a couple of hours to complete such a contract, if the field is very large.

Harvesting (Cotton)[edit | edit source]

Note: This contract is listed as "Harvesting" in the contracts menu, but is distinct from the "Harvesting (Basic)" contract which works slightly differently (more on this above).

This contract requires you to harvest a specific Cotton field, and dump the yield at the Spinnery Sale Point. The contract is completed when about 75% of the cotton has been dumped at the Spinnery. The location of the Spinnery will be marked on the mini-map with a flashing green circle while the contract is active.

Cotton Harvesting contracts pay the same as Basic Harvesting contracts: around $1650 per hectare harvested. The high rate is meant to compensate you for the effort of taking the harvest to the sale point. However, Cotton Harvesting can net you a huge extra payout by selling excess cotton, as explained below.

This contract requires specific machinery for harvesting and handling Cotton. The relevant Vehicles and Implements are all listed in the "Cotton Technology" categories at the store, though you technically do not need specialized equipment to handle Cotton Bales if you don't mind doing a little extra work. However since Cotton-related equipment is extremely expensive (especially the Cotton Harvesters), it is often better to borrow equipment from the Contract-issuer.

As opposed to Basic Harvesting (see prev. subsection), Cotton Harvesting produces its yield in Bales. Each bale contains as much cotton as the harvester contained when it was ordered to unload the bale. The maximum contents of a bale of cotton is 20,000 Liters. You can take the bales to the Spinnery sale point at any time while the contract is active. Each time you finish dumping the bales into the sale point, a message will pop up in the top-right corner of the screen indicating how much of the crop you've transported.

Extra Profit[edit | edit source]

As with Basic Harvesting, the contract ends once 75% of the cotton yield has been dumped at the designated point. However since cotton comes in bales, dumping exactly 75% of the cotton (to keep the rest for profit) is more difficult. If a bale dumped at the Spinnery puts you over the required 75%, the rest of its contents are dumped without any profit to you. Therefore, if you want to make extra profit on this contract, you'll need to manually empty your harvester's contents well before it reaches its full capacity. This produces more bales (thus requiring more trips to the Spinnery), but reduces the chance that you'll go well over 75% with each bale dumped - leaving the remaining bales to be sold for profit.
The best way to do this is to keep an eye on the Contract progress bar. If the progress bar reaches 65%, unload the cotton immediately, and then separate all the bales you've produced so far (or just keep track of where they are). Selling those bales will put you at just over the amount required to fulfill the contract, and any additional bales you produce can then be sold for extra profit. This will make you the most profit possible.
Due to the extremely high price of cotton, the extra yield you sell off can fetch very large sums of cash. Again, this requires extra work, but makes Cotton Harvesting contracts potentially very lucrative.

Baling[edit | edit source]

This contract requires you to mow a specific Grass field, collect the grass into Bales, wrap the bales to create Silage Bales, and dump these bales at the Barn Sale Point. The contract is completed when about 75% of the silage bales have been dumped at the Barn. The location of the Barn will be marked on the mini-map with a flashing green circle while the contract is active.

Baling contracts pay about $3640 per hectare mowed. The large amount is meant to compensate you for all of the extra work. Unfortunately, there is so much extra work involved that this contract may or may not be so lucrative. On the other hand, there is the potential to get extra money to compensate you even further, as explained below.

This contract is the most complicated of all contracts, and at the very minimum requires multiple pieces of equipment to complete. Unless you own all of the necessary equipment (a Mower, a Baler, a Bale Wrapper, and equipment to transport bales to the Barn), it is often best to borrow equipment from the Contract-issuer. Additionally, it is practically essential to have a Windrower or Merger available (or lease them from the Store), as without them the work could take many times longer to complete.

You can take the Silage Bales to the Barn Sale Point at any time while the contract is active. Each time you finish dumping the bales into the sale point, a message will pop up in the top-right corner of the screen indicating how much of the silage you've transported.

NOTE: Attempting to dump regular Grass or Grass Bales into the sale point will sell them directly, and give the profit to you. The sold material will not count towards the completion of this contract.

If you cancel the contract before it is finished, the payout for the contract is reduced by an amount equal to the quantity of grass you've harvested from the field and haven't dumped into the designated sale point, times the current price of Silage at the designated sale point. Since Grass is also significantly less profitable than Silage, you will lose a lot of money doing this!

Extra Profit[edit | edit source]

After dumping 75% of the silage at the Barn, any remaining bales (or even just the grass itself) are yours to take. You can therefore harvest 100% of the field, take 75% of the bales to the Barn, and then do whatever you want with the remainder.
You can make a nice profit by simply dumping all of the bales into the Barn and collecting money for the 25% extra bales, but the work involved is quite tedious and takes much longer than Harvesting Contracts (see above).
On the other hand, this is a great way to get Silage to make TMR for your Cows early on, before you can buy the necessary machinery to create Silage yourself. You can simply take the contract, borrow the machinery, and get 25% of the crop for your own use.

Checking your Progress[edit | edit source]

While a mission is "active", you can check your current progress by opening the Overview menu FS17 KeyboardButton.pngOverview MenuDefault Buttons: 30?cb=20170827234847 ESC30?cb=20170827234910 ??30?cb=20170828002413 ??, selecting the Contracts tab (the pile of papers icon), and then selecting the Contract at the very top of the list.

The progress information is identical to the information box you get before accepting a contract, except that the part that shows potential equipment to borrow is replaced with a bar that shows your progress towards completing this Contract, as well as a numerical percentage. Once this bar is full (and the number is 100%), the contract ends and is replaced with the final payout report.

Note that the percentage does not necessarily reflect how much of the work you have completed. When doing Harvesting or Baling contracts, the harvest/mowing counts as the majority of the work, whereas transportation and sale of the goods (and in the case of baling, several other steps) counts as a small fraction. Also, with Transportation Contracts it is possible for progress to be set back if a transport object is removed from the destination area. For other tasks, it will show exactly how close you are to completing the contract, not how much of the field you have worked so far (since contracts require only 95% of the field to be processed).

Canceling Contracts[edit | edit source]

The Active Contract can be canceled at any time by opening the Overview menu FS17 KeyboardButton.pngOverview MenuDefault Buttons: 30?cb=20170827234847 ESC30?cb=20170827234910 ??30?cb=20170828002413 ??, selecting the Contracts tab (the pile of papers icon), selecting the Contract at the top of the list, and hitting the "Cancel" button FS17 KeyboardButton.pngCancel ContractDefault Buttons: 30?cb=20170827234847 Backspace30?cb=20170827234910 ??30?cb=20170828002413 ??.

If you've just started a contract, canceling is usually not a big deal; You simple opt out and do not get paid. The contract will likely reappear on the list later. In fact, if a field offers a Seeding contract and you don't have the machinery to seed that specific plant (and don't want to borrow it), accepting and immediately canceling that contract has a chance of creating a new contract to seed the same field with a different type of plant.

If you've borrowed any machinery for a contract, you will not be reimbursed even if you did not use that machinery at all. This is a minor loss in most cases, but it is a loss.

If you've taken a contract that requires you to use materials of your own, such as Fertilization or Seeding, you will not be reimbursed for any materials you've already used on the field. You will, however, be reimbursed for any material that is left in borrowed machinery (but not in your owned machinery).

Canceling Harvesting and Baling contracts, however, is more of a problem: You will be charged to pay for any crop that was harvested or mowed from the field and was not properly delivered to the designated Sale Point. If you've kept that material in your owned containers, you can still sell it or use it for other purposes; but any material left in borrowed machinery or tippers will be instantly lost and you'll have to pay for it. The price paid for "Missing Crops" is calculated based on the current price of that crop at the designated sale point. If you've got a more profitable place to sell that crop you could still make some money despite this payment, but not as much as you'd have made if you'd completed the contract.

Once a contract is canceled, you can immediately select a new one if you'd like.

Payout[edit | edit source]

Once a Contract is completed, you'll get a notification on your HUD in the top right corner indicating this. Completion of the Contract does not immediately trigger a payout - you can continue to work the field if you'd like (or do anything else) before requesting the payout; This is what you'll likely want to do when Harvesting, since clearing the entire field means you can sell the excess for a nice profit.

Once you're ready to receive payout, go to the Overview menu FS17 KeyboardButton.pngOverview MenuDefault Buttons: 30?cb=20170827234847 ESC30?cb=20170827234910 ??30?cb=20170828002413 ??, select the Contracts tab (the pile of papers icon), and select the Contract at the top of the list. This opens a box showing the income and expenses from the current contract, including the total profit (or loss) in the bottom line. Hit the "Collect" button FS17 KeyboardButton.pngCollect Contract PayoutDefault Buttons: 30?cb=20170827234847 Spacebar30?cb=20170827234910 ??30?cb=20170828002413 ?? to apply this to your account.

The total payout is a sum of the following values (explained below):

  1. The Contract Reward, which was promised when you accepted the contract.
  2. The Lease Cost for any borrowed machinery.
  3. Reimbursement for unused materials left inside borrowed machinery.
  4. A penalty for Missing Crops that were harvested but not delivered.

Contract Reward[edit | edit source]

This is the payout agreed upon when you took the contract. It is on the size of the area you had to work (or the distance between the origin and destination for Transporting Contracts), multiplied by a factor that changes from one type of contract to the next based on the expected difficulty of the contract. This is why, for example, Potato Harvesting contracts pay out a huge reward per hectare: They can take hours to complete.

Contract Type Payout per Hectare
Plowing 1540
Cultivating 660
Basic Sowing 1810
Potato Sowing 7310
Fertilization 1820
Weeding 495
Basic Harvesting 1650
Cotton Harvesting 1650
Root Harvesting 5280
Baling 3640

Note that these factors don't always make sense, because you can often get equipment that makes some of the higher-paying contracts practically effortless to complete (Fertilization contracts are a good example of this).

Also, since the payout for Transportation Contracts is based on the linear distance between the origin and destination of the cargo, you can encounter situations where a contract actually requires driving up long winding roads (e.g. transporting objects to the Castle Hotel on Felsbrunn) and may not be worth the payout at all.

The contract reward does not change after the contract is agreed upon, except if you cancel the contract (see above) in which case it is reduced to $0.

Lease Cost[edit | edit source]

This is the amount of money deducted for borrowing equipment from the Contract-issuer. You'll have to pay this price regardless of whether you used the borrowed equipment at all, or even if you've canceled the contract altogether (see above). If you did not borrow any equipment, the "Lease Cost" will be $0.

The Lease Cost is based only on the size of the field you're contracted to work, and is equal to around $260 per hectare regardless of the contract type.

Reimbursment[edit | edit source]

If you leave any work-related materials loaded into any borrowed machinery, you will be reimbursed for that material when the contract is Collected or Canceled. This includes any work-material that was in the machine at the time, including stuff that had nothing to do with the Contract itself (e.g. when loading Liquid Fertilizer into a Potato Planter by mistake when all you actually ended up doing is planting potatoes).

Each material is reimbursed at a price equal to the price defined in the game's XML files. For example, Liquid Fertilizer is reimbursed at a cost of $1.2 per Liter. This price does not change with the Economic Difficulty setting, and is not affected by market fluctuations.

Materials loaded into your own machinery, even if you used that machinery on the field, is not reimbursed. Of course, it stays in your machinery and can be used for any other work.

NOTE: Any harvested crops left in borrowed machinery when a contract is completed will simply disappear.

Missing Crops[edit | edit source]

Finally, during any Harvesting or Baling contracts, you will have to pay for any crops that were harvested/mowed from the field but were not dumped at the designated Sale Point. This payment only occurs if you've canceled the contract prematurely.

To calculate the payment, the game takes the expected crop yield (75% of the total yield of the field you were working on), deducts the amount you actually dumped correctly at the sale point (if any), and multiplies this by the current sale price of the crop at that specific sale point.

Any harvested crops that remained in your owned machinery will remain there after the contract is canceled, and can be used for other purposes or sold to mitigate the loss (or potentially for some profit) as explained earlier in this article.

The cost of missing crops can far outweigh the reward for a Contract, so be ready to take a major hit to your finances if you opt to cancel a Harvesting / Baling Contract.

Contract Conclusion[edit | edit source]

Once the Contract has been completed or canceled, several things occur immediately:

  1. Your bank account is credited (or debited) by the total amount of cash indicated in the "Results" box. If you've had a lot of "Missing Crops", you could end up in debt at this point.
  2. At the end of a Transporting Contract, the cargo objects disappear from the map.
  3. At the end of a Fieldwork Contract, if the contract was completed successfully the field will be adjusted so that it is entirely processed even if you missed a few spots. For example, during Fertilization, the entire field will become fertilized. If the Contract was canceled, the game has some obscure way of determining whether to restore the field to its previous condition, or to complete the work immediately.
  4. All borrowed machinery is removed from the map, along with any materials that were inside it. If you're hoping to sell extra crops after a Harvesting contract, make sure to empty any borrowed Containers before completing or canceling a contract!
  5. If the worked field is now in a state that requires further action, a new contract may appear on the list to perform that action. For example, after plowing a field, you might immediately see a contract to cultivate it. Sometimes this takes a few seconds or minutes to update.
Community content is available under CC-BY-SA unless otherwise noted.