It is common practice to let a field go fallow in order for it to rest and stop the build up of parasites. This made me wonder if there might be a way, and more importantly a reason, to add this practice into the game
The idea is fairly simple. When a field is left with no crops growing on it there is a chance for it to ‘go to seed’ and become fallow. After 3-4 days the field can be harvested for grass that can then be dried to hay in the normal manner. The grass however is merely a byproduct. The real mechanic is that a fallow field will remove all of the progress to the influence bars (resetting them to zero) and in turn improve the Aether according to how full the bars were - resting the field and improving future crops. For actual numbers, I would rather leave that to someone who has a much better grasp on field Aether gain at its current rate. (Logically something a long the lines of 1.0% Aether per full bar but logic shopuld always bow down to balence)
In order to prevent grass spamming or mass aether gain, fields would only become fallow through chance, not action. The more of the influence bars that are at least partly filled, the higher the chance of it becoming fallow. This would insure that it would be a waste to simply raise one or two bars as high as they could go and then have the field go fallow. By the time the field would go fallow this way the resulting Aether could have been gained from simply growing on the field normally. Instead this is mostly an option for those fields that have been teired up and now have 3-4 bars going up and down, often with less desirable crops over taking the higher tiered ones.
Since we already have the option to ‘rip up’ a field, as well as the fact that few people harvest without the intention of replanting right away there is little chance that a field will lose its influence by mistake. Plus the higher Aether grass/hay might prove beneficial to the future farm animals.