This just leads to additional lumberjack micro and is frustrating.
I actually like having to do that little extra work to clear the field before it can be used. I find myself saying things like, "If we can move a couple woodcutters up there to clear out those trees we might be able to plow the field and start planting by the end of the season." And that feels pretty legit to have to consider that added step.
Предлагаю сделать это не всегда чтобы было. По типу биома какого-нибудь на большой карте выпадало. Типа заросший биом или молодой лес. на котором будет все как по старому плодородная почва под деревьями и уголь и медь под деревьями.
BTW fertile soil under trees is visible before the corresponding glade is opened. This allows a player to spot glades with fertile soil at the start of the map.
I actually like that they are covered by trees and you have to cut them down. This would be less of a problem if they let you prioritize the already prioritized trees, similar to how you can prioritize building.
When opening a new glade, it's very common that many of the Fertile Ground or Coal/Copper tiles are buried beneath some of the trees surrounding that glade. These "buried resources" aren't counted correctly in the "glade summary" mouse-over either. This means you might check the glade summary, see "2x coal", and only later realize there's actually 3x coal since one of the tiles was under a tree. It's very annoying to have to micromanage a woodcutter to chop down some extra trees before being able to use the Fertile Ground/minerals you just opened, too.
The spawning behavior of Fertile Ground and Coal/Copper should make sure that it's never buried beneath trees.
I think that it's fun to cut additional trees in order to reveal the whole fields, although having the right count in preview could be nice.
For me this is more a matter of perspective. I see the additional fertile soil as a bonus so I actually like finding stuff when cutting down trees. It gives your lumberjacks something more productive to do when you are trying to open a dangerous glade but want to avoid opening it the beginning of a storm (I try to time opening it so it is close to the end of the storm). Getting some extra farmland (even if it won't make a drastic difference) is more exciting than widening a glade tunnel.
Alternately, spawn trees on everything, so that resources can be found in the forests, not just the glades.