Carrot
From Lv.1 · default seed for machinesThe cheapest seed and the fastest return — the workhorse for building up coins early. It is also what your friends replant automatically, so you never have to touch it.
FIELD GUIDE
From the first seed to a fully automated farm — every crop, every field plot, every building, every tree and every garden decoration in the game. Costs, unlock levels, effects and returns in one place, so you can plan your little farm ahead of time.
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Till the soil with a hoe, sow a seed, then water it. Crops only grow while the soil is wet or it is raining, and one watering fills a whole plot. 4
The cheapest seed and the fastest return — the workhorse for building up coins early. It is also what your friends replant automatically, so you never have to touch it.
A little dearer than the carrot and a little more profitable, with a slightly longer rhythm. Without a sprinkler it leaves you a more comfortable gap between waterings.
Your mid-game mainstay: it earns more per second than carrot or wheat. It shines once a sprinkler station is taking care of the watering.
The best earner per second, and the only crop with an unlock condition. The seed is expensive — do not fill every plot with it when money is tight.
Besides the plots you start with, you can lay out field plots freely on the grid in planning mode — the shape is up to you. 3
The smallest plot, filling exactly a 2×2 cell block. Best for patching the leftover corners between trees and buildings.
The standard field: it can be tilled, sown and harvested, and your friends will look after it wherever you place it. Move it any time in planning mode.
A long strip occupying 4 columns and 8 rows. Line several up along a road or riverbank so your friends can work them in one pass.
13 buildings unlock step by step with your farm level — from beds and water storage all the way to fully automatic harvesting and selling. 13
Provides 2 worker beds. You need it before you can recruit more friends, and you recruit them right in front of the cottage.
Raises the sale price of produce and fish by 15%. You can build more than one, and the bonus stacks up to +60%. The earlier you build it, the more it pays back.
Adds 6 water charges to your capacity and lets you refill nearby instead of running back to the home farm. Vital before everything is mechanised.
Covers every field in its region and keeps them watered automatically, without using any of the hand watering can charges. Build this first when you run short of hands.
Every crop in its region grows 35% faster. Paired with a sprinkler, a whole region steps up a level.
Deploys an automatic harvester that reaps one ripe crop in its region every 8 seconds, straight into the basket — no worker needed.
Speeds every harvester up to once every 4 seconds, and in regions with a harvester it also tills an empty plot or replants a carrot every 8 seconds (seed 5 G).
Sells the whole farm's basket every 8 seconds and adds +20% to vegetable prices (same-type bonuses do not stack). No more trips to the stall.
Provides 6 beds at once, supporting up to 16 friends working across several regions. Once your map spreads out, every region needs hands.
Farm-wide crop growth +25% (same-type bonuses do not stack). Combined with greenhouses, crops ripen almost faster than you can harvest.
Farm-wide prices +30%, and unlocks the group landmark together with the full automated production chain (same-type bonuses do not stack).
Comes with a fishing boat. Friends sail out to fish and bring back up to 2 portions of fish per trip, which go into storage on return. The lake holds 12 fish and recovers 1 every 20 seconds.
Sells the whole farm's fish at 18 G per portion, with barn and farm-wide bonuses applied. Effortless next to the logistics centre.
8 trees you can plant yourself, each half a cell wide; your friends will plant them for you. 8
A broad, full-canopy tree and the most versatile one you have. Planting them in rows never looks wrong.
Slender white trunk with a light canopy. It grows naturally in forest valleys and looks best planted in lines.
A three-tier conifer with the strongest winter feel. Use it on slopes or behind buildings to build up depth.
Drooping branches and a soft silhouette. It grows naturally on river valleys and lake shores, so it belongs by the water.
A cloud of pink blossom. One already stands west of the home farm at the start — clear the space around it and it becomes the prettiest corner you have.
Green canopy hung with red fruit — the star of orchard meadows. Line them neatly along one side of your orchard.
A few slim canes with a clean, spare look. Plant a small dense clump to screen off a bank or a path.
A flat, wide umbrella canopy with a drought-hardy look. It is the main natural tree of the golden dryland, so it fills that terrain best.
| Biome | Growth | Water use | Natural trees | Typical scenery |
|---|---|---|---|---|
| Flower Meadow | Baseline | Baseline | Oak · Cherry · Fruit tree · Birch | Blooming Hills / Blossom Slope / Orchard Meadow |
| Fertile River Valley | +20% | −20% | Willow · Birch · Bamboo · Oak | Willow Bend / Reed Marsh / Twin Pools |
| Forest Loam | +10% | Baseline | Pine · Birch · Bamboo · Oak | Conifer Foothills / Birch Stone Valley / Bamboo Hills |
| Golden Dryland | +30% | +70% | Acacia · Pine · Fruit tree | Ochre Terraces / Wind-carved Rocks / Golden Dunes |
| Fishing Lake | Baseline | Baseline | Willow · Birch · Bamboo · Oak | Open Shore / Reed Bay / Woodland Lake |
Woodland is the densest and the golden dryland the sparsest. Natural trees can be cleared and replaced, but keep a few of them at the start — they are what makes a place look finished.
7 garden pieces, up to 60 per region, to arrange the farm exactly the way you want it. 7
Smooth river stones taking a single cell. Placed next to each other they merge into one continuous patch — perfect for paths and edging.
A low fence separating garden from field. Always leave a gap when you fence something in, or your friends will be stuck outside.
A cluster of small all-season flowers to brighten empty corners. The cheapest way to fill a gap — a ring of them around the house looks lovely.
The only decoration you can lay across water. It lets your friends cross rivers and ponds, turning two cut-off banks into one route.
A warm country lamp on a single cell. Set them in pairs along the main path and the whole lane lights up at dusk.
Somewhere to rest under the trees or by the pond. Next to a cherry tree or a willow it is a classic pairing.
The centrepiece unlocked by the mechanised farm. Put it in the middle of a courtyard or where paths meet, and ring it with flowerbeds and pebbles.
START YOUR OWN
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