FIELD GUIDE

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.

Data version v1.10.0 · 35 entries · Corrected with each release

35

Vegetables

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

Carrot

From Lv.1 · default seed for machines

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.

Seed5 G
Sells for16 G
Growth time35 s
Net per plot+11 G

Wheat

From Lv.1

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.

Seed6 G
Sells for20 G
Growth time45 s
Net per plot+14 G

Cabbage

From Lv.1

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.

Seed8 G
Sells for25 G
Growth time50 s
Net per plot+17 G

Pumpkin

Unlocks after 3 harvests

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.

Seed16 G
Sells for48 G
Growth time75 s
Net per plot+32 G

A few notes on the numbers

  • “Growth time” only counts while the soil is wet. Once the soil dries out the crop stops growing until it rains or you water it again.
  • Watering by hand uses 1 charge. You start with 6 charges and each Well adds 6 more; visit the well in the home farm to refill.
  • Harvested crops go into the basket and are sold at the stall in the home farm. Barns, the logistics centre and the group HQ raise the price.
  • Growth and water use differ by biome — see the biome table under “Trees” below.

Fields

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

Small field 2×2

From Lv.1

The smallest plot, filling exactly a 2×2 cell block. Best for patching the leftover corners between trees and buildings.

Cost8 G
Footprint2 × 2

Square field 4×4

From Lv.1 · the standard starting plot

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.

Cost15 G
Footprint4 × 4

Long field 4×8

From Lv.1

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.

Cost30 G
Footprint4 × 8

Where fields come from

  • The home farm starts with 16 fixed plots: 12 are ready to work (6 already tilled), and the rest open at once for 100 G.
  • Every new region you claim brings 16 more plots — except a fishing lake, which has only water and two shore building sites.
  • Limits per region: at most 16 + farm level × 4 fields, 2 + farm level buildings and 60 other items.
  • Once planning mode is on, the 16 plots of a new region have to be placed on the map by you before they become usable.

Buildings

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

Lv.1 Homestead · the starting three

Workers' Cottage

From Lv.1

Provides 2 worker beds. You need it before you can recruit more friends, and you recruit them right in front of the cottage.

Cost120 G
Beds+2

Barn

From Lv.1

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.

Cost160 G
Price bonus+15%

Well

From Lv.1

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.

Cost90 G
Water+6 charges

Lv.2 Family Farm · care on its own

Sprinkler Station

From Lv.2

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.

Cost180 G
CoverageThis region

Greenhouse

From Lv.2

Every crop in its region grows 35% faster. Paired with a sprinkler, a whole region steps up a level.

Cost240 G
Growth+35%

Lv.3 Mechanised Farm · machines in the field

Harvester Depot

From Lv.3

Deploys an automatic harvester that reaps one ripe crop in its region every 8 seconds, straight into the basket — no worker needed.

Cost480 G
Interval8 s

Machine Workshop

From Lv.3

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).

Cost320 G
Farm-wide speed4 s

Lv.4 Farming Co-op · producing and selling together

Co-op Logistics Centre

From Lv.4

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.

Cost650 G
Price bonus+20%

Workers' Dormitory

From Lv.4

Provides 6 beds at once, supporting up to 16 friends working across several regions. Once your map spreads out, every region needs hands.

Cost360 G
Beds+6

Lv.5 Agri Group · the endgame

Agricultural Research Institute

From Lv.5

Farm-wide crop growth +25% (same-type bonuses do not stack). Combined with greenhouses, crops ripen almost faster than you can harvest.

Cost1000 G
Growth+25%

Agri Group Headquarters

From Lv.5

Farm-wide prices +30%, and unlocks the group landmark together with the full automated production chain (same-type bonuses do not stack).

Cost1400 G
Price bonus+30%

Fishing lake only

Boathouse

Fishing lake only · fixed on the north shore

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.

Cost180 G
Catch per trip2

Fish Market

Fishing lake only

Sells the whole farm's fish at 18 G per portion, with barn and farm-wide bonuses applied. Effortless next to the logistics centre.

Cost140 G
Fish price18 G

Building notes

  • Every new region comes with 2 building sites; at a fishing lake both are on the shore. When they run out, place it in another region.
  • Out in the wild you sometimes find a ruined well, barn or cottage — rebuilding on the old site costs only half price.
  • Beds are 1 at the start plus 2 per cottage and 6 per dormitory, with a maximum of 16 friends on the farm.

Trees

8 trees you can plant yourself, each half a cell wide; your friends will plant them for you. 8

Oak

From Lv.1 · common on flower meadows

A broad, full-canopy tree and the most versatile one you have. Planting them in rows never looks wrong.

Cost12 G
TypeBroadleaf

Birch

From Lv.1

Slender white trunk with a light canopy. It grows naturally in forest valleys and looks best planted in lines.

Cost15 G
TypeBroadleaf

Pine

From Lv.1 · common on forest loam

A three-tier conifer with the strongest winter feel. Use it on slopes or behind buildings to build up depth.

Cost18 G
TypeConifer

Willow

From Lv.1 · along rivers and lakes

Drooping branches and a soft silhouette. It grows naturally on river valleys and lake shores, so it belongs by the water.

Cost21 G
Best onNear water

Cherry Tree

From Lv.1 · one stands in the home farm

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.

Cost24 G
TypeFlowering

Fruit Tree

From Lv.2

Green canopy hung with red fruit — the star of orchard meadows. Line them neatly along one side of your orchard.

Cost27 G
TypeFruit

Bamboo

From Lv.2

A few slim canes with a clean, spare look. Plant a small dense clump to screen off a bank or a path.

Cost30 G
TypeBamboo

Acacia

From Lv.2 · common on golden dryland

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.

Cost33 G
Best onDryland

Every biome grows its own scenery

BiomeGrowthWater useNatural treesTypical scenery
Flower MeadowBaselineBaselineOak · Cherry · Fruit tree · BirchBlooming Hills / Blossom Slope / Orchard Meadow
Fertile River Valley+20%−20%Willow · Birch · Bamboo · OakWillow Bend / Reed Marsh / Twin Pools
Forest Loam+10%BaselinePine · Birch · Bamboo · OakConifer Foothills / Birch Stone Valley / Bamboo Hills
Golden Dryland+30%+70%Acacia · Pine · Fruit treeOchre Terraces / Wind-carved Rocks / Golden Dunes
Fishing LakeBaselineBaselineWillow · Birch · Bamboo · OakOpen 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.

Decor

7 garden pieces, up to 60 per region, to arrange the farm exactly the way you want it. 7

Pebble

From Lv.1

Smooth river stones taking a single cell. Placed next to each other they merge into one continuous patch — perfect for paths and edging.

Cost6 G
Footprint1 × 1

Wooden Fence

From Lv.1

A low fence separating garden from field. Always leave a gap when you fence something in, or your friends will be stuck outside.

Cost8 G
Footprint2 × 1

Flowerbed

From Lv.1

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.

Cost10 G
Footprint2 × 2

Wooden Bridge

From Lv.1 · can span water

The only decoration you can lay across water. It lets your friends cross rivers and ponds, turning two cut-off banks into one route.

Cost25 G
Footprint4 × 2

Garden Lantern

From Lv.2

A warm country lamp on a single cell. Set them in pairs along the main path and the whole lane lights up at dusk.

Cost25 G
Footprint1 × 1

Bench

From Lv.2

Somewhere to rest under the trees or by the pond. Next to a cherry tree or a willow it is a classic pairing.

Cost35 G
Footprint2 × 1

Garden Fountain

From Lv.3

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.

Cost120 G
Footprint2 × 2

A few rules in planning mode

  • Check the terrain first: water cannot be built on, and buildings cannot cover the four fixed pieces of the home farm — the farmhouse, well, produce stall and windmill.
  • Finished facilities can be moved but not removed; harvest a plot before you pack its field away.
  • Removing something returns part of its cost, and natural trees only count for a little firewood — rebuilding over and over always loses money.

START YOUR OWN

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