The Farm
A raw-material factory that restocks itself. Three workshops draw on it, two hand it back the means to produce better.
In short
The farm is not a harvesting minigame: it is where the matter of the whole rest of the game comes in. Nothing that leaves it is consumed on the spot.
Every plot grows two different things from the same seed. The plain fruit is a raw material: it is not eaten, it feeds 26 of the game's 134 recipes, spread over three workshops. The sublime fruit is that same fruit worth about three times more: 3 composter recipes ask for it by name, and any of the 12 dishes takes one in place of a plain fruit to raise its grade. What you do not spend, you sell.
Hence the farm's one real decision: how much of your harvest you process and how much you sell. And since the fertilizers that raise the sublime rate are themselves made from plain fruit, selling more costs you production: that is the loop the diagram below shows.
Seeds are the one input the farm does not make: foraging drops them and shops sell them, and the commonest ones pile up far faster than you plant them. The germinator is what that pile is for. It only swallows the three cheapest species, never one of the seven it can hand back, and 24 h later a full batch of 2 000 of the cheapest comes back as at least 310 rarer ones. It is built last, over 3 stages and on a stage 3 composter: it is not a beginner's station, it is what an end-game surplus is worth.
Two outside systems close the circuit. The alembic distils the potions the composter consumes and the four remedies that heal tiles, and it distils those from farm fruit too. Fishing supplies the fish without which the kitchen can prepare almost nothing. The farm never runs alone.
The ecosystem
Everything that goes into a tile, everything that comes out, and the path by which part of it returns. The purple arrows are the flows of matter.
the composter consumes your own fruit and hands back the fertilizers that raise the sublime
The ten species
Growth time runs from 30 minutes to 72 hours. Thirst resistance follows the same hierarchy, from 6 hours for the common seeds to 96 hours for the slowest: the longer a plant takes, the more it forgives neglect.
| SEED | GROWTH | THIRST | SPROUTER POINTS | NOTE | |
|---|---|---|---|---|---|
| Carrot Seed | 30 min | 6 h | 1 | The starting seed. It mostly serves as fuel for the sprouter. | |
| Potato Seed | 30 min | 6 h | 1 | Same pace as the carrot, a different outlet in the kitchen. | |
| Wheat Seed | 30 min | 6 h | 1 | The third common seed. All three are accepted by the auto-fill keyword. | |
| Tomato Seed | 2 h | 24 h | 4 | Returned by the sprouter, so excluded from auto-fill. | |
| Onion Seed | 2 h | 24 h | 4 | Same status as the tomato: an output of the sprouter, not an input. | |
| Watermelon Seed | 8 h | 48 h | 16 | A full play day per cycle. Two days before thirst becomes a problem. | |
| Grape Seed | 8 h | 48 h | 16 | The watermelon's counterpart, aimed at alchemy recipes. | |
| Manaroot Seed | 24 h | 72 h | 48 | A full day. This is the first seed worth protecting. | |
| Blazefruit Seed | 24 h | 72 h | 48 | Same pace, an outlet in fire potions. | |
| Voidpepper Seed | 72 h | 96 h | 144 | Three days for one harvest. The most expensive seed in the sprouter, and the rarest on the way out. |
Past the thirst delay the tile falls into growth debt: it does not die, but it stops advancing until it is watered. The lost time is never made up.
The two axes of a tile
A tier acts on two things at once, and both multiply before the sublime roll. A tier is therefore worth more than the sum of its two lines, and tier 3 stacks both maximums.
| TIER | YIELD | SUBLIME CHANCE | WATERING COST | WHAT IT CHANGES |
|---|---|---|---|---|
Tier 0Bare soil, the state a tile is bought in. | ×1 | +0 pts | 10 | The baseline. A fresh tile produces exactly the base harvest. |
Tier 1The first investment, on the central tiles. | ×1,5 | +5 pts | 15 | Half a harvest more for five extra units of water. The best ratio in the table. |
Tier 2The middle tier. | ×2 | +12 pts | 20 | Yield doubles. The sublime chance more than doubles. |
Tier 3The ceiling of a tile. | ×2,5 | +20 pts | 25 | Two and a half times the harvest, and a fifth of sublime without spending a single fertilizer. |
The sublime table is deliberately flatter than the yield one, and stays below every sublime fertilizer: a tier is passive and permanent where a fertilizer is brewed and consumed.
How sublime chances compose
Sources do not add up. They compose on the complement, which keeps a lone source at its nominal value and flattens the stack.
| SOURCE | ANNOUNCED BONUS | ALONE | WITH THE MAXIMUM TILE |
|---|---|---|---|
No fertilizer | none | 2,0 % | 21,6 % |
Royal Fertilizer | +20 pts | 21,6 % | 37,3 % |
Mutant Powder | +25 pts | 26,5 % | 41,2 % |
Abundance Elixir | +30 pts | 31,4 % | 45,1 % |
Prismatic Crystal | +78 pts | 78,4 % | 82,8 % |
This shape is what removed the old surplus cascade: the total never exceeds 100 %, so there is nothing left to redistribute. The ceiling stays 78 announced points, or 82,8 % on the best tile.
Water and the pump
The pump has two axes, reserve and regeneration, both derived from a target board size. Tier 5 supports exactly 100 tiles all at tier 3.
A watering costs 10, 15, 20 then 25 units depending on the tile's tier. When the reserve is short, the highest tiers are served first, and a tile over budget is skipped so a remainder can still serve a cheap one.
The composter and coverage
The composter does not change how strong a fertilizer is, it changes how many tiles one unit covers. It is the only power curve in the system: three tiers, up to 25 tiles from a single brew.
| RECIPE | COMPOSTER | BREW | WHAT ONE UNIT DOES | |
|---|---|---|---|---|
| Healthy Compost | Stage 1 | 15 min | Yield ×1,25. The only recipe known from the start. | |
| Vigor Sap | Stage 1 | 30 min | Cuts 30 % of the remaining growth time. | |
| Rich Fertilizer | Stage 2 | 45 min | Yield ×1,6. | |
| Regenerating Sap | Stage 2 | 45 min | Clears the running event and returns the tile to hydrated. | |
| Mutant Powder | Stage 2 | 60 min | Sublime +25 pts, without touching yield. | |
| Green Shield | Stage 3 | 90 min | Immunises the tile against negative events. | |
| Royal Fertilizer | Stage 3 | 90 min | Yield ×1,6 and sublime +20 pts. | |
| Growth Boost Potion | Stage 3 | 90 min | Cuts 70 % of the remaining growth time. | |
| Prismatic Crystal | Stage 3 | 150 min | Sublime +78 pts, the highest bonus in the game. | |
| Abundance Elixir | Stage 3 | 240 min | Yield ×2, sublime +30 pts, growth shortened by 25 %. |
A brew always returns one unit, whatever the tier. The climb happens in treated surface, never in produced quantity.
The coverage square is painted on the board before the unit is burnt, because no label says as fast what is about to be treated. The paid surface is spent in full: when the aimed parcels do not fill it, the rest lands on the eligible parcels next door, within the fertilizer's own reach, at the same price.
The sprouter
The outlet for common surplus. You pour in seeds, you wait 24 hours, you get rare seeds back from a weighted draw. The three tiers cost 55,3 M of value together.
A fill is multi-seed: a free run of seed and quantity pairs, an omitted quantity meaning the whole stock. Lines are served in the order asked, bounded by the stock then by the room left.
The output table
It is this table, not the cap nor the yield, that sets the conversion rate. The tier just above the seeds poured in carries 92 % of the weight, which puts the average cost of a draw at 5,79 points.
Adding the tomato and the onion to the output table removed them from auto-fill: the keyword cannot eat a seed the sprouter knows how to return. A species named explicitly is poured in regardless.
Where the harvest goes
26 recipes consume a farm fruit, and three of them ask for a sublime one by name. The 12 dishes take one too, in place of a plain fruit, to raise their grade. The recipe details live on each workshop's page; only what changes a decision is kept here.
Neighbouring concepts
The farm is the hub of four other systems. Each has its own page.
The commands
Manage your farm: view, plant, harvest and expand
[seed]Seed to plant (leave empty to pick from inventory)[tile]Tile to plant on, e.g. a1 (leave empty to use the picker)[confirm]Typeconfirmto skip the confirmation prompt
[target]What to water: tile (a1), column (a), row (1), orall[confirm]Typeconfirmto skip the confirmation prompt
[target]What to harvest: tile (a1), column (a), row (1), seed name, orall
[recipe]Fertilizer to apply[tile]Target parcel (e.g. a1)[confirm]Skip the confirmation screen
[item]Apothicaire item to use[tile]Target tile (e.g. a1)[confirm]Skip the confirmation screen
[amount]Number of parcels to buy (default: 1)
[amount]Number of parcels to upgrade (default: 1)
cooldownviewTurn your spare common seeds into better ones
[seeds]Seeds and quantities, e.g. carrot 100 wheat 50[confirm]Start without the preview
viewBuild, upgrade and manage your witch's compost
applybrewclaiminventorymasteryupgradeviewBuild, upgrade and manage your kitchen
claimclearcookinventorymasteryupgradeviewCast your line and try to catch fish in your area
Every command has its own page, with its syntax and its arguments. The concept page does not document them, it explains why you type them.