Farms are the coin engine between guest rushes and while you are offline. They do not replace Warmth, Hunger, or beds. They pay for those things.
Wheat first
The starter crop is wheat. Plant the first plot before you fence it. A July 2025 beginner video described wheat as costing 1 coin to start and returning roughly 1 to 4 coins, with a longer tomato harvest described around the mid-20s to about 30 coins. Those figures are from that session. Read the live seed price before you switch crops.
Hire a gardener at the post beside the plots when you can, so growth continues while you build.
When tomatoes are worth it
Switch a plot toward tomatoes after:
- Warmth is covered for the guests you accept.
- The coal cooker is fueled.
- You still have a coin buffer for the next bed or shower.
If Hunger is failing, fix coal before you buy more seed. A richer crop does not cook itself.
Three plots
Guides agree you can grow into three farm plots. Open the next plot only when the current ones are planted and, ideally, staffed. Three empty squares are three chores.
Suggested order:
- Plot 1 on wheat, with a gardener if the job is available.
- Tomato upgrade on at least one staffed plot.
- Reception or manual accept under control.
- A miner on the rear rock so food service keeps up.
- Then plot 2, and later plot 3.
Paths and logout
The wood pile between the lodge and the farms is where stairs start. Do not buy them just to shorten a wheat walk. Clear farm lanes of decorations so workers are not trapped.
Before you leave: plant every plot, confirm the gardener, confirm the miner. On return: collect offline coins, replant blanks, then decide on an upgrade.
If farm income feels low
- Still on wheat after the lodge is stable: price the tomato upgrade in the live shop.
- Plots unstaffed: assign a gardener before another decoration pack.
- Guests unhappy anyway: farms print coins. They do not satisfy needs. Audit visitor needs.
