Overview
Contracts come in two kinds. Inventory contracts take goods from your farm when you deliver. Capacity contracts measure work you complete after accepting, such as jobs or genetics trials. Deliveries of goods are paid by their cultivar quality: 0.82× to 1.23× the listed reward.
The contracts
| Contract | Level | Needs | Reward | XP |
|---|---|---|---|---|
| 💐 Florist harvest window | 3 | 20 stems | 125 | 10 |
| 🟣 Maker’s graded-bud lot | 7 | 18 buds | 180 | 14 |
| ⚙️ Co-op processing demonstration | 8 | 3 mechanized jobs | 210 | 16 |
| 💧 Traceable essential-oil lot | 12 | 2 essential oil | 320 | 22 |
| 🧶 Regional fiber classroom | 14 | 6 fiber (from a herd) | 360 | 24 |
| 📋 Commercial capacity audit | 18 | 4 staff-supervised jobs while away | 520 | 30 |
| 🧬 Cultivar trial collaboration | 22 | 2 genetics trials | 680 | 38 |
| 🚜 Enterprise harvest service | 28 | 12 plots harvested | 900 | 50 |
| ♻️ Zero-waste processing proof | 30 | 80 stem units debudded | 1,050 | 55 |
Rules
- New offers appear when you advance a week; offers you do not accept that week are replaced.
- An expired contract costs 1 reputation but takes no coins or goods.
- Delivering adds 3 reputation and counts toward expeditions.
Tips
- Accept capacity contracts before you run the work: only jobs completed after accepting count.
- The game gives a notice when a contract expires, with a link back to the board.
See also
Written from the game itself. Spot something out of date? and our farm team will check it.




