Overview
Hiring pays the first week's wage up front. New staff start with 82% morale and 25% training. You can hire one person per role and up to eight in all. Staff with less than 45% morale, or already on a job, are not available for work orders.
The roles
| Role | Level | Weekly wage | Does |
|---|---|---|---|
| ✂️ Harvest crew lead | 3 | 85 | Cut height, end-use timing, field totes, quick transfer |
| 🚜 Equipment operator | 6 | 125 | Runs powered harvest, mowing and cultivation equipment |
| ⚙️ Processing technician | 8 | 140 | Grades dry material, debuds, keeps batch records |
| ⚗️ Distillery technician | 10 | 165 | Loads the still, manages steam and condenser water |
| 🐑 Livestock steward | 10 | 155 | Welfare, breeding records, biosecurity |
| 🧬 Trial & genetics specialist | 14 | 190 | Crosses, labels, trait screens |
| 🔧 Farm mechanic | 17 | 210 | Services blades, engines, robots and safety systems |
| 🛰️ Automation supervisor | 24 | 275 | Plans geofences and monitors autonomous work |
Payroll and morale
- Every farm week the whole payroll is paid. If you can pay, each person gains 1 morale; if you cannot, each loses 8 and the log notes a payroll shortfall.
- Each finished job adds 2 training and costs 1 morale for the person who ran it.
- Better training makes jobs a little faster and raises handling quality.
Tips
- A training session (35 coins) is the quickest way to lift a tired teammate's morale.
- These Enterprise specialists are separate from the Operations staff and the Market's sales staff.
See also
Written from the game itself. Spot something out of date? and our farm team will check it.




