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Farm Day and Needs

The Farm Day tab is where you spend your 6 daily hours on work or rest. It shows your five needs: energy, morale, knowledge, community and readiness.

🎮 Play it in the game

Your five needs

NeedStarts atRaised by
Energy85%Rest, ending the day, Solar arrays
Morale75%Rest, talking with neighbors, visitor buildings
Knowledge20%Research, apiary visits, skills, Learning pavilion
Community20%Visiting neighbors, festivals, visitor buildings
Readiness55%Fieldwork and other work, roads and storage

Day activities

ActivityHoursEffectXP
Fieldwork2Energy −9 overall, readiness +86
Nursery shift2Energy −7 overall, readiness +26
Production run2Energy −8 overall, readiness +27
Apiary visit2Energy −12, knowledge +7, readiness +26
Customer service2Energy −10, morale +7, readiness +25
Research hour1Energy −6, knowledge +7, readiness +24
Visit a neighbor1Energy −5, community +7, readiness +24
Rest and reflect1Energy +18, morale +90

Rules

  • Work activities also add 5 skill XP to the matching skill.
  • If you have matching staff (Field Crew, Nursery Technician, Production Maker or Wholesale Coordinator), that activity is delegated: no hours, energy cost or player XP, but readiness still rises.
  • End day and recover: energy +24, morale +5, readiness −3, and a fresh 6 hours at 6:00 AM.
  • When any need is critically low (under 25%) the tab warns you to rest, study or visit before more work.
  • The Next step coach tells you to rest in Farm Life if your energy drops to 10% or less.

Tips

  • Mix one Rest with heavy fieldwork days to keep energy up.
  • Map buildings feed these needs every week: see Farm Map weekly benefits.

See also

Written from the game itself. Spot something out of date? and our farm team will check it.

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