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Weekly Labor

Weekly labor compares the hours your farm's work needs with the hours you have. Commit to one weekly focus and keep demand under capacity.

🎮 Play it in the game

Field at a glance

The Lavender Field's at-a-glance strip shows weekly labor, such as 13/16h: the hours this week's work implies, over your weekly capacity. A new farm's capacity is 16 hours.

How demand is worked out

6 hours base + 1.2 hours per living plant + 4 per planned or pending visitor event + 3 per nursery batch, plus 8 more in Summer (at most 80 hours). For example, six plants in spring is 6 + 7.2 ≈ 13 hours.

Capacity and the weekly focus

Open Farm Director → 🌾 Season plan → This week to set Available labor (24, 32, 40, 48 or 56 hours) and choose one honest weekly promise. Each focus reserves hours and costs coins up front; some pay coins back right away:

FocusHoursCostResult
🛟 Protect the perennial816+4 health and crown health to every plant
📦 Honor a wholesale promise1424+42 coins, +2 reputation
🎟️ Prepare a visitor experience1230+50 coins, +4 Community
⚗️ Build product margin1022+38 coins, +2 Knowledge

Overcommitted

When demand is more than capacity, Farm Director raises This week is overcommitted and suggests deferring work or choosing a smaller promise.

Management task board

Management has a separate Weekly task board. You add tasks (Scout field blocks 4h, Inspect irrigation 3h, Prune mature rows 6h, Tend propagation benches 5h, Inspect colonies 5h, Production and packing 6h, Host visitor education 5h, Wholesale follow-up 4h). The board's capacity is 20 hours plus 8 per staff member. When the week ends, higher-priority tasks are done first; anything that doesn't fit is missed and costs 1 reputation.

See also

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 Spot something out of date?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

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