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The cast

Six people, six systems.

Nobody here is a portrait or a quest-giver. Each of the six is a mechanic with a name on it, and the mechanic is the one that person actually does — Kaleb sells time, Charlie sells compliance, Gerald builds boundaries, Lisa adds value, Alan runs over budget and Harriet keeps the farm alive while you are not there.

Six systems

What each one actually is, mechanically.

CharacterThe systemWhat it costs the playerWhat it can never do
Kaleb Time-acceleration Premium currency, capped at six skips a day Change an outcome, or skip the drilling, the flag leaf or the combine
Charlie The scheme-income mini-game Cropping hectares, and four hard deadlines a year Be bought, hurried, or skipped for money
Gerald Boundaries and nature units Time, materials and patience Produce anything convertible into currency
Lisa Retail value-add Shop capacity, and the sourcing radius Exceed the multiplier, or sell what did not come from the ground
Alan Construction, and the overrun 0–35 per cent above the quote Abandon a build, exceed the cap, or be avoided by paying
Harriet Relief cover while you are away Nothing. It is free at every tier Ever become a paid feature
The casting

Why these six, and why nobody else.

Because these are the six functions a small mixed farm actually needs, and because each of them maps onto a mechanic that is missing from every other game in the category. Time, compliance, boundaries, value-add, construction and cover. Take any one of them out and the loop has a hole in it.

It also solves the character problem that farming games generally solve badly. The genre default is a cast of quest-givers who exist to hand out tasks and thank you for completing them. Nobody remembers them, because they are a menu with a face on.

A character who is a system is remembered, because you have opinions about them. Everybody who plays this ends up with a view on Alan.

Nothing here is licensed, and no likeness rights exist

These are real people. This document has no agreement with any of them, has approached none of them, and describes systems named after them purely to make a design argument legible. Any real version of this would need individual likeness agreements before a single line of it was written, and those agreements would properly determine what each character could be made to say and do.

The estate, and who these people are

The cast

The six, in one line each.

Kaleb

Sells the clock, never the outcome.

Charlie

Says no, and runs the reliable money.

Gerald

Boundaries, and the one score that cannot be bought.

Lisa

Three to eight times, and a sourcing radius.

Alan

Fourteen per cent over, on average.

Harriet

Free, and never anything else.

Wondering

The characters, questioned.

Because the alternative is charging people for not being punished, which is the mechanic that has made most of this category unpleasant. Relief cover is the anti-pattern the whole design is organised around.

About one job in five, and always the same three: the first drilling, the flag leaf decision and the combine going in. A time-skip that can skip the good bit empties the game.

None of it. This is an unsolicited third-party design document written by nobody with any standing, and a real version would need individual agreements with every person named here before anything was built.

Start with the one who sells time.

The premium currency sink, and the rule that keeps it honest.

Next along the route

Kaleb

Carry on
Basket Book the pub Plot a field Join the list Bother us

Snooping, briefly.

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