Pick a crate of lager, shandy or cider and we will knock 50% off a box of crisps. Take the crate
Stage six of six

Everything runs over. That is the mechanic.

Nine buildings across six levels, from a grain store at two and a half thousand Coins to a pub at a hundred and eighty-six thousand. Every one of them goes through Alan, every one of them comes in between nought and thirty-five per cent over the quote, and the range is on the quote screen before you commit.

Nine, in order

The nine buildings.

BuildingUnlocks atQuoteBuild timeWhat it changes
Grain store Level 3 2,400 Coins 2 in-game weeks Storage, which turns Trading from a decision into three
Machinery shed Level 5 6,800 Coins 3 weeks Halves the breakdown rate at harvest and lets you own rather than hire
Farm shop Level 8 14,500 Coins 5 weeks Unlocks Lisa, and the three-to-eight-times value-add multiplier
Polytunnel and market garden Level 10 9,200 Coins 3 weeks Short-cycle produce that feeds the shop between harvests
Grain drier Level 12 22,000 Coins 4 weeks Removes the wet-harvest decision, which some players will regret
Small brewery Level 16 48,000 Coins 8 weeks Barley to beer, at the top of the multiplier and the bottom of the age gate
Bunkhouse and campsite Level 18 31,000 Coins 6 weeks Diversification income that does not depend on the weather
Restored barn Level 22 94,000 Coins 10 weeks Events, and the planning system that comes with them
The pub Level 28 186,000 Coins 14 weeks The end of the progression, and the only building with staff to manage
Stage six

The over-budget mechanic, precisely.

How it works

The overrun
Drawn at commitment, revealed at completionBetween 0 and 35 per cent, distributed so that small overruns are common and large ones are not.
The average
≈14%Which is roughly what a builder’s overrun looks like in reality, and roughly what everybody complains about.
Disclosure
The range, on the quote screenBefore commitment, every time. An undisclosed overrun is a dark pattern; a disclosed one is a budgeting lesson.
Cancellation
Any time before the pourFull refund of Coins committed. After the pour, no refund, which is also how building works.

What it can never do

Exceed 35 per cent
Hard capThere is no tail, no jackpot overrun and no story about the one that cost double.
Abandon a build
NeverThere is no half-built barn and no lost Coins. Realistic, and miserable, and overruled here.
Be avoided by paying
NeverNo premium contractor, no fixed-price token, no insurance. Alan is the only builder and he is like this.
Be reduced by playing more
NeverThe distribution is identical at every level and for every player.

Why it is in the design at all

It teaches contingency
Keep a reserveThe player who commits every last Coin to a build learns something the first time and remembers it.
It is true to the source
Alan is famously like thisSlightly over budget and slightly late is the correct behaviour for a builder, on screen and off.
It creates a decision
Build now, or wait for a bigger bufferWhich is the only thing that makes the Trading stage matter.
The one-slot rule

Why the build queue is one at a time.

Because a build queue with three parallel slots is a build queue with three slots to sell, and the second and third of those slots are the most reliable premium purchase in the entire category. Almost every game in this space sells them.

One slot at a time makes the building decision real: this barn or that drier, now or in three weeks, and the choice has a cost. Three slots makes it a shopping list, and a shopping list is what you sell a queue-skip against.

Kaleb can shorten a build, at the usual rate, up to his daily cap. He cannot open a second one. There is exactly one building going up on this farm at a time, which is also true of the real one.

Five steps

One build, start to finish.

Alan quotes

A figure, a build time, and the disclosed overrun range of nought to thirty-five per cent.

You commit the Coins

All of them, at the quote. The overrun is charged at the end, out of whatever is there.

Groundwork

The point of no return. Cancel before it and you get everything back; cancel after it and you do not.

It goes up

Two to fourteen in-game weeks, shortenable through Kaleb up to his daily cap and not otherwise.

The final invoice

Between the quote and the quote plus a third. And then the next season is a different game.

Boasting

What building things actually earns you.

Marks rather than points. None of them is worth anything, none can be bought, and one of them is for having got it wrong.

Roof over the grain Finish the grain store. Season 2
Kept a reserve Absorb a thirty per cent overrun without going to zero Coins. Season 4
Did not keep a reserve Go to zero Coins on the final invoice. Everybody gets this one. Season 3
Value added Sell a converted product through the shop for more than the raw crop. Not yet
The long build Finish the restored barn without a single time-skip. Not yet
Last orders Finish the pub, which takes most players about two years. Not yet

Badges confer no advantage, no discount and no currency. The third one is earned by roughly nine players in ten and is meant kindly.

Wondering

Building, questioned.

No. There is no fixed-price contractor, no insurance and no premium builder. Alan is the only builder in the game and this is what he is like.

No. One slot, always, at every level and every tier. A second slot is the most reliable premium purchase in this category and it is deliberately absent.

A hundred and eighty-six thousand Coins is roughly two years of steady play, or considerably less if you are good at Trading. It is meant to be the end of the progression rather than a mid-game purchase.

Meet the people who do the work.

Six of them, and each one is a system rather than a portrait.

Next along the route

The characters

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

Snooping, briefly.

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