Gilded Dominion

Implemented

Gardening

Assign eligible resident workers, plant household acreage, perform fieldwork, and harvest crops.

Overview

Gardening uses acreage from active owned houses. Eligible residents provide work capacity, seeds are planted by acre, crops progress on server time, two optional care checkpoints improve yield, and harvested food enters Storage.

Worker Capacity

  • Laborer: 0 workable acres
  • Citizen: 2 workable acres
  • Skilled Worker: 6 workable acres
  • Gentleperson: 12 workable acres
  • Entrepreneur: 17 workable acres
  • Industrialist: 22 workable acres
  • Magnate: 30 workable acres
  • Elite: 40 workable acres

Planting

Choose a functional property, eligible resident worker, unlocked seed, and acreage. Each acre consumes 10 seeds and planting costs 2 Energy. Acreage cannot exceed the worker's remaining capacity, property free capacity, available seeds, or actual land.

Crops

  • Wheat Seeds — 0.05 Bucks each; 10 seeds per acre; 0.019444444444444445-day base growth; 4 base yield per acre before field-care quality
  • Corn Seeds — 0.06 Bucks each; 10 seeds per acre; 0.08194444444444444-day base growth; 12 base yield per acre before field-care quality
  • Seed Potato — 0.08 Bucks each; 10 seeds per acre; 0.24861111111111112-day base growth; 30 base yield per acre before field-care quality
  • Oat Seeds — 0.05 Bucks each; 10 seeds per acre; 0.24861111111111112-day base growth; 24 base yield per acre before field-care quality
  • Tomato Seeds — 0.05 Bucks each; 10 seeds per acre; 0.4986111111111111-day base growth; 48 base yield per acre before field-care quality

Education Unlocks

Agriculture Levels 1–5 unlock Wheat, Corn, Potatoes, Oats, and Tomatoes in that order. Levels 6–10 shorten the duration of newly planted fields by up to 15%. Existing valid fields remain grandfathered if later worker eligibility changes.

Field Care

Soil Care appears around 35% growth and Field Care around 65%. Each fieldwork action takes 1 minutes in production. Completing neither yields 80% of base output, one yields 90%, and both yield 100%.

Harvest

At READY TO HARVEST, harvesting costs 2 Energy and credits the canonical crop to Account Storage. Capacity is checked before the field is removed. Harvested crops may be traded or prepared as Provisions.

Property Controls

Property and Active Fields collapse controls only change presentation. Crops, workers, acreage, timers, selections, and server progress continue unchanged while hidden.

Crops for workshops

Move harvested crops from Account Storage into workshops through Business > Supplies. Manual production and Town encounters block the same character from conflicting physical work. Employ an NPC operator or finish the queue before departing.

Related guides