⚠️ Eco v0.14 is coming — the next major update reworks upgrade modules, so some of these numbers will change. They reflect the current version. What’s changing →
  • Simpler tiers: the 1–4 tiered upgrades become a single Basic / Advanced / Modern upgrade each.
  • Permanent upgrades: a module placed in a workstation is permanent — no more swapping lower tiers out as you progress.
  • Power transitions: a module can change a station’s power type/draw (e.g. a Modern upgrade moves a sawmill from mechanical to electrical power).
  • Talent-integrated: modules now use the same bonus/talent system — any talent benefit (power, labor cost, recipe unlocks) can come from a module.
  • Cheaper to upgrade: with the multi-tier parts gone, fully upgrading a workstation costs significantly less.

We’ll update this calculator shortly after the update releases.

HomeSkillsFarming

Farming

Farming

Tier 2

The art of planting and cultivating flora. Levels up by crafting related recipes and using the hoe.

Tier2Max level7Unlocks36 recipes

A specialty of Farmer.

Effects

Talents

Notes

Farming is a Tier 2 specialty focused on the art of planting and cultivating flora, unlocking various seeds, mushroom spores, and advanced research papers. To progress, players must first have the Farmer prerequisite and can level up to a maximum of 7 by using a hoe and crafting related recipes. Because specializing in skills is more efficient than generalism, farmers typically trade their produce through the player-run economy to support other citizens.

Notes are AI-generated and may be imprecise.

Prerequisites

Unlocks recipes