⚠️ 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.

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Farmer

Farmer

Farmers are specialists in agriculture.

Farmers are specialists in agriculture. The crops they produce are a primary source of the calories needed for citizens to perform work.
- FarmingSkill allows citizens to create seeds out of produce to help create large farms.
- FertilizersSkill allows citizens add nutrients to soil and test soil conditions with a SoilSamplerItem.
- GatheringSkill allows citizens to harvest more produce from both wild plants and human-created farms.
- MillingSkill allows citizens to process produce in a MillItem for use by chefs in more advanced recipes.