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I saw someone discussing this game on the forum, and I happened to have spent nearly two hundred hours chewing on it recently, and I had a thorough understanding of the decompilation ideas of the entire economic system. No nonsense, just get to work.
Set a tone first. Prosperous Farm is not difficult to get started, but if you play with the experience of traditional farm games, you will die ugly in the early stage. This game is essentially a synthesis pipeline simulator. How well it can be played depends on your land utilization and workshop turnover rate, not just the number of buildings. The key rhythm is divided into three parts: crop rounds, order selection, and trade ship refresh.
The most easily overlooked thing in the early stage is actually the order. Pay attention to the order board, there is a hidden proficiency bonus behind each order. Submitting the same product more than three times in a row will trigger the "skilled" tag, and the income will directly increase by 15%. So don't just hand in the order when you see it, and focus on delivering a certain type of product repeatedly. The growth rate of money and experience are completely different things. I recommend targeting corn and milk in the early stage. These two raw materials have the lowest acquisition cost and are simple to process. Once the proficiency is fully stacked, the cash flow in your hands will be very scary.
When it comes to land planning, this is an area where many people fail to lay the foundation well. A thousand plots of land may seem like a lot, but there are actually hidden fertile soil zones on the map. In the long strip near the water, crop growth time is shortened by ten percent, and the warehouse built there will also slightly reduce loading and unloading time. You open the map and drag it to the river section on the far left. Yes, that's the corner, which is the Feng Shui eye of the entire island. The first phase of the plan surrounds all the fields and workshops in that direction, shortening the transportation path by one third, and the logistics efficiency is not on the same level as the resource point opposite.
For the workshop, I suggest not to exceed twice the actual demand. Many people like to fill up the workshop with all the drawings. It seems that the production capacity is full, but in fact everyone is fishing. Four hundred workshops is the upper limit, but in the early and mid-term you only need twenty to get through the main line. The core is to keep every workshop on a weekly basis. To run a workshop with one day off and one day off is a pure loss. There is one warehouse for every three workshops. This ratio is very tight. It ensures that the raw materials will not be broken and the finished products will not accumulate within the storage radius, just to achieve the most efficient rhythm.
By the way, don't save on warehouse upgrades. The diamonds saved in the early stage will be used first to increase the warehouse capacity, and do not touch decorations. Decoration only adds prosperity value, and there is currently no actual income conversion for prosperity value. But if you insist on asking about sentimental value, let's talk about it differently. My personal strategy is to add a field every two levels of warehouse upgrade, so that the ten-year expansion curve is the smoothest.
Trade ships are the most important economic engine in the mid-term. Farming an ocean-going trading ship every six hours can bring you rare synthetic materials and blueprint fragments. Ship orders are often for things that are not available locally, such as cocoa beans and bananas. So even if you don't have a processing chain in the early stage, you should stock up on tropical crop seeds without thinking, especially cocoa beans. Remember this saying, there is no waste from tropical crops. If you reserve three plots of land in the middle of the island for this kind of cash crops, the ocean routes will be pure profits.
There is also a small mechanism. You can long press on the synthesis panel to preview the next product. Don't waste gold coins on low-level synthesis. Before combining two low-level items into one high-level item, first calculate the selling price and sales cycle. My experience is that it is more profitable to directly sell the raw materials for synthetic products below level 3, and it is only after level 4 that synthetic profits begin to be made. This rule applies to about 70% of product lines, with the exception of bread series and jelly series. These two lines are worthy of processing starting from the second level.
There is another trick when checking levels: scattered individual facilities can be dragged to the edge of the plot, leaving a continuous area in the middle. The large-scale facilities unlocked later will have chain bonuses. An area with a continuous area of ​​more than fifty blocks will have an additional increase in production efficiency, called "Fruit Resonance". This bonus effect is extremely impressive, and is roughly equivalent to an additional permanent 12% halo.
These ideas can basically help you to steadily overcome all the pitfalls in the early stage and snowball in the mid-term.The most interesting thing about this game is that its numerical relationship is self-consistent. It doesn't force you to spend money, but it forces you to understand and plan the process. Finally, I would like to mention that there is no soft upper limit for building collection and map exploration. Areas unlocked later will contain rare facility fragments, so the map should be fully lit up as much as possible. Look through the map at night to find dots of shining spots, which are interactive ruins.
I don't know if you have discovered a secret setting. If you place a beehive next to the windmill, the honey production will speed up. I saw this prompt by chance, and I guess it is an Easter egg mechanism in the game. If anyone has this kind of hidden formula, you are welcome to tell me the secret code downstairs, and we will continue the game.