Rheinhof — Guide

You build up your own farm: sow, harvest, keep animals, refine goods and sell at the market stall. Everything runs on play € — nothing can be bought with real money and nothing is paid out. Best of all: nothing spoils. Your plants wait patiently, so you can leave and come back any time.

Contents
  1. First steps
  2. Crops — what grows when?
  3. Watering
  4. After-ripening — being late even earns you a little
  5. Weather and seasons
  6. Buying fields and build times
  7. Building crews and the queue
  8. Upgrading fields
  9. Storage and extensions
  10. Daily prices — when to sell?
  11. Market stall and orders
  12. The central store
  13. The little (L) behind a customer name
  14. The way to the customer — vehicles and delivery runs
  15. On the way to the customer — the delivery time
  16. Bulk order
  17. Farm chronicle
  18. Weekly event
  19. Animals
  20. Animal welfare — outdoor runs and grooming
  21. 🌞 Daylight in the chicken coop
  22. Plantings — plant, harvest, renew
  23. Buying a machine instead of renting it
  24. Farm accounts — what really pays off?
  25. Yard decoration — where the money goes later on
  26. Refining — where the profit is
  27. What is coming to the farm next
  28. Helpers, machines and staff
  29. 🎼 The farm staff conductor — your staff working together
  30. 🛒 Market runner and salesperson — two people, two jobs
  31. ⏸ When you stay away for a while — the pause setting
  32. Market hall — trading with other players
  33. Full storage and forced sales
  34. Tips for the start

First steps

The farm starts with 0 € in the till — your money comes from the current account on the start page (the starting capital of the bank or a small loan, see the bank guide). This is how it starts:

Safety net: If you are completely broke (no money, nothing in storage, nothing on the fields), your neighbour lends you 3 € for seed — and you never have to pay it back.

Crops — what grows when?

Short crops earn experience quickly, long ones make more money per hour. All values per field:

CropTimeSeedHarvestSale valueFrom level
🌿 Grass3 min0.08 €5 bunches at 0.10 €0.50 €1
Radishes10 min0.32 €5 bunches at 0.40 €2.00 €1
🥬 Lettuce30 min0.45 €6 heads at 0.90 €5.40 €2
🌾 Grain2 hrs1.60 €38 kg at 0.40 €15.20 €4
🥕 Carrots4 hrs3.20 €30 kg at 1.10 €33.00 €6
🌽 Corn8 hrs4.00 €120 cobs at 0.60 €72.00 €8
Pumpkin16 hrs8.00 €75 pieces at 2.20 €165.00 €10
🍓 Strawberries24 hrs12.00 €115 punnets at 2.50 €287.50 €12

The three small crops (grass, radishes, lettuce) yield even more if you upgrade the field — see the separate section below.

There are 15 levels; from level 15 (master farm) you permanently get 5 % more on every sale.

Watering

You can water each planting once — that cuts the remaining time by 20 %. The earlier you water, the more time you save. Later on, the water cart (bulk action) or the waterer (staff) can do this for you.

After-ripening — being late even earns you a little

Ripe goods wait for you, always and indefinitely. Nothing spoils, nothing decays. With the storable crops something is even added: they dry on the stalk and therefore weigh more. The field tile then reads “🌾 ripened on +3”.

CropAfter-ripeningExample per field
🌾 Grain · 🌽 Corn · 🌼 Rapeseed · 🌻 Sunflowersup to +8 %grain 38 → 41 kg
Pumpkinup to +6 %75 → 80 pieces
🧅 Onions · 🥔 Potatoes · Sugar beetup to +5 %potatoes 50 → 53 kg
🥕 Carrotsup to +4 %30 → 31 kg
🌿 Grass · Radishes · 🥬 Lettuce · 🍓 Strawberriesfresh produce, stays at 100 %

The full bonus is reached after 6 hours and does not grow any further after that.

Is it worth waiting on purpose? No — and that is deliberate. The field stays occupied while the crop ripens on. Waiting six hours on grain gives you 8 % more goods, but takes 8 instead of 2 hours — only 27 % of the yield per hour. Even with sunflowers, the longest crop, waiting leaves you at 90 %. After-ripening is therefore not a trick but a consolation for coming back late.

Two details: the harvester, the harvest crew and your staff harvest the moment a field becomes ripe — so they practically never get the after-ripening. It is the one advantage that only hand harvesting has. And the number on the field tile is always exactly the one you get when harvesting.

Weather and seasons

The weather can only ever help you — it never slows you down. That is a firm promise: there is no weather that makes anything grow slower than usual, there is no frost, no crop failures and no blocked fields. Your farm keeps running normally right through winter.

There are two kinds of good weather:

WeatherEffectRadishes (normally 10 min)
☀️ Sunnyripens 15 % faster8.7 min
⛈️ Thunderstorm10 % faster and waters for you7.3 min
🌤️ Fairripens 8 % faster9.3 min
🌧️ Rainwaters for you8.0 min
☁️ Cloudy · 🌫️ Fog · ❄️ Snownormal growth10.0 min

Rain takes work off your hands: sow in the rain and the field is watered straight away — you save the click and get the 20 % time saving for free, without any water cart. In return you cannot water that field again. With sun it is the other way round: there it pays to water yourself — both together ripen radishes in just under 7 minutes.

The weather changes every 3 hours; when it is due is shown above your fields. What always counts is the weather at the moment you sow — whatever happens afterwards no longer changes that planting. So you can leave with peace of mind.

📍 Sometimes it is the real weather. If it says “real weather in Leverkusen” above your fields, the actual weather is playing along — it comes live from the operator’s home system. If it rains out there, the rain waters your fields too. Next to the conditions you will also see the current temperature — that is purely for information: it changes nothing about growth, prices or yields, and it always refers to the moment you are looking. Without that note the game runs on its own weather. Nothing else changes for you: the real weather can only ever help as well, and even if the connection drops, play carries on as normal.

Seasons follow the real calendar and decide which weather is common: plenty of sun in summer, plenty of rain in autumn, more dull days in winter. And every season has its seasonal produce, which fetches +25 % at the market stall and when selling:

SeasonSeasonal produce
🌱 Spring (March–May)🥬 Lettuce · Radishes
☀️ Summer (June–August)🍓 Strawberries · 🌿 Grass
🍂 Autumn (September–November) Pumpkin · 🌽 Corn
❄️ Winter (December–February)🥕 Carrots · 🌾 Grain

Winter has a little less sun than summer — in return it is the season of stored vegetables. It balances out, and winter is never slower than having no weather at all.

Buying fields and build times

You start with 1 field and can grow to 30 fields. The first purchases are deliberately cheap: 2nd field 10 € · 3rd 25 € · 4th 50 € · 5th 100 € · 6th 150 € · 7th 220 €, then each further one costs 36 % more.

And the build takes longer the more fields you already have. Fields 2 to 6 are ready in 15/30/45/60/90 minutes; from the 7th field the time grows with every further one:

FieldPriceBuild time
7th220 €4 hrs
12th1,024 €6 hrs
18th6,477 €9.25 hrs
24th40,981 €14.75 hrs
30th259,309 €23.5 hrs

The money is the real hurdle here, not the time: all 29 purchases together come to about 979,000 €. How many fields go up at the same time depends on your building crews — see the next section.

In a hurry? Builders halve the remaining time (12 € per remaining minute, at least 5 € — so it is cheap close to the finish).

Building crews and the queue

Everything is put up by building crews. Each crew builds exactly one thing at a time — so more crews mean more building sites side by side.

CrewPriceYou then build
1st crewfree, yours from the start1 thing
2nd crew500 €2 things
3rd crew1,000 €3 things

Paid once, then the crew is yours for good — no subscription, no rent, and it is there straight away. A crew is taken up by: a building, a storage extension, a field, a market stall, the market hall, a field upgrade and an outdoor run — everything that gets built, in other words. The only thing that does not take one is an animal delivery: the dealer brings it, that is not a build.

With three crews you build three things at once — three buildings as well, say a mill, a dairy and a bakery side by side. Two limits remain, and they follow from the thing itself: the same building never goes up twice at once, and the storage extension only ever runs once (its tiers build on one another).

📋 The queue: when everything is busy you can queue up to 3 jobs. As soon as a crew is free it starts the next one by itself — even while you are away. This is the way to go if you would rather not spend money on another crew. You can queue anything that takes up a crew — field upgrades and outdoor runs included.

Two of them only pay when the work begins: the field upgrade and the outdoor run. Their price depends on the size of your farm resp. on the places in the barn and would go stale otherwise — so their slot in the queue costs nothing, and you are charged at the price of the day the crew starts. If the money is short by then, the job lets the others go first and keeps waiting.

An upgrade needs an empty field. If it is still planted when you queue it or when its turn comes, that is fine: the job lets the others go first and starts as soon as you have harvested. It does not expire — only if it becomes permanently impossible (the field is already at the top tier) does the game take it out, with a message. You will not have paid anything either way.

Upgrading fields

Every field can be improved on its own in two tiers. Each tier adds +1 item per harvest — a fixed number of items, not a percentage.

TierPriceBuild timeEffect
Tier 125 €30 min+1 per harvest
Tier 2100 €60 min+1 more, +2 in total
Fully upgraded125 €1.5 hrs+2 per harvest

It only works with the small crops: 🌿 grass, radishes and 🥬 lettuce. It does nothing for grain, corn, pumpkins or strawberries — the big crops yield plenty as it is. That is why it pays off mainly early on: for radishes, +2 bunches is a full 40 % more.

Worth knowing:

What is worth more — a new field or a tier on an existing one? Up to the 5th field, a new field wins. From the 6th, tier 1 pays off; from the 9th, tier 2 as well. Tier 2 barely pays for itself if you harvest purely by hand — it is really for farms with a harvester.

Storage and extensions

A storage slot is one shelf compartment; how much fits in differs per good (e.g. 30 bunches of radishes, but only 6 pumpkins per compartment). A part-filled compartment counts as a full one. You start with 10 slots.

Extending is purely a matter of money (no level required) and always goes in steps of 10: the first stage adds 10 slots for 50 € (5 min build time). After that every stage costs more and takes longer — up to the final stage with 400 slots (the last one costs 598,000 € and takes 34 hours, the longest build in the game). From 85 % full the display warns you.

A storage extension takes up a building crew — and the site it shares with the buildings (see “Building crews and the queue”).

Daily prices — when to sell?

The market pays differently today than yesterday. Every good has a daily price between −15 % and +15 % of its base price. Storage shows it next to every row: “▲ +12 % today” or “▼ −9 % today”, plus a small curve of the last seven days (▁▂▄▆▅▃▄) — so you can see whether the price is rising or falling. The price changes at midnight and never jumps wildly, because yesterday counts into it.

This turns your storage into a tool instead of a shed: if you keep stock, you can wait for a good price. And since nothing spoils, waiting costs you nothing.

Where daily prices apply — and where they do not:

Do not worry, you do not have to check every day. Over many days good and bad prices balance out exactly — anyone who never looks at the price loses nothing on average.

🤝 Co-operative volume bonus: selling 100 units or more of one good in a single go earns you 8 % on top. Producer co-operatives pool volumes to get better prices — that is what they are for. It is a pure bonus: selling in small portions pays exactly as much as before.

Market stall and orders

Customers queue at your market stall with orders. A delivery pays 1.3 times the value of the goods; regulars pay 5 % more per loyalty stage (max. 5 stages) — together up to 1.625 times. Declining is expressly allowed and costs nothing; after 10 minutes (4 at full reputation) a new customer turns up.

Reputation: The more orders you deliver in total, the faster new customers arrive — the wait drops from 5–60 minutes at the start to 2–15 minutes at full reputation (150 deliveries). Regulars also come back sooner.

Stall spots = customers at a time. Up to 9 spots are possible: 1 starting spot, 4 free ones (one each from level 3, 7, 11 and 14) and 4 bought ones (10 / 500 / 1,500 / 2,500 €). Even free spots have to be built — build time grows from 15 minutes to 6 hours per stall, only one at a time.

Customers ask for what your farm can actually supply. A good that grows slowly on your farm is requested less often — and if it does turn up, then in a small amount next to an item you harvest quickly. An order therefore never consists of plantings alone: a raspberry hedge bears 4 punnets every 4 hours — 13 punnets at once would tie up a stall spot for more than half a day for a single item.

The order is not worth a cent less because of it. Only which good appears in what amount changes — "13 raspberries" becomes "4 raspberries and 30 potatoes", for instance. And because orders now clear faster, the same stall spot earns considerably more per day.

The central store

The hotel, the restaurant, the clinic and the apartments need food every day. Part of it they take from the central store — and that store is filled from your market stall.

You do not have to do anything or learn anything for it. No new button, no contract, no decision — you sell at your stall as always, everything else runs by itself.

What you get out of it. When a good runs short there, two things happen:

The order then reads, for example: 🏪 For the central store · +30 %.

⚠️ The bonus is already part of the amount shown on the order — it is not added on top a second time. A radish order marked +50 % showing 27.30 € pays out 27.30 €; without the bonus it would have been 18.20 €. The order card spells out this comparison as well.

The ladder. What counts is how many days the good will still last in the central store:

Stock still lastsBonus
more than 7 days
7 to 5 days+10 %
under 5 days+20 %
under 3 days+30 %
under 2 days+40 %
under 1 day+50 %

Why it works like this: on a large farm, radishes or lettuce barely pay off any more — you would rather make cakes and smoked cheese. But those simple goods are exactly what the kitchens need every day. When one of them runs short, its bonus rises far enough to make the trip to the market stall worthwhile again.

⚠️ Waiting gains you nothing. The bonus is fixed the moment the customer appears. An order showing +20 % stays at +20 % — even if the good has become scarcer in the meantime. Leaving it lying around never pays; it is the next customer who brings the higher step.

⚠️ Only these marked orders end up in the central store — an ordinary customer buys for himself, and his goods go nowhere else. What you see is exactly what happens.

The bulk order helps too. When the central store needs several goods at once, they often appear together on one delivery note — a single delivery then closes several gaps. Those items are marked with 🏪; only they go to the store, the rest of the order is ordinary custom.

⚠️ The bonus comes on top. Anyone who never delivers such a good earns exactly as much as before — nothing is taken away from you.

When it stops: once a good is stocked for 7 days, everything is back to normal — no raised demand, no bonus, no marking. If the stock drops again later, it starts all over.

And what you will not notice at all: your usual earnings do not change by a single cent. The bonus is the only thing added — and it is always visible on the order.

The little (L) behind a customer name

Now and then a small (L) appears behind a customer name — for example Mrs Grünbaum (L). That is not a typo.

Besides the central store there is a second buyer: the wholesaler. He is the safety net of the whole arcade — whenever the hotel, the restaurant, the clinic or the apartments need something that is nowhere else to be had, he delivers. Always, in any quantity — even when his own warehouse is empty. No business ever comes to a halt, and nobody has to wait for you.

His warehouse is therefore not a shelf but rather a ledger: it shows how much the players have contributed — and how much the arcade has consumed beyond that. The emptier it is, the more urgently he asks for goods.

And that is exactly where you help, without having to do anything: some of your market stall customers are in fact buying for the wholesaler. Those orders carry the (L) — and they pay you 10 % more.

⚠️ The bonus is already part of the amount shown on the order — just like with the central store. Nothing is added on top a second time.

There is nothing to decide. No button, no contract, no drawback. An order with (L) is an ordinary order — only better paid. Anyone who never gets one earns exactly as much as before; nothing is taken away from you.

Waiting does not pay here either. The bonus is locked in the moment the customer appears — it does not grow on an order left lying around.

When it stops: once the wholesaler has enough of a good, he stops asking for it and the (L) disappears. Then it is the central store's turn again.

The way to the customer — vehicles and delivery runs

A vehicle is a bonus, never an obligation. That is a firm promise: without one you deliver exactly as before — one click per customer, no delivery charge, no fuel, no maintenance. There is no order that needs a vehicle.

What a vehicle does add: you serve several customers on one run — fewer clicks — you reach the customer faster (see the next section), and because the trip is worth it, the pay for the whole run goes up:

VehiclePricefrom levelCustomers per runBonus
— none —10 % (exactly as before)
🛒 Handcart60 €32+5 %
🚲 Cargo bike250 €63+10 %
🚚 Delivery van1,200 €104+15 %

The „🚚 Set off" button appears at the market stall as soon as you own a vehicle. It takes the orders that are completely in storage — from left to right, the way the customers are lined up at your stall — up to the capacity of your vehicle. Money and experience arrive as soon as the delivery reaches the customer — just like a single delivery, see the next section. The single „🤝 Deliver" button on each order card stays exactly as it was.

Your market runner uses the vehicle too. That is deliberate: if the bonus only applied to clicking by hand, hiring staff would cost you money. He keeps making runs as long as anything is deliverable, so he never delivers fewer orders than before — only better paid ones.

Is it worth it? Honest numbers. At level 3 a run with two customers brings around 2 € extra, so the handcart has paid for itself after roughly 17 hours of play. The cargo bike needs about 24 hours, the delivery van about 26. For comparison: a field upgrade (stage 1, 25 €) pays for itself in about 10 hours.

The bonus is the smallest of the market stall multipliers, on purpose: direct sale 1.0 · bulk order 1.25 (1.37 if completed) · order 1.30 · order on a full run 1.495 · regular customer stage 5 1.625. A loyal customer is worth more than the best vehicle — and no vehicle can outpace your fields, because without goods there is nothing to drive.

On the way to the customer — the delivery time

When you tap „🤝 Deliver", the goods do not reach the customer that very moment: they are on their way first. How long that takes depends on what you travel with:

With whaton the way
🚶 on foot (no vehicle)60 seconds
🛒 Handcart30 seconds
🚲 Cargo bike20 seconds
🚚 Delivery van15 seconds

The stall spot is free immediately — that is the most important part. You do not have to wait for the goods to arrive: the next customer moves up right away. So you lose neither an order nor any waiting time.

Money and experience arrive when the delivery does, not already when you tap the button. The same applies to a whole run with several customers.

Deliveries keep running even if you close the game. When you come back later they have long since arrived and the money is there. So you can stop in the middle of a run — nothing is lost.

Bulk order

From level 5 the cooperative regularly puts one large order covering several goods on the counter. It is the calm counterpart to the market stall: it sits there for 12 to 16 hours and waits for you.

🎼 With the conductor your staff gets the goods ready. If you have booked the farm staff conductor, he takes the bulk order into his plan: he has whatever is still missing sown and made, and foreman and salesperson leave alone what is already lying ready for it. Market orders come first — they have the tighter deadline. Delivering, however, is up to you: the button “📦 Deliver what you have” stays your move, no market runner drives it out.

The next order arrives at the earliest 30 minutes after the previous one expires — not after you complete it. So delivering quickly does not speed up the supply; there are at most about 1.6 orders a day.

Is it worth it? It deliberately sits between a direct sale (1.0 times) and a good regular (up to 1.625 times). If you sit at the market stall all the time, you earn more there. The bulk order is for everyone who is away for a few hours in between — it will not run away from you.

Farm chronicle

The farm chronicle records what you have achieved on your farm and awards milestones and titles for it. There are six series:

SeriesMilestones at
✂️ Harvests50 · 250 · 1,000 · 3,000
🤝 Orders delivered25 · 100 · 300 · 750
🧺 Goods produced50 · 250 · 1,000
🌾 Feedings100 · 500 · 2,000
🌱 Different crops harvested4 · 6 · 8
📦 Bulk orders completed1 · 10 · 40

Every milestone reached earns experience: 20 XP for the first one, then 60, 150 and 400 XP. It never pays money and never pays goods — the chronicle is recognition, not an income. All together the chronicle is worth 2,180 XP, a good 5 % of the way to level 15, spread over weeks. So you can safely ignore it; it fills up on its own as you play.

What is counted are actions, not quantities: a harvest is a harvest, whether 5 bunches of grass or 115 punnets of strawberries come off the field. The harvester and the harvest crew count too.

Weekly event

Every now and then the arcade calls a weekly event for a few days — a harvest festival, a trade fair in Cologne or a rail strike, for example. You will spot it by the “🌍 This week” banner at the top of the game, including the time left. On the farm it changes exactly one thing: the customer pace at the market stall — during a harvest festival customers queue up faster, during a bad event less often (±10–20 %). More customers do not create money out of thin air: your goods keep growing at their own pace. There is nothing to miss out on — no event offers anything exclusive, it only shifts the pace.

Animals

Animal buildings come empty — you buy animals one by one and the dealer delivers them automatically:

Chicken coop (from level 3): 150 €, 6 slots, extendable to 18. Cow pasture (from level 6): 700 €, 3 slots, extendable to 12. Pig sty (from level 8): 1,400 €, 4 slots, extendable to 10. Feed, wait, collect — eggs, milk and pork are the ingredients for your workshops.

The pig is the big grass eater — it eats four times as much as a cow. So plan your grass fields before you build the sty. From level 10 the farm kitchen takes its pork for the roast pork, and later the smokehouse turns it into ham and sausage.

The feed stock is shown on the building. Right under the header of every built animal building you can see how much of exactly that feed is in storage, how many feedings that covers and how long the stock lasts with your current number of animals. No need to switch to storage any more. When the stock gets low, the line turns warm. This is display only: feed consumption, yields and prices are unchanged, and an empty trough still does your animals no harm — they simply wait.

Animal welfare — outdoor runs and grooming

Looking after your animals gets you more — not looking after them costs you nothing. That is a firm promise, just like with the weather: there are no sick animals, no dying animals, no falling yields and no lockouts. Without a run and without grooming your building works exactly as before. Animal welfare only adds on top.

🌿 Outdoor run — build once, more forever

Every animal building can be extended with an outdoor run, individually and in two levels. Each level gives +1 piece per animal and round — a fixed number of pieces, not a percentage.

LevelPriceBuild timeEffect
Level 115 € per slot2 hrs+1 per animal and round
Level 235 € per slot4 hrs+1 more, +2 in total
Fully built50 € per slot6 hrs+2 per animal and round

The price follows the size of the building: a chicken coop with 6 slots pays 90 € for level 1, one with 18 slots pays 270 €. That way the run pays for itself just as fast on a small farm as on a big one.

What it brings (full building, continuous feeding):

Animalno runLevel 1Level 2
🐔 Chicken3 eggs · 0.67 €/hr4 eggs · 1.07 €/hr5 eggs · 1.47 €/hr
🐄 Cow4 litres · 1.10 €/hr5 litres · 1.40 €/hr6 litres · 1.70 €/hr

Worth knowing:

Is it worth it? With continuous feeding level 1 pays for itself after roughly 37 hours (chickens) or 50 hours (cows) — faster than the animals themselves. Level 2 is much slower (around 88 and 117 hours) and mainly pays off when an animal keeper feeds around the clock.

🪮 Grooming — costs nothing but a click

"Groom the animals" brushes and tends one building. It costs no money. The building then counts as groomed for 3 hours: every round that starts during that time finishes 15 % faster. On top of that you get 1 XP per groomed animal.

Run and grooming stack: a chicken with a full run in a freshly groomed coop brings 1.69 €/hr instead of 0.67 € — about two and a half times as much. The figures page also shows how many extra pieces the run has brought you in total.

🌞 Daylight in the chicken coop

Chickens lay in the light. While the sun is above the horizon, rounds in the coop finish up to 15 % faster. The coop card shows whether it is daylight right now and when the next change comes.

Nothing is slower at night. This matters and is a firm promise: at night a round takes exactly the 45 minutes it has always taken. Daylight is a gift on top — there is no night-time penalty, and nobody has to get up earlier or go to bed later because of it.

SeasonDay lengthEggs across the day
❄️ Decemberabout 7.7 hrs+4.2 %
🌱 Marchabout 11.9 hrs+6.6 %
☀️ Juneabout 16.3 hrs+9.5 %
Across the whole year+6.9 %

Sunrise and sunset follow the real yearly cycle in Leverkusen, and the change comes with a soft hour of twilight instead of a hard switch. A round that runs across sunset gets exactly the share of daylight it actually had.

Chickens only. Cows are milked and pigs are fattened — they do not depend on light. A mill runs at night anyway. And because the finishing time is fixed when you feed, it is still correct when you have been away for two days.

Plantings — plant, harvest, renew

Next to your fields you can set up plantings. They are planted once and then harvested over and over — no seed, no watering, no replanting. When you harvest, the next round starts right away. Ripe stays ripe: a finished harvest does not spoil. You find them on the 🐔 Yard tab, below the animal buildings.

Plantingfrom levelPriceCycleHarvest€/hrmax
Raspberry hedge370 €4 hrs4 punnets à 1.20 € = 4.80 €1.20 €8
🍎 Apple tree6165 €8 hrs14 kg à 1.60 € = 22.40 €2.80 €6
🍯 Beehive9210 €12 hrs8 jars à 5.40 € = 43.20 €3.60 €4

Establishing time: the very first harvest takes longer — one and a half times a normal round (hedge 6 hrs, tree 12 hrs, hive 18 hrs). After that the normal cycle applies. While establishing, the tile says “establishing”.

⏳ Standing time — every planting lasts a while

A berry bush does not bear forever, and a bee colony needs looking after as well. That is why every planting has a standing time. After that it is worn out and gets renewed. That is exactly why the section is no longer called “permanent crops” — “permanent” would have promised something that does not exist.

The standing time is counted in real days, not in game time, and it keeps running while you are away.

PlantingStanding timeRenewal coststhen establishes in
Raspberry hedge30 days42 € instead of 70 €3 hrs instead of 6
Redcurrant bush35 days63 € instead of 105 €3¾ hrs instead of 7½
🍎 Apple tree90 days99 € instead of 165 €6 hrs instead of 12
🍒 Cherry tree75 days147 € instead of 245 €7½ hrs instead of 15
🍯 Beehive60 days126 € instead of 210 €9 hrs instead of 18
Hazel bush60 days174 € instead of 290 €10½ hrs instead of 21
Grape vine120 days204 € instead of 340 €13½ hrs instead of 27

This is how it works:

This is a care rhythm, not a tax. Over its 30 days a raspberry hedge brings in many times what the renewal costs — those 42 € hardly matter. It is meant as a reason to look in on the farm now and then, not as a brake on your money.

When does it pay off? Every planting is paid for after about 58 hours of play — the same for all seven, so you decide by your own rhythm and not by the maths. That is long before its standing time ends, so it has more than paid off before it is renewed. Per hour, plantings bring less than a field (1.20–3.60 € against 6.80–11.48 €). Their advantage lies elsewhere: they need no click to re-sow and no seed money. If you only drop by briefly, an apple tree hands you 22.40 € in one session — without you having prepared anything.

The animal keeper harvests them too as soon as he is under contract — and at no extra cost: his wage still follows only the number of your animals. Unlike the harvest crew in the fields, nobody keeps a share here.

You can sell raspberries, apples and honey at the market stall, deliver them in orders and put them into a bulk order. Not yet possible is trading them in the market hall — it only knows the field, animal and workshop goods so far.

Buying a machine instead of renting it

You can not only rent the harvester and the seed drill, you can also buy them. After that they are yours and run forever without rent. There are no follow-up costs: no diesel, no servicing, no subscription, nothing at all. Paid once, done.

The purchase price follows the number of your fields, just like the rent does: 36 € + 9 € per field.

FieldsPurchaseRent 24 hrsPurchase paid off after
145 €11 €96 hrs of continuous use
690 €23 €96 hrs of continuous use
12144 €36 €96 hrs of continuous use
24252 €63 €96 hrs of continuous use

So buying always costs exactly as much as four days of continuous rental in the cheapest package — no matter how big your farm is. If you rent in small packages instead (4 hours for 8 € with six fields), the purchase has paid for itself after 45 hours.

The crew is still required: no harvester without the harvest crew, no seed drill without the sowing crew (150 € each). A running rental simply stays and expires — nothing is lost.

What does not change: the share the harvester keeps from a harvest (up to 35 %) stays the same. It depends on the harvest, not on the contract. And the rent stays exactly as it was for everyone who does not want to buy.

Farm accounts — what really pays off?

On the 📊 Figures tab, below the yield calculator, you find the farm accounts. The yield calculator shows what a crop can bring. The farm accounts show what it really brought on your farm — including everything that gets in the way: idle time, harvests left standing, and the share the harvester kept.

For every branch (fields, animals, workshops, plantings) and every crop you see:

Wages are deliberately not included. Staff and machines cost time, not crop — spreading them over individual crops would be a claim, not a measurement. What they cost is shown as its own tile above.

With “🔄 Reset the figures” you start the evaluation over, for example after a rebuild. This only affects the numbers — money, goods and experience stay untouched. The farm accounts are display only and influence nothing in the game.

Yard decoration — where the money goes later on

At the bottom of the 🔨 Extensions tab you find the yard decoration: ten things you can buy so that your yard looks like something.

🌷 Flower bed 250 € · 🪑 Bench by the gate 400 € · 🐦 Bird house 700 € · 🧱 Paved path 1,200 € · 🪵 White picket fence 1,800 € · ⛲ Old well 2,600 € · 🐈 Farm cat 3,400 € · 🐕 Farm dog 4,500 € · 🎏 Weather vane 6,000 € · 🚜 Vintage tractor 9,000 € — 29,850 € in total.

And now the important part, quite honestly: these things give you no advantage whatsoever in the game. No yield, no speed, no discount, no unlock. They simply stand there. In return they never cost anything again — there is no upkeep.

They are meant as a goal for later, when fields, buildings and workshops are fully built and money would otherwise lose its meaning. The total of your ornaments appears in the figures as “yard pride” — that too is only a number and controls nothing.

One note: ornament does not count as an asset. If you delete your save, you get nothing back for it.

Refining — where the profit is

Workshops turn cheap goods into expensive ones — the best hourly rate on the farm:

WorkshopRecipeTimeAdded value
🌾 Mill
(from lv 5, 600 €)
5 kg grain → 2 bags of flour (4.40 €)25 min+2.40 €
🍰 Bakery
(from lv 7, 1,800 €)
2 flour + 4 eggs + 1 milk → 1 cake (12.50 €)60 min+6.00 €
🍰 Bakery1 flour → 8 bread rolls (4.16 €), from lv 730 min+1.96 €
🍰 Bakery2 flour + 3 eggs + 4 strawberries → 1 strawberry cake (26.00 €), from lv 1275 min+10.70 €
🧀 Dairy
(from lv 11, 2,600 €)
8 litres of milk → 1 wheel of cheese (16.50 €)90 min+9.30 €
🍲 Farm kitchen4 kg pork + 6 potatoes + 2 onions → 1 roast pork (17.20 €), from lv 1060 min+6.90 €

The roast pork is the first buyer for your pork — it arrives at level 10, long before the smokehouse. So if you build a pig sty you do not have to wait until the meat can finally be used.

The farm’s guiding rule: money comes from refining, not from bigger fields. Work it out with grain: 5 kg off the field are worth 2.00 €. Milled, they turn into 2 bags of flour worth 4.40 € — more than double. Take two bags of flour, four eggs and a litre of milk and the bakery turns them into a cake worth 12.50 €. Every step roughly doubles the value, and all it costs you is time and a work slot — no new field, no new building site, no seed.

Refining also saves storage space — bulky grain becomes compact flour.

Bread rolls come with a guaranteed outlet: per hour they earn less than cake (+3.92 € instead of +6.00 €), but hospitals (breakfast service) and apartment buildings (breakfast basket) sign supply contracts for them — you offer them in the market hall under “🚚 Supply contracts” (base price 0.52 € each) and then deliver automatically every day, without waiting for market-stall customers.

You do not have to switch to the storage tab to see whether your ingredients are enough. Under every recipe you can see how much of exactly those ingredients is in storage right now, and how many runs that covers — for example “📦 In storage: 🌾 Grain 240 · enough for 48 runs”. If it is not enough for a single run the line turns warm-coloured, and the red line below it tells you the quantity you are still missing. The animal sheds show the same for their feed, there with the range in hours as well.

What is coming to the farm next

The farm is not finished yet. The next stage is being built right now — here is already what is coming. Prices, times and levels are not fixed yet. As soon as they are in the game they will be in this guide; until then we promise no numbers.

Two of them matter more than their names suggest. The sugar house turns sugar beet into sugar, the oil mill turns rapeseed and sunflowers into cooking oil. You hardly sell either of them on their own — they are intermediate goods, just like flour is today. Sugar later goes into jam, jelly and cakes; oil into potato fritters and pastry. Goods like these are the reason several chains are worth walking at all.

The idea stays the same as before: a bigger field gives you more raw goods — but the real difference comes from how far you process them. Anyone who walks a chain to the end earns many times what the raw goods alone bring in. You can see how that already works one section above, with the grain.

Why it comes in steps: the farm shares the current account with the other four businesses. It is meant to yield noticeably more over time, but spread over many stages — not all at once.

Helpers, machines and staff

The four bulk actions (Harvest all, Sow as before, Plant all free ones, Water all) have to be paid for once: 150 € each, then they belong to your farm for good. After buying, the crew needs 60 minutes of training before it starts working.

Important: The harvest crew and the harvester machine keep 35 % of the harvest as their pay. If you click each field yourself, you give up nothing — doing it by hand always stays free. You get the full experience (XP) either way.

Machines by the hour (each needs the matching crew): the harvester and the seed drill keep working while you are away. Packages from 4 hours for 3 € up to 24 hours for 9 € — the rent rises with the number of your fields. There are also five farm staff contracts (animal keeper, workshop foreman, market runner, waterer, salesperson): paid by the hour, and the longer the contract, the cheaper the hour.

Every building has its own switch. The header of each barn and each workshop carries a badge with the current state: “🤖 automation running”, “🤖 automation waiting” (the switch is on automatic, but you have not hired anyone yet) or “✋ by hand”. The button next to it says what happens when you press it — “▶️ Switch automation on” or “⏸️ Switch automation off”. Set to by hand, the farm staff leaves that building alone and you work it yourself — and it no longer counts towards the wage on your next hire. That way you can let just the mill run automatically, for example, and work the other workshops yourself. Switching costs nothing and works at any time.

Pause instead of dismissal. Every hand can be put on hold with “⏸️ Pause”. The contract clock stops while they are paused: they do no work and use up no paid time. Bring them back with “▶️ Resume” and you have exactly the time left that you had before — there is nothing to pay on top.

Grain is chicken feed and mill ingredient at the same time. So that the foreman does not grind away your chicken feed, he leaves a buffer. How much is up to you under “⚙️ Set up” on the foreman (no protection, 6, 12 or 24 hours). Both uses are worth almost exactly the same, by the way: one grain earns around 0.50 € through a chicken and around 0.48 € through the mill — so you cannot decide wrongly.

The seed drill can handle several crops at once. Under “⚙️ Set up” you pick a crop and say how many fields it should cover. Then you pick the next crop — the previous one stays in place. That way you can run 1 field of radishes, 2 fields of potatoes and 3 fields of grain side by side. Next to the machine you can always see what it is sowing and on how many of your fields.

To drop a crop again, select it and choose “➖ Stop sowing this”; “🧹 Clear the plan” removes them all at once. Fields you do not enter anything for are left alone by the machine — those are yours. The same goes for fields you buy later: they stay empty until you give them a crop.

And why a workshop sometimes always makes the same thing. With no order waiting, the foreman takes the most profitable recipe in every workshop — in the farm kitchen the roast, for instance, and not the vegetable soup. A weaker recipe then never gets its turn, and that is on purpose. If you want it anyway, you have two ways: untick the stronger one under “⚙️ Set up → 🧾 Recipes”, or put it on the conductor’s stock list under “📦 Building up stock”. As soon as an order comes in for it, it goes first anyway.

🎼 The farm staff conductor — your staff working together

Once you have staff, every hand works for itself: the seed drill stubbornly sows its plan, the foreman always takes the most valuable recipe, the salesperson grabs the biggest pile. Three customers can be waiting at the market stall and nobody takes any notice. That is exactly what the conductor changes.

He is not a new hand and not a machine. He only puts what you already have into order. Nobody gets faster because of him, nobody manages more per hour, no yield goes up and no step of work is skipped. Sowing and making happen through exactly the same actions as your own clicks: same seed costs, same growing times, same yields. He decides one thing only: what comes first.

⭐ He thinks backwards — that is the whole point. He reads the open orders at your market stall and your bulk order, tightest deadline first, and works back along the chain: an order for flour needs grain, grain needs a field — so the seed drill sows today the field the foreman will need in two hours. That is what “working together” means.

🐄 And that goes for your animals too. Milk comes from the cow, the cow needs grass, and grass grows in a field: if milk is ordered, he has the grass for it sown. The same for eggs (grain for the hens) and pork (grass). He works out the amount actually needed — 20 litres of milk are five feedings and therefore 15 bundles of grass. Whatever is already in the trough or running as a round counts towards it and is not sown twice. If the barn is empty or missing altogether, he says so on his card instead of quietly doing nothing.

Who joins in — and what changes for them:

HandWhat the conductor changes
🌱 Seed drillIt additionally sows free fields with whatever the orders and the bulk order call for — on its own it only sows what is in your plan.
🚜 HarvesterTakes what is ordered off the field first. Every ripe field is still harvested; the order only matters when storage space gets tight.
🐄 Animal keeperFeeds the barn whose goods are needed first — and gets his feed ordered as well: if milk, eggs or meat are wanted, the conductor has grass or grain sown for it. He always feeds, as long as there is feed and you have not blocked it yourself — your animals never go hungry because the conductor wants to economise. He only changes the order when feed is short.
🏭 Workshop foremanMakes ordered goods first instead of always the most valuable recipe. The list is re-sorted, not shortened. What is lying ready for the bulk order he does not process any further.
🚚 Market runnerDrives to the customer with the tightest deadline first. He does not deliver the bulk order — that stays your button.
🛒 SalespersonLeaves the ingredients of an open order alone — see the next paragraph — and the goods lying ready for the bulk order.
💧 WatererNothing. He gets to every growing field in one pass anyway — there is nothing to put in order.

⭐ The salesperson and the ingredients. Until now an order for 20× flour only protected the flour — not the grain the foreman was going to mill it from. And since grain is usually the biggest pile in storage, the salesperson sold off exactly that, leaving the foreman without his ingredient. That is what used to make orders fail. In time the ingredient is left alone too, as long as it belongs to an open order. This applies to the salesperson only: the foreman may of course use it up — he is the chain — and your animals still eat first.

📦 He also tells you when your storage gets too small. When it gets tight it says so on his card — including what the farm shop has cost you in deductions so far, and with both ways out side by side: “📦 Extend storage” (with the price of the next level) and “⚙️ Change settings”. If your basic stock runs across many sorts and there is only room for one slot each, he says that too. Stock sowing then only plants what still fits — for orders and feed he keeps sowing, because those goods get used up right away anyway.

🌾 The feed reserve is an order to him. Whatever you set at the foreman as the feed reserve (“feed for 6 hours stays put”) the conductor reads as a target amount: if it is missing from storage he has it grown — grass for cows and pigs, grain for the hens. How much land he uses depends on the growing time: grass is ripe after three minutes and keeps delivering within the same period, so one field is enough; grain takes two hours and gets more. His card shows what is missing (“🌾 Feed is missing — he is growing it: 🌾 Grass 0/18”).

🌱 And he spreads the fields like a zip. If he needs eight fields of sugar beet and one of grass, he does not sow eight beets first and the grass last — he goes round: one field for every sort he needs, then the second round. That way your animals get feed even while a big order is running. The total number of fields per sort does not change, only the order.

🚫 Fields he never touches — your call. Under “⚙️ Set up → 🚫 Your own fields” you tap individual fields: the conductor then leaves them alone, neither for orders nor for stock. On the farm they carry the mark 🚫 yours so you can see it without opening the menu. Tap again to release them. Your sowing plan is unaffected — whatever you enter there the seed drill keeps sowing, even on a reserved field. If you want a field entirely to yourself, leave the sowing plan empty there and set the lock.

What he does not touch. Your sowing plan is off limits: he only uses fields you have entered nothing for. Feed comes first — the feed protection is unchanged, an order for flour can never take the chickens’ grain. Buildings you have set to “✋ By hand” and recipes you have deselected stay off. He leaves your do-not-touch lists and breaks alone.

📦 And the bulk order? He gets it ready — delivering it is up to you. Whatever is still missing on the co-operative’s docket goes into his plan like a market order: the seed drill sows the fields, the foreman makes the goods, and what is already in storage foreman and salesperson leave alone. Market orders come first — they have the tighter deadline, the bulk order waits 12 to 16 hours anyway. On his card you can see for each item how much is already lying ready. The market runner does not drive it out, though: “📦 Deliver what you have” stays your move.

🌱 Never leave fields empty — sowing for stock. When the market stall wants nothing your farm could make, he sows his free fields anyway and fills your storage with it. Orders always come first, stock only afterwards, and you pay for the seed as usual. Behind “⚙️ Settings” on his card there are three questions about it — and all three apply only to the fields that are empty in your sowing plan:

📋📦 Who he works for — two switches, your full choice. Also behind “⚙️ Settings”, right at the top, there are two switches, and they decide what he plans for at all:

Every combination is allowed — stock only without orders, and both off as well. Both off is not a mistake: he then plans nothing, and his card says so. Your other settings (sowing for stock, sowing plan, exclusion lists) keep working unchanged.

📋 “Still to do” — you can see what each order is waiting for. Right at the top of his card there is one line per open order: what is still missing (and how much of it is already there), which step comes next — sow, let it grow, harvest, process, deliver — and who does it, including whether that hand is on duty, on a break or not hired at all. “▾ what is missing?” opens up the whole chain: what is in storage, what is growing in the field, what is already in the workshop, what still has to be sown and what still has to be made.

⭐ Silence gets explained too. If everything is together, it says so explicitly (“all there, your market runner will deliver it”) — otherwise you would take silence for a standstill. And if something is stuck, the line names the reason and the way back: a workshop you switched off, a recipe you deselected, a workshop you have not built yet. Orders for eggs, milk or honey are not a fault — there is no recipe for them, your animals and plantings deliver those by themselves.

🛒 He only works on the orders your market runner actually delivers. At the market runner, under “⚙️ Settings”, you decide which buyers he serves — ordinary customers, the wholesaler, the central warehouse. The conductor keeps to exactly that. He sows and makes nothing for what the runner does not deliver: a field, a work slot and the ingredients would otherwise be spent on something that never leaves your yard. Those orders do not vanish quietly, though — they stay on his card marked “staying put”, and one click at the market runner brings them back. Your bulk order is not affected (the runner never delivers that one anyway — you do), and neither is the base stock: that one fills your own storage.

⭐ Customers at the market stall always come first. Everything for the open orders is planned first. And only when there is nothing left to do for them — all covered or already under way — does he top up the base stock. An order can therefore never lose an ingredient, and never a work step, to the base stock. His plan line shows both separately: “🌱 Sowing …” and “🏭 Workshop …” for the orders, and below that “📦 Base stock 34/41 goods full”.

⭐ Bit by bit — one good per beat. He does not go at everything at once: he takes the next good below its target, in turn. His card shows which one that is right now. After a few minutes every good has had its turn.

How much — measured in storage slots. By default this is set to 🤖 Automatic: the whole base stock should take up at most 40 % of your storage, and the amount per good falls out of that — so it grows with your farm. If you want to decide yourself, choose small (1), medium (2), large (3) or very large (5 slots per good). A slot is exactly the unit your salesperson hands over in; how many pieces fit in is shown with every good in storage.

Which goods. By default he takes everything your farm can make or harvest — eggs, milk and honey included. If you want it narrower, switch to “✍️ I choose myself” and tick your goods. Only goods your farm can actually get are offered.

⚠️ A base stock costs storage space — that is why it is off by default. The automatic amount keeps it at no more than 40 % of your storage; on a young farm with 10 to 30 slots that is still noticeable, from about 100 storage slots it hardly matters. If your storage is tight, rather use “✍️ I choose myself” with two or three goods — or leave it off until you have extended.

⭐ He does not protect the base stock. Your salesperson is allowed to hand it over — that is exactly what it is for. If a good drops below its target again, it comes up by itself on the next round.

What stock is really good for. Some goods take longer to grow than an order lasts: sunflowers need 30 hours, rapeseed 20, apples and honey even longer — but a market order runs out after 24 hours at the latest. You can only serve those orders if the goods are already there. That is exactly what stock is for.

Nothing happens without staff. He has no hands of his own: you can only book him once a seed drill is running or a foreman is under contract. If you have nobody to coordinate, you get no coordination — that is deliberate. A crew still in its 60 minutes of training does not count yet.

Terms and price. You book him for 1, 3, 7, 14 or 30 days — or forever. The longer the term, the cheaper the day; at 30 days it is 38 % less per day than a single one. Payment comes out of the farm till straight away. There is deliberately no fixed figure: his daily price follows what the hands he coordinates cost — your foreman’s hourly wage and the daily rent of your seed drill. So he grows with your farm, and the booking window always shows the price for your farm in particular. “Forever” never runs out, but compared with booking 30 days again and again it only pays off after months — it is a goal, not a shortcut.

Switching him on and off costs nothing. The switch on his card can be flipped at any time and your remaining term is kept for you. Unlike your farm staff, though, the clock does not stop: the conductor is booked for real days, not for working time — 30 days are 30 real days, even if your farm is paused in between. When the booking runs out you get a message, and your staff carries on the way it did before.

And doing it all by hand? Still cheaper. If you fill your sowing plan carefully yourself, you get close to what the conductor achieves — and save his daily price. He takes the work off your hands; he does not make your sowing plan pointless.

🛒 Market runner and salesperson — two people, two jobs

These two are easily mixed up, yet they do something entirely different:

StaffWhat they doWhat you can set
🚚 Market runnerdelivers the orders at your market stallwhich orders he delivers
🛒 Salespersonhands over surplus as soon as your store is 80 % full — at the usual daily priceonly which goods he should leave alone

So the salesperson does not pick a buyer and does not haggle. He clears your store so nothing has to go to the farm shop — that is his whole job.

The choice sits with the market runner. Behind “⚙️ Set up” on his card you will find “🛒 Which orders does he deliver?” with three switches — each one separately, in any combination:

SwitchWho is orderingWhat you get
🛒 Regular orderspassing trade at your market stallthe usual order pay
🚛 Wholesalerthe shop of the arcade, where all players buy in the market hallorder pay plus a premium
📦 Central warehousesupplies hotel, restaurant, clinic and apartmentsorder pay plus a premium

⭐ It pays off. Wholesaler and central warehouse add a premium on top of the same order pay — the scarcer the goods are there right now, the more. So it is not a sacrifice you make for the arcade, it is simply the better order.

By hand you always deliver everything. The switches only steer your market runner. The “Deliver” button on an order card and your own delivery tour take out every order, whatever is set here. What the runner leaves stays at the stall until you deliver it yourself or the deadline passes.

All off is allowed. You may switch off the regular orders as well and tick nothing at all. Then your market runner delivers nothing, and his card says so. Nothing is lost — you can still deliver yourself.

⚠️ But careful: you are turning off the tap for the whole arcade. Your Rheinhof is the only producer in the games arcade. What you deliver to wholesaler and central warehouse is the supply line for hotel, restaurant, clinic and apartments — and the haulage company and the railway works earn from it, because their goods runs grow out of it. Switching both off cuts you off from the better order pay and everyone else off from their supplies.

What the switches do not change. Your market stall carries on as always: customers arrive, orders appear and expire. The reputation of your farm keeps growing with every order delivered — including the ones you take out yourself.

⏸ When you stay away for a while — the pause setting

If you have not been on the farm for a while, it is paused — not slowed down, not punished, simply stopped. The farm clock stays exactly where you left it and carries on the moment you open the game again, or even just click anywhere.

How long that takes is up to you. On the start page, below the game tiles, you will find the collapsible box “⏸️ Pause setting per game”. There you set for each business separately when it should stop while you are away. If you set nothing, the default of 6 hours applies. For the farm you can choose 3, 6, 12, 18 or 24 hours, or 2 or 3 days — the farm copes well with the long steps because it has no running costs. A change takes effect the next time you open the game, and every click in the game restarts the clock.

Short or long is a real decision: short means the farm stops early — little progress, but nothing builds up either. Long means things keep ripening and working while you are away.

Everything stops at the same time — the income just as much as the costs:

So you lose nothing — nothing is simply added during that time. And the pause is not paid out afterwards: if you were away for four weeks, you get the yield of your chosen pause setting, not four weeks worth. The welcome-back window says explicitly how long the farm was resting.

An open tab does not count as playing. If you leave the page open for days without clicking anything, your farm rests just the same — a single click is then enough and it carries on straight away, without reloading the page. While the farm rests, a notice at the bottom of the screen says so.

Your bank account is not affected: rent, living costs and loan instalments carry on as usual on the start page — that is your private life, not the farm.

Market hall — trading with other players

From level 4 you can have your own market hall built for a one-off 200 €: sell what you have to spare and buy what you are missing — from real fellow players.

Construction takes 12 hours and ties up a building crew for that time, just like any other building site. The handyman halves the remaining time, and a high level of home comfort shortens it further. You cannot trade while it is being built — once the hall is finished you will find it right at the top of the market stall.

Everything else is in the market hall guide.

Full storage and forced sales

If storage overflows, the farm shop buys new harvests at once — but with a 20 % deduction (you get 80 % of the market price). So nothing is lost, but you miss the order bonus and the refining. The fix: deliver orders, sell stock, extend the storage — or hire the salesperson, who sells surplus in time at the full price.

Tips for the start