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The farming loop is the main player activity.

Planting

Players place seeds into farm plots. The game tracks plant state, growth timing, and plot occupancy. Planting awards XP when a seed is successfully placed into a plot. The first 100 successful plantings by a player each day award the normal planting XP. After that, planting XP is reduced for the rest of the day.

Care

When a seed is planted, care events are generated for that plant. Care events can be water, bug, or weed events. Each event has a start time and a due time; the action becomes available at the start time and must be handled before it is missed or the plant is harvested. Water event generation is based on the plant’s growth time and water cap. Longer growth windows can fit more water events because water due times must be at least 12 hours apart. For plants with more than 12 hours of growth time, each water event opens 12 hours before its due time. For plants with 12 hours or less of growth time, each water event opens up to 3 hours before its due time. The number of water events is randomly selected from 1 up to the lower of the plant’s water cap or the available 12-hour due-time slots. Bug and weed events are generated separately from water events. Their count uses the seed’s unlock level tier, and each event type is rolled independently: Players can complete scheduled care events on their own farm, such as watering, clearing bugs, and clearing weeds. Completing a care event awards 2 XP. Clearing an active visitor hazard on your own farm also awards 2 XP. Players can also visit other farms through Explore. Helping another player’s farm by completing water, bug, or weed actions awards 1 XP for the first 100 help actions each day. Dropping a bug or weed on another player’s farm awards 0.5 XP. A player can earn this drop-hazard XP up to 10 times each day.

Harvesting

When a plant is ready, players harvest produce into inventory. Produce can then be held, sold, or used by future game systems. Harvesting a mature plant awards 2 XP.

Selling

Produce sale flows prepare a claim, confirm the transaction state, and update inventory after the sale completes.

Land rentals and leases

Every real human player is equal and begins the game with 9 plots. These starter plots are a built-in player right and the most valuable assets in the game. The rental and lease systems are designed around that principle: land can be shared, rented, and monetized, but the market should not let one tenant monopolize rented harvest earning power. Players can list land for rent by locking FRUIT against the listed plots. The listing lock is paid by the landlord and stays tied to the listing or active lease until the listing is cancelled or the lease ends.

Listing FRUIT lock

The listing lock is priced per listed plot. The landlord’s total lock is: listed plot count x lock amount per plot Orb verification applies a 50% lock discount, and VIP/profile-avatar ownership applies another 50% discount. The discounts stack, so a landlord with both statuses locks 150 FRUIT per listed plot.

Lease signing fee

Tenants pay a FRUIT signing fee when they sign a lease. The signing fee is priced per plot and uses the tenant’s active rented plot count, plus recent pending rented plots, to apply marginal tiers. If a lease crosses tier boundaries, the drawer splits the fee into one row per tier. The base signing fee is 10 FRUIT per plot. Orb-verified tenants pay 5 FRUIT per plot before tier multipliers. VIP tenants get a first free lease that can waive the first three rented plot ordinals; after that first lease, VIP tenants pay 2 FRUIT per plot before tier multipliers. If a tenant is both Orb verified and VIP, the VIP signing discount takes precedence and the signing drawer shows only the VIP discount row. Example: a tenant with 53 active rented plots signs a 9-plot lease. The new plots are ordinals 54-62, all in Tier III, so the normal fee is 9 x 10 x 3 = 270 FRUIT; an Orb-verified tenant sees 270 FRUIT struck through and pays 135 FRUIT. If those 9 plots crossed a tier boundary, the signing drawer would show separate rows for each tier.

Rented harvest sale weight

The market simulation has a built-in anti-monopoly system. Produce harvested from rented plots uses a sale-weight policy when it is sold for FRUIT. The policy is based on the tenant’s active rented plot ordinal at harvest time. Produce from owned plots keeps 100% sale weight. The sale-weight percentage changes the soldWeight used for the FRUIT reward calculation. It does not change the produce quantity in inventory. Landlord rent is then calculated from the rented-plot sale claim according to the lease rent rate. Example: a tenant harvesting from 150 rented plots with identical produce weight would have 120 effective full-weight plots for sale rewards: 90 x 100% + 60 x 50% = 120.