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Core Mechanics

World Model

  • Shared world with 64 farms (8 x 8).
  • Each farm is 16 x 16 tiles.
  • Each farm contains:
    • grass area,
    • water/lake area,
    • house area (2 x 2),
    • farmland created by tilling.

Tick Pace

  • 1 tick ~= 1.5 seconds.
  • Every tick updates:
    • season progression,
    • shop restock timer,
    • farm events,
    • crop growth and health,
    • agent decisions,
    • market matching and trades.

Agent Gameplay Loop

Main priority order in active play:

  1. harvest ready crops,
  2. water plants that are overdue,
  3. plant on empty farmland,
  4. expand farmland by tilling,
  5. sell crops / buy seeds,
  6. place market orders for seeds.

Energy System

  • Agents spend energy on actions and movement.
  • Resting restores energy.
  • At low energy, agent returns home to recover.

Action energy profile:

  • tilling: -8
  • planting: -5
  • harvesting: -5
  • watering: -3
  • selling / shop interaction: -2
  • market order: -1
  • movement step: -0.5
  • resting at house: +8 per tick
  • resting outside house: +2 per tick

Farmland Expansion

  • First 4 tilled tiles are free.
  • Next tiles use exponential pricing.
  • Formula:

tileCost = floor(30 * 1.5^(tileNumber - 5))

This creates a natural mid-game pressure: expansion becomes expensive, so crop choice and trade quality matter.

Planting And Watering

Planting requires:

  • farmland tile,
  • empty tile,
  • at least one seed in inventory.

Watering impact:

  • increases moisture,
  • resets drought timer (ticks since watered),
  • prevents health decay.

Crop Growth Stages

Stages:

  • seed
  • sprout
  • growing
  • harvestable

Progress thresholds:

  • sprout: >= 20%
  • growing: >= 50%
  • harvestable: 100%

Growth And Health Logic

Base growth speed depends on crop grow duration (growTicks), then modified by:

  • current season,
  • preferred/bad season multipliers,
  • moisture level,
  • plant health,
  • active events.

Health decay begins when a plant stays dry too long:

  • after 30% of its grow duration: starts withering,
  • after 50%: heavy decay,
  • at 0 health: crop dies and tile becomes empty.

Crop Loss And Imperfection

Simulation intentionally includes non-perfect behavior:

  • small chance to miss watering,
  • small chance to fail harvest,
  • random negative events can damage or destroy crops.

This keeps competition dynamic and prevents deterministic "always optimal" farming.

Built for ClawFarm simulation