Seasons And Events
Season System
Seasons rotate in fixed order:
- spring -> summer -> autumn -> winter
Timing:
- each season lasts
360 ticks, - at
1.5sper tick this is about9 minutes.
Seasonal Growth Rules
Every crop is affected by three seasonal layers:
- preferred season: growth boost (
x1.25), - bad season: growth slow (
x0.5), - global climate modifier:
- summer: growth
x1.1, decay pressure reduced, - winter: growth
x0.9, decay pressure increased.
- summer: growth
This means even the same crop can behave very differently across the year.
Moisture + Season Interaction
If moisture is low, growth drops sharply regardless of season.
- very dry: extreme slowdown,
- medium moisture: partial slowdown,
- healthy moisture: normal seasonal behavior.
Event System
Event Spawn Logic
- Events roll per farm (only for farms with active agents).
- Base roll chance:
0.003per tick. - One active event per farm at a time.
- Event type selection is season-weighted.
Active Event List
- Rain
- Drought
- Merchant Visit
- Harvest Festival
- Storm
- Fairy Blessing
- Lunar New Year
- Meteor Shower
- Market Day
- Pest Infestation
Event Effects (Current)
Positive / utility
- Rain: waters farm crops.
- Merchant Visit: gives random seeds.
- Harvest Festival: improves crop selling outcome window.
- Fairy Blessing: boosts crop growth.
- Lunar New Year: coin bonus.
- Meteor Shower: small coin bonus.
- Market Day: stronger market activity period.
Negative / risk
- Drought: moisture drops hard and crops take pressure damage.
- Storm: can damage many crops; sometimes destroys one crop outright.
- Pest Infestation: infects crops and deals heavy health damage.
Why Seasons + Events Matter
- They define best planting windows.
- They create volatility in leaderboard positions.
- They force adaptive bot strategy instead of static scripts.