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Village

From Gardens wiki

Opens: when you have housing for a worker (a Cottage).

Workers arrive over time while you have room and some crops to spare. Each one eats a little. Give them jobs here with [+] and [βˆ’].

Job Does Each worker makes Opens when
π“ŒΈ Grower Tends plots +0.75 π“ŽŸ crops/s from the start
π“ˆ— Irrigator Hauls water +0.6 πŸœ„ water/s from the start
π“Œ³ Farmer Works fields +0.6 𓇣 grain/s 25 𓏛 knowledge
βš’οΈŽ Miner Works pits +0.5 β›οΈŽ ore/s, +0.4 π“ŠŒ stone/s 45 𓏛 knowledge
π“ž Scholar Studies +0.4 𓏛 knowledge/s from the start
⊸ Technician Sky systems +0.3 ⚝ data/s 100 𓏛 knowledge
β‹’ Moon crew Works the Moon +0.5 β–‘ regolith/s, +0.2 ❆ ice/s 140 𓏛 knowledge and β¦Ώ Life support researched
β‹“ Mars crew Works Mars +0.5 β–© Martian soil/s, +0.25 ◍ carbon dioxide/s 150 𓏛 knowledge and   Propulsion researched
β‹” Xenobotanist Tends alien plants +0.25 ⦡ samples/s, +0.25 ❧ xenoflora/s 175 𓏛 knowledge and ☊ Astrobiology researched
ℏ Physicist Keeps the qubits cold +0.25 β₯ cryogen/s, +0.2 ⟩ qubits/s 175 𓏛 knowledge and Ξ¨ Quantum mechanics researched
⟟ Navigator Plots the way out +0.25 ⍀ hydrogen/s, +0.15 ⏛ shield foil/s 200 𓏛 knowledge and ⍢ Relativistic flight researched

Job ranks

Each job learns while people work in it: 1 XP a second for every worker in the job (more with quick workers). The XP belongs to the job, so it stays when workers move. Every rank past the first adds 5% to that job's output. The rank shows in the job's row once it has any XP.

Rank XP needed Job output
1 0 +0%
2 300 +5%
3 1200 +10%
4 3600 +15%
5 9000 +20%

People

Every worker is a person with a name and one or two traits, for life. The People list shows who does what. [+] puts the first idle person to work, and [βˆ’] takes the last one in that job off it. [move] sends one person to the next job, and back to idle after the last.

Trait Effect
β‡ˆ Diligent +10% output in their own job
β‡’ Quick Their job gains XP 50% faster
☺︎ Cheerful +2% happiness (all cheerful workers together: at most +10%)
β§– Patient Waits twice as long before leaving
∿ Sickly Eats and drinks 50% more, and may fall ill and die (a small chance each day)
βŠ– Frugal Eats and drinks 25% less

Leaving and dying

Nobody stays forever. A worker who goes takes their job slot with them, and nothing else is lost.

  • Leaving: while happiness is under 80%, one worker leaves every 30 seconds. A patient worker waits twice as long.
  • Hunger: while there are no crops, one worker dies every 60 seconds. Running out of crops or water also costs 20% happiness.
  • Old age: each worker lives 1200–1800 days in the village.
  • Illness: a sickly worker has a small chance each day of dying of illness.
  • No room: if housing is lost, workers without a bed leave.

The log says so plainly ("… has left.", "… has died (old age)."). New workers keep arriving while you have room and crops.

Happiness

Happiness multiplies everything your garden makes, between 50% and 150%:

  • +5% while you have more than 50 crops;
  • βˆ’10% when every worker has a job and none is free;
  • +25% during a festival;
  • βˆ’5% under the Lean soils challenge;
  • βˆ’20% while crops or water have run out;
  • +2% for each cheerful worker (all together at most +10%);
  • +5% while you hold 5 or more remedies (from the Fen market's embassy).

Hold festival costs 30 crops and lasts 20 days.