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 [β].
| Job | Does | Each worker makes | Opens when |
|---|---|---|---|
| πΈ Grower | Tends plots | +0.75 π crops/s | from the start |
| π Irrigator | Hauls water | +0.6 π water/s | from the start |
| π³ Farmer | Works fields | +0.6 π£ grain/s | 25 π knowledge |
| βοΈ Miner | Works pits | +0.5 βοΈ ore/s, +0.4 π stone/s | 45 π knowledge |
| π Scholar | Studies | +0.4 π knowledge/s | from the start |
| βΈ Technician | Sky systems | +0.3 β data/s | 100 π knowledge |
| β Moon crew | Works the Moon | +0.5 β regolith/s, +0.2 β ice/s | 140 π knowledge and β¦Ώ Life support researched |
| β Mars crew | Works Mars | +0.5 β© Martian soil/s, +0.25 β carbon dioxide/s | 150 π knowledge and β€ Propulsion researched |
| β Xenobotanist | Tends alien plants | +0.25 ⦡ samples/s, +0.25 β§ xenoflora/s | 175 π knowledge and β Astrobiology researched |
| β Physicist | Keeps the qubits cold | +0.25 β₯ cryogen/s, +0.2 β© qubits/s | 175 π knowledge and Ξ¨ Quantum mechanics researched |
| β Navigator | Plots the way out | +0.25 β€ hydrogen/s, +0.15 β shield foil/s | 200 π knowledge and βΆ 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 [β] 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 Diligent | +10% output in their own job |
| β’ Quick | Their job gains XP 50% faster |
| βΊοΈ Cheerful | +2% happiness (all cheerful workers together: at most +10%) |
| β§ Patient | Waits twice as long before leaving |
| βΏ Sickly | Eats and drinks 50% more, and may fall ill and die (a small chance each day) |
| β 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 1200β1800 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 ("β¦ has left.", "β¦ 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;
- β10% when every worker has a job and none is free;
- +25% during a festival;
- β5% under the Lean soils challenge;
- β20% 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.