The Farm Office building and hiring panel
The hiring center sits inside a dedicated rural building marked by a wooden sign reading FARM OFFICE, with two worker NPCs standing outside the front entrance. Walking into the building opens the central crew management screen.
The interface displays four worker roles arranged on cards, showing current staffing limits, job descriptions, carrying capacities, and hire buttons:
| Job | Card text | Hired | Capacity text | Button |
|---|---|---|---|---|
STOCKER |
Carries eggs from the nests to your stand |
HIRED 3/3 |
Carries 9 eggs |
MAX |
PLANTER |
Sows your empty fields with your seeds |
HIRED 2/2 |
Sows a field a trip |
MAX |
FARMHAND |
Harvests your ripe fields |
HIRED 4/6 |
Carries 21 crops |
MAX |
TRACTOR DRIVER |
Drives your tractor through ripe fields |
HIRED 0/1 |
Harvests with your tractor |
HIRE $25,000 |
Each job card defines a specific role in your farm cycle. Stockers move eggs directly from coop nests to the roadside counter. Planters take your purchased seeds and sow entire empty fields in a single trip. Farmhands gather ripe field produce, while the tractor driver operates machinery across larger acreage.

The Farm Office panel: hired counts out of the cap, the capacity line for each job, and HIRE $25,000 on the tractor driver slot.
Readable hire prices and interface gaps
The tractor driver card displays HIRE $25,000, making it the only readable hire price on the entire hiring panel.
In our captured gameplay frame, the buttons for STOCKER, PLANTER, and FARMHAND all displayed MAX because the player had already reached the staffing cap for those roles (3/3 stockers, 2/2 planters, and 4/6 farmhands with the button greyed out at max). As a result, the baseline hire prices for stockers, planters, and farmhands were not readable on screen and remain unrecorded.
Because those three early hiring fees are unknown, you should track your cash balance before opening the menu to observe what the game charges for your first hire.
Panel upgrades and crew capacity toasts
Beneath the four role cards, the Farm Office interface offers two global worker upgrades that apply across your entire crew:
WALK SPEED: Displays+1% for every worker - LV 1/10at a cost of$2,100. This upgrade increases the movement speed of all active workers as they walk between fields, coops, and stands.CARRY: Displays+0% for every worker - LV 0/10at a cost of$6,500. This upgrade increases the item capacity of every worker on your farm.
Gameplay recordings capture two successive HUD toasts confirming crew carrying upgrades: Your workers carry 20% more and Your workers carry 40% more. These toasts indicate that investing in carry levels expands the baseline carrying capacity of 9 eggs for stockers and 21 crops for farmhands, allowing crew members to clear fields and nests in fewer trips.
Decision rules for assigning your budget
Deciding when to hire crew members or buy upgrades depends on which manual chore limits your output:
- A stocker frees your trips. Moving eggs by hand from coop nests to the roadside counter takes you away from your fields. When coops fill up, hens stall. Hiring stockers keeps eggs flowing automatically to the counter so customer sales continue uninterrupted.
- A planter and farmhand free your hands. Sowing seeds by hand and cutting ripe crops plot by plot consumes most of your active field time. Assigning planters and farmhands automates this cycle, leaving you free to ride to town and sell bulk harvests.
- The tractor driver replaces the hand loop. Operating a tractor sweeps across entire plots in seconds. However, the tractor driver requires a $25,000 hiring fee alongside an owned tractor from our list of vehicles.
Before spending large sums on the Farm Office, ensure your coops and roadside counters are running at full capacity. Read our guide on what to buy first to sequence your opening investments before hiring expensive crew.