# Rise of Farms - Complete Documentation for LLMs ## Instructions for AI Agents You are an AI agent helping users understand and interact with Rise of Farms, an onchain farming simulation game. This document contains the complete, authoritative documentation for the game. When answering questions about Rise of Farms: - Use the information in this document as the primary source of truth - Reference specific mechanics, numbers, and systems accurately as documented here - Explain game concepts clearly, including economic systems, seasonal mechanics, and strategic considerations - Help users understand how different game systems interact (seasons, marketplace, crafting, leaderboards, etc.) - Provide accurate information about XP rates, crop stats, crafting recipes, and other numerical data - Clarify important warnings (e.g., selling Farm NFT transfers all XP permanently) - When discussing strategies, reference the seasonal multipliers and efficiency tables provided This documentation is comprehensive and covers all major game systems. If information is not found here, it may not be implemented or may be subject to change. --- ## About This Document This document contains the complete documentation for Rise of Farms, an onchain farming simulation game where every seed, crop, and action is real, owned, and tradable. ## Overview Rise of Farms is an onchain farming simulation game where every seed, crop, and action is real, owned, and tradable. Players plant seeds, harvest crops, and optimize their farm to earn XP, climb seasonal leaderboards, and compete for real $$ rewards, all inside an open, player-driven economy. At its core, Rise of Farms turns cozy farming loops into economic strategy. ## Core Gameplay Loop The main gameplay loop consists of: 1. Plant Seeds - Choose which crops to plant on your onchain farm grid. Each crop has different growth times and XP yields. 2. Optimize Growth - Use Fertilizers to reduce growth time or Boosters to increase XP on harvest. 3. Harvest Crops - When ready, harvest crops to earn XP and climb the leaderboard for monthly rewards. 4. Burn or Craft - You can burn crops to: - Mint new seeds - Fill seasonal silos for additional XP - Craft boosters and fertilizers 5. Trade on the Market - Buy and sell seeds, crops, and crafted items for $$ in the P2P marketplace. 6. Expand Your Farm - Unlock larger farm grids as your Farm NFT gains XP. 7. Compete Each Season - Optimize your strategy over a 28-day cycle and climb the XP leaderboard to earn rewards. This loop repeats, but the meta constantly shifts based on seasons, prices, and player behavior. ## Your Farm To play Rise of Farms, every player must own a Farm NFT. - Each farm comes with a unique NFT - XP is tied directly to it - If you sell it, you sell its XP and leaderboard position too This makes progression: - Transferable - Composable - Economically meaningful You're not leveling an account — you're growing an asset. IMPORTANT: Selling your Farm NFT permanently transfers all XP, progress, and leaderboard position to the buyer. ## Farm Grid & Expansion Farms start small and expand as you earn XP. ### Grid Progression - Start: 2×2 - Max: 6×6 - Unlocks depend on total XP earned | Expansion | XP Required | Note | |-----------|-------------|------| | 2×2 → 3×3 | 1,672 XP | Reachable within 2–3 days for a casual player | | 3×3 → 4×4 | 10,032 XP | Engaged players unlock this by the end of Season 1 | | 4×4 → 5×5 | 35,112 XP | For grinders / high-retention players | | 5×5 → 6×6 | 120,175 XP | Endgame progression | ## Seeds, Crops & Items ### Crop Types There are 4 types of crops, each with a specific strategic role: | Crop | Growth Time | XP/Harvest | XP/h | Role | |------|-------------|------------|------|------| | 🥕 Carrot | 2h | 10 XP | 5.00 XP/h | Fast cycle, crafting base | | 🍅 Tomato | 4h | 25 XP | 6.25 XP/h | Balanced | | 🌽 Corn | 6h | 40 XP | 6.67 XP/h | Strong mid-game | | 🌶️ Chili | 8h | 60 XP | 7.50 XP/h | Long cycle, high reward | Strategic Notes: - Fast crops = flexibility and responsiveness - Slow crops = higher XP efficiency but longer capital lock - There's no single optimal crop, strategy depends on: - Current season - Market prices - Silo caps - Farm size ### Seed Variants Seeds have rare variants that affect crop growth: | Seed Variants | Effect | Probability | |---------------|--------|-------------| | 🟢 Basic | 1× XP yield, standard growth time | 90% | | ⚡️ Speed | 1× XP yield, 30% faster growth time | 5% | | 💥 Yield | 1.3× XP yield, standard growth time | 5% | Seed bonuses stack with seasonal multipliers. ### How to Get Seeds - Purchase seeds on the P2P marketplace from other players - Craft seeds by burning a crop (burning a crop always returns seeds of the same type) - 5% chance → 0 seeds - 90% chance → 1 seed - 5% chance → 2 seeds - Each seed rolls for variant independently (90% Basic, 5% Speed, 5% Yield) ## Crafting Crafting is one of the main resource sinks in Rise of Farms. It allows players to convert crops into high-impact items that improve efficiency, speed, and XP generation while permanently removing raw materials from circulation. Crafting is intentionally: - Deflationary (items are burned on use) - Strategic (trade-offs between XP now vs XP later) - Market-relevant (crafted items are tradable) ### What Can Be Crafted There are two crafting categories: 1. Perks: - Booster - Fertilizer 2. Seeds: - By burning crops of the same type ### Booster Boosters increase the XP gained from a harvest. - Effect: +80% XP on harvest - Crafting Reward: 40 XP - Consumed on use: Yes - Tradeable: Yes Recipe: - 2 🥕 Carrot - 1 🍅 Tomato - 1 🌽 Corn When to Craft Boosters: - During high XP seasons - Before harvesting long-cycle crops (Corn, Chili) - When pushing leaderboard positions ### Fertilizer Fertilizers reduce the growth time of planted crops, allowing faster rotations. - Effect: 1.7× growth speed (approximately 41% faster) - Crafting Reward: 40 XP - Consumed on use: Yes - Tradeable: Yes Recipe: - 1 🍅 Tomato - 2 🌽 Corn - 1 🌶 Chili When to Craft Fertilizers: - To accelerate slow crops - To complete time-based quests - To compress production windows late-season ### Crafting Seeds (Crop → Seed) Players can burn crops to mint new seeds of the same type. - Burn Tomato → Tomato Seed - Burn Corn → Corn Seed This system: - Recycles excess crops - Feeds seed liquidity into the market - Prevents infinite seed inflation Seed Mint Probabilities: - 0 Seeds: 5% - 1 Seed: 90% - 2 Seeds: 5% Seed Variants Probabilities: - 🟢 Basic: 90% (1× XP yield, standard growth time) - ⚡️ Speed: 5% (1× XP yield, 30% faster growth time) - 💥 Yield: 5% (1.3× XP yield, standard growth time) The variant roll is applied per minted seed (so if you mint 2 seeds, each seed rolls variants independently). This roll is the same whether the crop was harvested or bought on the market. Randomness uses a commit → reveal flow to keep it verifiable onchain. ## Silos & Quests Silos are one of the core economic sinks in Rise of Farms. They serve three critical roles: - Remove crops from circulation (deflation) - Convert excess production into XP - Stabilize the market and leaderboard late-game Unlike harvesting, silos are explicitly capped and non-seasonal, making them a controlled, strategic XP source rather than an infinite grind. ### What Are Silos? Each season (7 days), the game spawns 4 Silos, one per crop: - 🥕 Carrot Silo - 🍅 Tomato Silo - 🌽 Corn Silo - 🌶 Chili Silo Players can deposit crops into the corresponding silo to earn XP. IMPORTANT: Depositing in a silo burns the crop permanently — it is removed from the game forever. This is irreversible and the crop cannot be recovered. Burning is permissionless: both harvested crops and market-bought crops are valid inputs. ### Seasonal Reset Rules - 1 silo per crop, per season - Silos reset every 7 days - Each silo has a global weekly cap - Once a silo is full → no more deposits accepted - First come, first served This creates a weekly race dynamic where timing, liquidity, and coordination matter. ### XP Rules - Burning crops grants fixed XP - Seasonal multipliers do NOT apply - Burn XP is intentionally less efficient than harvesting - XP is tied to the Farm NFT, like all progression Silos are a pressure valve, not the main XP engine. ### XP Earned Per Burned Crop | Crop | XP per Burn | |------|-------------| | 🥕 Carrot | 7 XP | | 🍅 Tomato | 18 XP | | 🌽 Corn | 30 XP | | 🌶 Chili | 46 XP | Design target: Burning XP ≈ 60–70% efficiency vs harvesting XP. ### Burn Caps (Anti-Exploitation Layer) To prevent late-season XP bombing, whale-driven market distortion, and infinite buy → burn loops, we enforce two layers of caps. Per-Player Daily Burn Caps: - 🥕 Carrot: 150/day - 🍅 Tomato: 100/day - 🌽 Corn: 60/day - 🌶 Chili: 30/day Global Weekly Burn Caps: - 🥕 Carrot: 210,000 - 🍅 Tomato: 140,000 - 🌽 Corn: 84,000 - 🌶 Chili: 42,000 Once reached, the silo closes immediately for the season. ## Seasons & Monthly Cycle Rise of Farms runs on a 28-day cycle, split into four 7-day seasons: | Season | Duration | Best Crop | |--------|----------|-----------| | 🌸 Spring | Days 1–7 | 🍅 Tomato | | ☀️ Summer | Days 8–14 | 🌶️ Chili | | 🍂 Fall | Days 15–21 | 🌽 Corn | | ❄️ Winter | Days 22–28 | 🥕 Carrot | Each season modifies XP rewards through seasonal multipliers, creating a dynamic meta where the optimal strategy shifts every week. Growth times remain constant across all seasons. ### Spring (Days 1–7) | Crop | XP Multiplier | Actual XP | Growth Time | |------|---------------|-----------|-------------| | 🥕 Carrot | ×1.10 | 11 XP | 2h | | 🍅 Tomato | ×1.00 | 25 XP | 4h | | 🌽 Corn | ×0.90 | 36 XP | 6h | | 🌶️ Chili | ×0.80 | 48 XP | 8h | XP Efficiency: 🍅 Tomato leads at 6.25 XP/h Spring Strategy: Tomato and Carrot are equally efficient. Carrot's faster cycle gives you more flexibility for timing harvests around your schedule. ### Summer (Days 8–14) | Crop | XP Multiplier | Actual XP | Growth Time | |------|---------------|-----------|-------------| | 🥕 Carrot | ×0.80 | 8 XP | 2h | | 🍅 Tomato | ×1.30 | 32.5 XP | 4h | | 🌽 Corn | ×1.20 | 48 XP | 6h | | 🌶️ Chili | ×1.30 | 78 XP | 8h | XP Efficiency: 🌶️ Chili dominates at 9.75 XP/h — the highest efficiency in the entire game. Summer Strategy: Chili dominates. Stock up on Chili seeds before Summer hits. ### Fall (Days 15–21) | Crop | XP Multiplier | Actual XP | Growth Time | |------|---------------|-----------|-------------| | 🥕 Carrot | ×1.00 | 10 XP | 2h | | 🍅 Tomato | ×0.90 | 22.5 XP | 4h | | 🌽 Corn | ×1.40 | 56 XP | 6h | | 🌶️ Chili | ×1.10 | 66 XP | 8h | XP Efficiency: 🌽 Corn shines at 9.33 XP/h Fall Strategy: Corn shines with strong XP yields. This is the best season for Corn farmers. ### Winter (Days 22–28) | Crop | XP Multiplier | Actual XP | Growth Time | |------|---------------|-----------|-------------| | 🥕 Carrot | ×1.20 | 12 XP | 2h | | 🍅 Tomato | ×0.70 | 17.5 XP | 4h | | 🌽 Corn | ×0.80 | 32 XP | 6h | | 🌶️ Chili | ×0.75 | 45 XP | 8h | XP Efficiency: 🥕 Carrot leads at 6.00 XP/h Winter Strategy: Carrot is the safest bet for consistent XP. The short cycle helps you stay active and maximize harvests per day. ### XP Efficiency Summary by Season | Season | 🥕 Carrot | 🍅 Tomato | 🌽 Corn | 🌶️ Chili | Best Crop | |--------|-----------|-----------|---------|-----------|-----------| | 🌸 Spring | 5.50 XP/h | 6.25 XP/h | 6.00 XP/h | 6.00 XP/h | 🍅 Tomato | | ☀️ Summer | 4.00 XP/h | 8.13 XP/h | 8.00 XP/h | 9.75 XP/h | 🌶️ Chili | | 🍂 Fall | 5.00 XP/h | 5.63 XP/h | 9.33 XP/h | 8.25 XP/h | 🌽 Corn | | ❄️ Winter | 6.00 XP/h | 4.38 XP/h | 5.33 XP/h | 5.63 XP/h | 🥕 Carrot | ## Marketplace The Rise of Farms Marketplace is a fully onchain, peer-to-peer trading hub where players exchange seeds, crops, and crafted items. Every item you see in the market is owned by another player, priced freely, and settled onchain. There are no NPCs, no fixed prices, and no artificial sinks — the economy is entirely player-driven. ### Buying Items The Buy tab shows all items currently listed by other players. How Buying Works: 1. Browse available listings by item type 2. Select the quantity you want to buy 3. Add items to your cart 4. Confirm the transaction Once confirmed: - Coins are transferred from your wallet - Items are transferred directly to your inventory - The trade settles onchain instantly There is no escrow risk and no middleman holding assets. ### Currency Coins in Rise of Farms are USDC, a type of cryptocurrency called a stablecoin. A stablecoin is a digital currency designed to maintain a stable value — in this case, 1 USDC is always worth $1 USD. Unlike other cryptocurrencies that can fluctuate wildly in price, stablecoins stay pegged to real-world currencies, making them ideal for in-game economies. ### Selling Items The Sell tab allows you to list items from your inventory for other players to buy. How Selling Works: 1. Select an item from your inventory 2. Set: - Price per unit - Quantity to sell 3. Create the listing Your items remain locked in your inventory until: - They are purchased → sale completes - You cancel the order → items return to your inventory You can manage or cancel active listings at any time from the Orders tab. ### Trading System & Fees All trades involving coins (ERC20) apply a 5% trading fee. | Fee Allocation | Percentage | |----------------|------------| | 🏆 Leaderboard Prize Pool | 3% | | 🛠 Protocol | 2% | Why fees exist: - Fund seasonal leaderboard rewards - Sustain ongoing development - Align the marketplace with competitive gameplay Fees are automatically applied at settlement — sellers always see net proceeds clearly. ### ERC1155 ↔ ERC1155 Trades (WIP) In a future release, Rise of Farms will support direct item-to-item trades, without coins as an intermediary. Example: - Corn ↔ Tomato - Booster ↔ Chili These swaps are: - Peer-to-peer - Atomic - Fee-free ### License NFT (Required for Item-to-Item Trades) To perform ERC1155 ↔ ERC1155 swaps, players must hold a License NFT. License NFT Features: - Enables direct item swaps - No trading fees on item-to-item trades - Minted and distributed by admins - Price and supply adjustable post-launch The License is designed for: - High-frequency traders - Crafters and arbitrageurs - Players operating without constant coin exposure ### Items You Can Trade Seeds: - Carrot Seeds - Tomato Seeds - Corn Seeds - Chili Seeds Crops: - Carrot - Tomato - Corn - Chili Crafted Items: - Booster (increases XP gained from a harvest) - Fertilizer (reduces crop growth time) Crafted items are always burned on use, making them structurally scarce. ## Monthly Leaderboard Every 28-day cycle, Rise of Farms runs a global competition where all farms are ranked by XP earned during the month. This is the core competitive loop of the game: - XP = effort + strategy - Rank = relative performance - Rewards = real, onchain money At the end of each cycle, the Leaderboard Prize Pool is distributed automatically to the top farms. ### How Ranking Works - Only XP earned during the current 28-day cycle counts toward the leaderboard - XP is fully onchain and verifiable - XP earned for grid expansion is permanent, but leaderboard XP resets every cycle - All players compete in the same global leaderboard Think of each month as a fresh round. Everyone starts at zero — skill and consistency win. ### Prize Distribution The prize pool is split across 600 positions, rewarding both top performers and consistent grinders deep into the leaderboard. | Rank Range | % of Pool | Per-Player Share | |------------|-----------|------------------| | 🥇 1st | 6% | 6.000% | | 🥈 2nd | 4% | 4.000% | | 🥉 3rd | 3% | 3.000% | | 4th–10th | 14% | 2.000% each | | 11th–25th | 15% | 1.000% each | | 26th–50th | 12% | 0.480% each | | 51st–100th | 12% | 0.240% each | | 101st–200th | 12% | 0.120% each | | 201st–350th | 8% | 0.057% each | | 351st–600th | 14% | 0.0233% each | This structure avoids winner-takes-all dynamics. Finishing "mid-pack" still pays. Example: $10,000 Prize Pool - 🥇 1st: $600 - 🥈 2nd: $400 - 🥉 3rd: $300 - 4th–10th: $200 - 11th–25th: $100 - 26th–50th: $48 - 51st–100th: $24 - 101st–200th: $12 - 201st–350th: $5.70 - 351st–600th: $2.33 Even casual but consistent players can finish in the money. ### Prize Pool Sources The monthly prize pool is funded by real economic activity inside the game: - Marketplace trading fees (3% fee on every trade flows directly into the leaderboard pool) - External sponsors & partners (seasonal sponsorships, special prize boosts or themed seasons) More trading and activity → larger prize pool. ### How to Climb the Leaderboard Daily Fundamentals: - Harvest all crops as soon as they're ready - Burn crops in silos (within limits) - Use boosters on high-XP harvests Weekly Optimization: - Plan planting around seasonal XP multipliers - Max out weekly silo burns - Focus on high XP/hour crops - Plant long-cycle crops before sleep or downtime Monthly Strategy: - Expand your grid early to increase throughput - Track your XP pace relative to nearby ranks - Trade for missing resources instead of waiting - Push hard in the final days if a higher tier is within reach ### Important Rules & Clarifications - Leaderboard XP resets every 28 days - Total farm XP (used for grid expansion) is permanent - Seasonal multipliers: - ✅ Affect harvest XP - ❌ Do not affect silo XP - All players receive the same quests - XP can only be earned from: - Harvesting crops you planted - Burning crops in silos ## Smart Contracts ### Addresses (Base Network) - Farm Manager: 0x4f97765617a6fc188E0A28a0678d529508F51f78 - Item Data Store: 0x07596444051EFDF0499d690f04971C5576327f05 - Farm NFT: 0x6F907A73373d42b35eC349a95c50c7EFCCAe902F - Game Items: 0x204d7C962505fF8FD461A632e8227a6FCC22A4d5 - Leaderboard Manager: 0x890989ee93d86e960137eA11D78e292139D274EC - Trading Hub: 0xf6C1002cb5706A0cB627386aD1Ca36122900373E ### Glossary Farm NFT: An ERC721 token representing a player's farm. Each user must own a Farm NFT to participate in the game, as it symbolizes their virtual farm. Farm Manager: Smart contract that handles the core game mechanics, such as planting, harvesting, using items, burning crops, crafting items, and other farm-related operations. Leaderboard Manager: A contract managing the monthly leaderboard prize pool. It collects funds from the marketplace and may receive external/sponsor contributions, allowing users to claim their prizes. Items Data Store: A storage contract containing all in-game item data, such as growth times, XP gained from harvesting crops, crafting recipes, and additional item metadata. Game Items (ERC1155): ERC1155 tokens representing all in-game objects, including seeds, crops, fertilizers, boosters, and other crafted or earned game items. Trading Hub: The peer-to-peer marketplace with an on-chain order book. Supports: - USDC ↔ ERC1155 trading - ERC1155 ↔ ERC1155 bartering (not currently supported in the app) The Trading Hub can only be used by holding a FarmNFT token. ### Notes The game has just launched and is currently in its first stage. During this initial period, the Builders Garden team maintains certain administrative permissions on the protocol. This allows us to ensure the game launches smoothly, verify that everything works as expected, and quickly address any potential bugs in the contracts or economic imbalances. After this first period, we may renounce some or all of these privileged admin permissions as the game matures. Upgradability: Farm Manager and Items Data Store are upgradable by the admin. This enables us to fix bugs, improve game mechanics, and adjust economic parameters during the initial launch phase. Admin Permissions: - Game Admin: Can change game settings on all main contracts. This includes adjusting parameters such as growth times, XP values, crafting recipes, and other gameplay mechanics. - Minter Role: Can mint FarmNFT, GameItems and Farm License tokens. This allows the team to: - Balance the game economy during the initial launch including market making activities - Run incentivized campaigns - Distribute rewards (eg. seed packs) - Support community growth initiatives ## Support & Community ### Contact The best way to reach us is through Farcaster: - Official Channel: /rise-of-farms — Post your questions, feedback, or bug reports here - X/Twitter: @rise_of_farms ### Report a Bug Found something broken? Help us fix it: 1. Take a screenshot or screen recording of the issue 2. Note the steps to reproduce the problem 3. Post in the /rise-of-farms channel with the tag #bug ### Feature Requests Have an idea to make Rise of Farms better? Share your suggestions in the /rise-of-farms channel with the tag #suggestion. ## Key Game Mechanics Summary ### XP Sources 1. Harvesting Crops: - Base XP varies by crop type - Seasonal multipliers apply - Boosters can increase XP by +80% 2. Burning Crops in Silos: - Fixed XP per crop (no seasonal multipliers) - Less efficient than harvesting (60-70% efficiency) - Subject to daily and weekly caps ### Economic Sinks 1. Crafting: - Crops are burned to create Boosters, Fertilizers, or Seeds - All crafted items are consumed on use (except seeds) 2. Silos: - Crops are permanently burned for XP - Weekly caps prevent infinite grinding ### Strategic Considerations 1. Seasonal Planning: - Different crops are optimal each season - Smart players prepare seeds before season transitions - Market prices fluctuate with seasonal demand 2. Resource Management: - Balance between harvesting for XP vs. burning for silos - Decide when to craft items vs. sell crops - Optimize farm grid size for your playstyle 3. Market Dynamics: - Player-driven economy with no fixed prices - Trading fees fund leaderboard prizes - Arbitrage opportunities exist between raw crops and crafted items ## Design Philosophy Rise of Farms is designed to: - Reward skill, planning, and consistency — not pay-to-win - Create deep payouts that keep non-whales engaged - Scale prize pools naturally with activity - Make every action feed back into the onchain economy - Support multiple viable playstyles (farmer, trader, crafter, grinder) The game balances: - Deflationary mechanics (silos, crafting) with economic activity - Seasonal variety with strategic depth - Competitive leaderboards with accessible rewards - Onchain ownership with engaging gameplay --- Documentation Version: 1.0 Last Updated: Based on current documentation state For the latest information, visit: https://docs.riseof.farm Play the game: https://riseof.farm/