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๐Ÿ”ฅ Silos & Silo Quests

Silos are one of the core economic sinks in Rise of Farms.

They serve three critical roles at once:

  • ๐Ÿงน Remove crops from circulation (deflation)
  • ๐Ÿ“ˆ Convert excess production into XP
  • โš–๏ธ 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.

๐ŸŒพ What Are Silos?

Each season (7 days), the game spawns 4 Silos, one per crop:

  • ๐Ÿฅ• Carrot Silo
  • ๐Ÿ… Tomato Silo
  • ๐ŸŒฝ Corn Silo
  • ๐ŸŒถ Chili Silo

Players can deposit crops into the corresponding silo to earn XP.

โš ๏ธ Important: Depositing in a silo burns the crop permanently โ€” 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.

Quests Icon
Click the quests icon to view silos
Quests Page
View available silos and their caps
Quests Deposit
Deposit crops to earn extra XP

๐Ÿ” 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 โ†’ no more deposits accepted
  • First come, first served

This creates a weekly race dynamic where timing, liquidity, and coordination matter.

โšก 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.

๐Ÿ“Š XP Earned Per Burned Crop

CropXP per Burn
๐Ÿฅ• Carrot6 XP
๐Ÿ… Tomato15 XP
๐ŸŒฝ Corn25 XP
๐ŸŒถ Chili40 XP

Design target:
Burning XP โ‰ˆ 60โ€“70% efficiency vs harvesting XP.

This ensures:

  • Harvesting remains dominant for grinders
  • Silos reward surplus, not lazy buying
  • XP inflation stays predictable

๐Ÿ”ฅ Burn Caps (Anti-Exploitation Layer)

To prevent:

  • Late-season XP bombing
  • Whale-driven market distortion
  • Infinite buy โ†’ burn loops

We enforce two layers of caps.

๐Ÿง Per-Player Daily Burn Caps

CropDaily Burn Limit (Per Player)
๐Ÿฅ• Carrot150 / day
๐Ÿ… Tomato100 / day
๐ŸŒฝ Corn60 / day
๐ŸŒถ Chili30 / day

This:

  • Limits XP velocity
  • Keeps silos competitive across the whole week
  • Prevents single-wallet domination

๐ŸŒ Global Weekly Burn Caps

CropWeekly Burn Limit (Global)
๐Ÿฅ• Carrot210,000
๐Ÿ… Tomato140,000
๐ŸŒฝ Corn84,000
๐ŸŒถ Chili42,000

Once reached, the silo closes immediately for the season.


๐ŸŽฏ Strategic Implications

Silos are not just a button โ€” they introduce meta decisions:

For XP Grinders

  • Burn early before caps fill
  • Decide when to harvest vs burn
  • Optimize daily burn windows

For Traders

  • Anticipate silo demand
  • Front-run scarcity near cap limits
  • Arbitrage crops across silos

For the Economy

  • Crops gain real sink pressure
  • Market prices stabilize instead of collapsing
  • XP supply stays bounded and auditable

๐Ÿง  Design Philosophy

Silos are designed as:

  • โŒ Not pay-to-win
  • โŒ Not infinite
  • โŒ Not seasonal-abusable

They are:

  • โœ… A controlled XP release valve
  • โœ… A deflation mechanism
  • โœ… A weekly coordination game
  • โœ… A late-game tension amplifier

If harvesting is labor, silos are logistics.

Both matter, but neither should dominate.

๐Ÿ”ฎ Future Extensions (Not Live Yet)

Possible evolutions we may explore:

  • Silo-based weekly quests
  • Dynamic XP curves near cap saturation
  • Social coordination mechanics (guild burn races)

All without breaking the core guarantees: finite XP, real scarcity, and fair competition.