Diagnose one Cash cycle
Watch the whole line once before opening the shop. Each stage leaves a different visible symptom.
- Watch standing grass. This shows whether cutting can feed the line.
- Watch waiting hay. This exposes a Processor bottleneck.
- Watch processed output. Confirm that the selling step converts production to Cash.
- Spend on the first delay. Change one stage and repeat the same observation.
Match the symptom to the slow stage
Use the material that is waiting to identify the stage that cannot keep up.
| Visible symptom | Slow stage | Best next check |
|---|---|---|
| Grass remains standing | Cutting | Scythe or active Worker |
| Hay waits before processing | Processor | Processor Speed |
| Processor waits empty | Supply | Scythe and Worker coverage |
| Offline output creates a pile | Balance | Processing and selling after return |
Reinvest without a static tier list
The tutorial touches the Scythe, Processor, and Worker because each can become the limit at a different point. Buy one change so the next result stays readable. Keep Cash for the first queue and skip a shop offer that does not move it.
A fixed profit-per-minute table cannot be produced without current blade, Worker, and Processor rates. This guide therefore diagnoses visible flow instead of guessing a permanent number.
Turn the result into one purchase
Open the upgrade order after naming the first queue. It compares the same cutting, processing, automation, and expansion decisions without assuming one universal tier list.
What this guide relies on
This page uses confirmed game identity, observed tutorial checkpoints, and reviewed gameplay. Prices, rewards, and update-sensitive values are omitted unless current sources confirm them.
Open the upgrade matrix
Translate the visible queue into one purchase.
Open the next guide →