The reason that this section of the guide is titled “Planning for the Future” has to do with several key elements that you are going to be introduced to here, starting with the whole Inventory Storage and on-demand item planning, but also because by the middle of this section you will be introduced to the phenomenon of coasting -- specifically a point some gamers refer to as “Intermission Sessions” during which days (and at higher levels often weeks) will go by in which the sum total of your activities is largely restricted to accumulating wealth in the form of FCV and resources that you store away in your Inventory for future use, and XP.
These coasting periods (or Intermissions) are necessary due to the increasingly larger and larger amounts of XP that is required to gain the next level, and the thing about that is that especially at the higher levels, it is not just about leveling up, but what leveling up can do for you...
One of the foundation elements of the game -- and a part that a lot of players do not like so much -- is how new Seeds and recipes often require you to gain several levels in order to unlock them. That is to say that today you hit a level and unlocked Seed X and Recipe X which makes use of the new resource that is made available through the planting of Seed X, but to unlock the next Seed - we will call that Seed Y - and its corresponding Recipe, you have to gain two and sometimes even THREE new levels! Needless to say that is not one of the most beloved of features in the game.
Still you should now be at a point where you have access to a handful of the Crafting Recipes as well as the Crafting Kitchen, you have a Water Well, a few decorations, five trees (if you are following the guide they will consist of three Lemon Trees and two Apple Trees), a Red Goat and three or four White Chickens. You will have consolidated your holdings, you will have created a designated animal area, and you are now well on your way to success in Farmville 2!
A word about Trees
We have not covered this in much detail, but the number of Trees of each type that you decide to buy for your farm cannot be restricted to just how you think the resources will flow. What I mean by that is simply that there are some external forces at work that will naturally guide you in how many of what type trees you buy and plant, and the most recent addition to the game -- Tree Groves (Orchards in the previous game) are having a considerable impact on how most farmers plan out their tree inventories.
Note that you will not be given access to the Tree Groves until your farm reaches Level 10, and once it does the Groves (there is an FCV Construction Project version that costs $10Kc and requires requested materials and neighbor labor to build, and a pre-built version that costs $22b but lays the trees out in a straight line rather than as a block of four trees).
The Grove/Orchard that you build using the Grove Construction Project and FCV holds four trees. In addition to allowing you to save a small amount of space (each grove takes up the room of a half-unit less than four trees placed in a block would take up, so once you have multiple Groves in place you actually are saving space), they also have other special effects:
- Each Grove holds four Trees.
- When all four are the same type they deliver extra fruit per harvest.
- Trees placed in a Grove require less water to tend them.
- Growth Timers for Groves are averaged between the timers for the Trees that are placed in it.
To construct the FCV-based Grove Projects you will require the following resources that are requested from your friends:
- x8 Buckets of Paint
- x8 Bags of Grove Soil
- x8 Wood Planks
Chances are you already have a supply of Wood Planks due to their being a popular selection for the daily Free Gift you can give to your neighbors, plus they tend to appear in the Feed a lot too.
The factor that is causing the new Groves to influence Tree deployment is the fact that they only hold four trees (in the original Farmville they held considerably more). It is possible that at some point in the future they may introduce larger Groves but this is doubtful; the reason that the Groves only hold four trees is likely because the farms in FarmVille 2 follow a much smaller and more intimate set of dimensions...
So as you proceed and begin deployment of your Tree resources you may want to bear all of this in mind and restrict your purchases to groups of four, since mixing tree types in your future Groves will have a detrimental effect.
The Starter Pack is the one bit that may actually be worth paying for
Special Starter Pack
When you reach Level 5 a lot of things will happen that did not happen before, largely because Level 5 is a key level for the game. One of the things that will happen is that the first time you log into the game you will be offered the chance to purchase what they call the Starter Pack.
Here is the thing - normally we don't suggest that you spend real-world money in the game - in fact the part of the entire point to this guide is to help you learn how to play the game successfully in a manner that allows you to do so without spending ANY real-world money!
Now having said that, if you are planning on spending money in-game, or you have an extra $10 knocking about that you don't mind spending, THIS is the thing to buy.
The Starter Pack is arguably a pretty good deal. They advertise that it is $40 worth of virtual goods for just $10, and that may be true, who can say? But based on the cost of Farm Bucks (FVB) alone it seems that it is pretty worth it to us... Well, that and it includes a Gnome, and you gotta love Gnomes!
There really does not seem to be a way to not love the GnomeThe Starter Pack contains the following items:
- 100 Farm Bucks (FVB)
- 10,000 Farm Coins (FVC)
- 10 Baby Bottles
- 1 Garden Gnome (Decoration)
- 1 Ibex Goat (designated as a bonus item)
If you purchase the Starter Pack you skip a big chunk of the time that you would need to get the $20Kc to unlock the next section, and that alone is worth it, but hey, a Garden Gnome? Really? Got have that!
Your First Animal Building
There are a number of Animal Buildings that will be offered to you at various levels in the game, but now that you have reached Level 5 one of them is available for placement for FREE -- and that is the Hen House (which is also used for the special egg collection. Now that you have set aside an area for your animals you can place the Hen House construction project inside that area, and then start building it.
Note that the Egg Collection has specific Chicken population requirements, or rather specific Adult Chicken population requirements. You will have to maintain the minumum required number in order to keep the timer for the Collection running - the game is pretty in-your-face about letting you know when you have not maintained the required number so knowing that will not be an issue.
Because there will be a lot of buildings and structures being given to you by the game it is really best to try to quickly obtain the ones that you can build early, and then focus upon getting them built as fast as you can, because you do not want to have a lot of ongoing Construction Projects hanging at the same time for a number of reasons, most notably that they tend to slow you down because you are trying to juggle forward progress for all of them at the same time.
You should really try to finish each project in the order that you began them, and as quickly as you can manage without actually spending money doing it... Your strategy is likely best to be focused on them one building or structure at a time - we don't have any evidence to back this up, but it feels like you are more productive when you are focused on a single task at a time -- the game seems to work best that way in our experience -- so go ahead and place the Hen House now and start making the requests to get its building materials from your mates so that you complete it as fast as you can, right?
Building your first animal structure - the Hen HouseThe Hen House has the following requested materials requirements:
- x8 Wood Plank
- x8 Hammer
- x8 Bird Nest
You will need to request most of these from your mates -- the Wood Planks you likely already have some of from your feed and inbox, since that is a popular free gift selection for most players.
Building Wealth and XP
This is best accomplished via the Crafting Kitchen and,once you have access to it, the Crafting Workshop, but right now you only have access to the following recipes:
- Flour (x2 Wheat + x2 Wheat) Sells for $90
- Batter (x1 Flour + x3 Eggs) Sells for $290
- Apple Scones (x6 Apple + x1 Batter) Sells for $640
- Lemon Water (x2 Lemon + x1 Water) Sells for $150
- Lemonade (x1 Lemon Water + x4 Lemon) Sells for $350
- Strawberry Lemonade (x5 Strawberry + x1 Lemonade) Sells for $630
That being the case the first thing you want to do is buy more Apple and Lemon Trees until you have four of each - any more than that will overtax your WRU supply - but that is enough to ensure a steady supply of craftable components, and later when you start building Tree Groves at Level 10 and beyond they will nicely fit in each Grove as a group.
With the Trees taken care of you want to start planting Wheat - lots of Wheat.
In fact Wheat is all you are going to grow for now, because you need it to make Batter, which you can then combine with your Apples to make Apple Scones, which sell for $640c each and give you 7XP for each one you make. It may help to define the path to Apple Scones and Lemonade so you better understand what you are getting for your efforts:
(1) The Apple Scones Path
- Step 1: Flour (x2 Wheat + x2 Wheat = x1 Flour Bag) 2XP
- Step 2: Batter (x1 Four Bag + x3 Chicken Eggs = x1 Batter) 4XP
- Step 3: Apple Scone (x6 Apples + x1 Batter = x1 Apple Scone) 7XP
So in a nutshell each Apple Scone you craft and sell nets you $640c plus 13XP.
(2) Lemonade Path
- Step 1: Plant and Harvest a crop of Strawberries
- Step 2: Lemon Water (x2 Lemons + x1 Water = x1 Lemon Water) 2XP
- Step 3: Lemonade (x1 Lemon Water + x4 Lemons = x1 Lemonade) 4XP
- Step 4: Strawberry Lemonade (x5 Strawberry + x1 Lemonade = x1 Strawberry Lemonade) 7XP
So in a nutshell each Strawberry Lemonade you craft and sell nets you $630c plus 13XP.
For now these are the basic crafting building blocks that you will use as your primary revenue and XP stream, and in addition they also tend to provide you with a focus to follow.
Bearing in mind that some of the resources that you need will be hard come by due to the fact that you pretty much need every item you are producing as a crafts resource! That means that making your own AFRU's is problematic since the benefits that you accrue by feeding your farm animals is offset by the negative hit you take in using the resources that are required to make the Animal Feed you are using to feed them.
This is where diligent mining of the Wall and Game Feeds is important. You can easily obtain the Animal Feed that you need by harvesting it from the Wall and Game Feeds, and that will help to take the pressure off needing to use the very limited resources that you have available. You should restrict your feeding actions to JUST the Chickens for now, unless you have access to more than average AFRU's via the Game Feed, since the only animal resource that we actually need at this point is Eggs - though the Milk and FRU's you can get from Goats and your Sheep would not suck to have...
Using this tactic you will be building up a supply of Lemons for making Lemon Water and Lemonade, and the ingredients for making Apple Scones.
It would be an idea to make the Lemonade in small amounts but not sell it - hold on to it until you have a dozen or more and then do a Strawberry Crop so you can make Strawberry Lemonade from your stockpiled Lemonade and max your profits.
Using this tactic you should be able to rapidly obtain the $20Kc you need to unlock the next Section.
Let the Furnace Construction Commence!
Shortly after you have unlocked Level 6 in the game on one of your session log-ins you will receive the pop-up offer commanding you to place the Furnace Construction Project.
This is the first prompted building following the Hen House (actually it is probably the very first system-prompted structure since you usually have to open the Store Menu and manually select the Hen House Construction Project in order to place it this early in the game... So yeah, the Furnace will likely be your first system-prompted structure construction project.
Once you have placed the project on your farm it opens up to reveal that its building requirements include x8 Wooden Planks, x8 Fire Bricks, and x8 Metal Grate Bars. Most of the materials that are required to build this structure will be obtained from your friends and neighbors via direct request from you, save for the Wood Planks which you likely already have some or all of since that is a popular gift to give via the Free Gift Menu.
Either way you should get started with collecting the materials to build this straight away.
The Furnace is part of the Crafting System in the game, being the daily on-demand renewable source for Power Resource Units (PRU's) in the game. The Furnace functions in a fashion that is similar to the Water Well in that after you use it to claim the ten PRU's it contains, a twenty-four-hour timer starts (compared to the four-hour timer on the Water Wells you would think that like the Water Wells the game would allow you to build additional Furnace structures but no, one is all it will allow to be built and placed), and after that timer runs down you can then claim another 10 PRU's from the structure.
Free power! How cool is that?
Unlocking the Neighbor Helper System when you reach Level 6
The Farm Helper System
Achieving Level 6 on your farm has a number of consequences, among which is the activation of the Farm Helper System.
You will have noticed the Hay Bales that are near the road on the right in front of your farm, yes?
Those Hay bales are part of the Farm Helper System, which is, in a nutshell, a system whereby your friends and neighbors can “volunteer” to help out on your farm -- and you can do the same for them.
Before there is any confusion this is NOT related to the helping actions you donate to your friends and neighbors when you visit their farms using the Neighbor List at the bottom of the game play window. That is a completely separate matter entirely.
The way that the Volunteer Helper System works is simple - you automatically send out the first “request” to your mates, and they see that request (and each of the subsequent ones you actually make yourself) as a line item in their inbox when they log into the game. Whether they choose to volunteer or not is up to them, but I have never heard of a player who did not do it...
After they click on the request in their inbox, a timer begins and when it runs out their avatar appears on your farm and sits down on one of the Hay Bales out front. A second timer then kicks in and you have x number of hours to use them before their character leaves.
Their character sits on the Hay and waits for you to use them
Each of the Helpers on the Hay Bales will complete four helping actions, but only specific actions. For instance you can pick up their character and drop it on your Crafting Kitchen to gain five extra PRU's, or you can drop their character on one of your Crop Squares to cause it to process four of whatever the active state is for that square -- so for example if there are growing crops in that square their Helper character will mature four of them. If there are matured crops there, it will harvest four of them.
Among the things you can NOT use the Helper characters for is watering Trees (though they will water crops) and feeding animals. The reason for that is due to the variable number of WRU's and AFRU's that are used in those respective tasks.
Receiving your Crafting Workshop Construction Project
The Crafting Workshop
Another of the new capabilities and buildings/structures that arrives when you reach the all-important Level 6 is the Crafting Workshop, which is the other side of the Crafts coin in Farmville 2.
Where you can use the Crafting Kitchen to make food-based items and finished goods for a tidy profit, the Crafting Workshop is where you can make non-food-items under the same basic approach of using the resources that you help to create for that purpose as part of your regular farming activities.
After you reach Level 6 on one of your log-ins you will get a Pop-Up notifying you that you have received the Crafting Workshop Construction Project and instructing you to place the Project on your farm.
Since we have already set aside space for buildings in the area that we designated for them, you will want to place the Workshop Construction Project in that area, and ideally right next to your Kitchen building.
Once you have placed the Project the game will then present you with the materials Pop-Up that basically represents the Quest to complete the construction of your Crafting Workshop...
The list of building materials you need to collect from your mates
You will need to collect the following requested-resources in order to finish it and activate the Workshop for your use:
- x8 Pressure Gauges
- x8 Drafting Paper
- x8 Wood Planks
Due to the Wood Planks being a popular choice for the daily Free Gift you will likely have a head-start on that resource, but the others you will need to request from your mates.
Unlocking Level 7 Significantly Improves our Crafting Recipe Selection
Unlocking Level 7
While the process of collecting sufficient XP to unlock the next Level on your farm -- and the Level after that -- is pretty much a given, when it happens it is still good reason to celebrate!
Considering how broad the peripheral unlocks are for these early levels they offer additional reason to celebrate and to feel that sense of accomplishment that comes with a visible and palpable representation of progress...
With each Level Unlock Pop-Up they make an effort in the game to reveal a selection of the new items in the game that you have now secured access to (though considering that among the items that tend to be included are objects or structures from past special events that no longer apply and, in many cases, are no longer accessible, that does give us pause to wonder what the point to that is), and Level 7 is no exception to that trend.
The Pop-Up for this Level reveals that we have now gained access to:
- Carob Tree
- Cheviot Sheep
- Good Fortune Charm
- Savoy Cabbage
- Sweetheart Tree
While the above short list makes for some interesting small icons to include on the Pop-Up, the reality is that in addition to that selection of unlocked items there are some others that are perhaps of even greater and more influential importance to us, but then you would have to know what gets unlocked with each Level to truly come to appreciate that event... Which is why we sat down and researched the question, and added a dedicated section in the first part of this WTG whose title is “Level Unlocks Revealed” -- so go check that out of you have not already done so, right?
And on that note we complete this minor digression; this side-trip-of-celebration; this acknowledgment of our arrival at Level 7 and the many unspoken ways in which we are all the better off because of it! Good on ya mates! Well done!
The Wait was mostly worth it, just ask William err Sir Ulrich
Or in the words of the now immortal (because he is dead) dinkum Aussie actor and deep thinker Heath “we all look like chiseled Spam standing next to this bloke” Ledger in the role of the (temporarily bogus “Sir”) William Thatcher in Motion Picture Director Brian Helgeland's magnum opus A Knight's Tale:
William: “I've waited my whole life for this moment.”
Well, okay maybe not MY whole life, but certainly the whole life of my character!
Obviously we don't know what you thought of this retro fusion comedy/romance/action-adventure flick but we thought it was pretty darn cool... Otherwise we would hardly be quoting it here, right?
Of course we cannot mention any of the memorable quotes as uttered by the star of the show, Heath Ledger, without remarking upon the incredible and amazing (one is tempted even to say “shocking”) total-surprise and break-out performance in the very supporting character of “Wat” for native-born Texan actor Alan Tudyk.
Best known for his portrayal of the character of “Wash” in Joss Whedon's small-screen space opera Firefly (2002), later reprising the role as wise-cracking space-pilot-with-a-heart-of-gold in Serenity (2005), the feature-film re-imagining of the Firefly. Tudyk's performance as Wat is a textbook example of why in addition to the Best Actor Oscar award there also exists the Best Supporting Actor and etc. Just saying...
The First Intermission Period
Yeah, was not really looking forward to sharing the next bit with you, sad to say...
The following unfortunate reality is known by different names to different farmers, though many of the gamers who play FarmVille call it The Unfortunate Reality of Life Between Levels -- or what I like to call a Routine Coasting Period.
Clever names aside, it is probably better referred to as simply what it is: at this level a period of days strung together in which all you are really doing is accumulating resources and funds in the form of FVC and XP as well as giving your neighbors the time required to help you complete the different construction projects that you have going at the mo... At more advanced levels the Coasting Periods can take weeks - fair warning mates.
Of course this also means that you will be able to focus on helping your neighbors complete their various construction projects, that goes without saying, but what this is really all about is what we said above: taking a bit of a time-out in order to gather the resources that are required to continue the leveling process and make forward progress.
The fact that there are several minor goals you can satisfy along the way is a bonus, but we should cover in detail what we are doing with a guestimate for how long it will take...
First thing first, we should create a summary of what you should have going right now and what you should be doing to help make those projects and goals happen as rapidly as we can...
- Current Projects and Goals -
Note: If you have yet to start any of these now would be a good time to do that, just saying...
Project I: Friends & Neighbors
At this point in your game you should have established a minimum of 13 Neighbors. From the game play screen count the number of Neighbor Icons in the Neighbor Nav Bar to see how many you have now -- you should have at the very least thirteen of them.
Thirteen Neighbors is a good number *as long as they are all actively playing the game* that is. If they are not, or if there are more than a handful of casual players who do not play every day, then you should shoot for a larger number, around 24 Neighbors if they are mostly casual players.
There really is a good reason for this mates.
The Two-Way Street: In addition to the whole matter of you being able to help them and them being able to help you, the six XP you get plus whatever items you pick up when you visit your neighbor's farm to complete your helper actions are not really the point or the value here.
If you took the advice for organizing your friends that we gave you in the Good Play Habits and the Hints and Tips Sections, you know that having that core group of mates who are responsible for watering five specific trees each (and naturally you have your five trees that you water on your helper visits to their farm each day) you know just how incredibly valuable that is.
Considering how massive the impact can be on your resource pool when you have to use valuable WRU's on the trees on your farm, that really is a no-brainer! Especially when you consider that watering the four Pine Trees that you will need to obtain a reliable supply of their resource, Pieces of Wood, that you can craft into a variety of desirable items and that you actually need in order to maintain your supply of Pitchforks for your Fertilizer Composting Structure (that comes at a later level though so don't worry about it now) you end up using up a whopping 24 WRU's on the Pine Trees alone! That is, if you do not have a mate responsible for watering those, so I strongly suggest you do arrange that, right?
So if you do not have the dozen committed mates who have joined your helper-exchange and have been assigned specific targets to tend during each day's visit, now is when you should start networking with the people on your friend list to find gamers who are interested in being part of that helper-exchange.
Take the time and make the effort to find a dozen people to participate in that group effort; assign them tending targets and make sure that they assign you targets on their farm, then make sure you write down the targets you are supposed to be tending and DO IT.
Every day you play.
So that they will be cheerfully willing to do the same for you.
It is a big part of the Golden Rule after all, and with that out of the way let's move on to another very effective game play aid...
Project II: The Resource Scratch List
This is as simple or as complicated as you want it to be. The easy way to manage this is to buy a legal pad or a spiral notebook and then create the page you will use to help you keep track of your resources, making a new one whenever you run out of room on the old one...
At the end of every game play session, before you log out of the game, check your inventory and write in the current number on your Scratch Sheet, that is all that there is to it!
I will explain why in a moment, but the details you want to keep track of -- at a minimum -- are the following:
- Water Resource Units* (x of 30):
- Power Resource Units* (x of 30)
- Fertilizer Resource Units* (x of 30)
- Animal Feed Resource Units* (x of 30)
- Bricks (x of 12):
- Fire Bricks (x of 12):
- Ingots (x of 16)
- Wood Planks (x of 12):
- Pieces of Wood (no set cap):
- Baby Bottles** (x of 12):
- Speed Feed*** (x of 1000):
- Flasks (x of 12)
- Pieces of Glass (x of 12):
- Cloves (x of 15):
- Salt (x of 12)
- Pickling Spices (x of 12)
- Sugar (x of 12)
- Powdered Sugar (no set cap)
- Confectioner's Sugar (x of 20)
- Cocoa Nibs (x of 20)
- Brown Sugar (x of 12):
- Paprika (x of 12)
- Crafting Mats (x of 12):
If there are additional items in the resource department you personally want to keep track of add them to the list. That may be items for the things you like to make for your revenue stream or whatever, the point is you can and should customize this list to match what you have decided are important items that you want to have a supply for in your Inventory Storage.
As you can see, following each item is the limit cap that the game imposes on that item as (x of 30), with “x” being the number you have on hand and “30” being the cap that the game places on that item. Since you cannot have more than 30 of that item at any given time you are best served by having 30 of that item at any given time!
The idea here is to be sure that you are at close to or at the cap as possible, which is why we keep track of what we have using this Scratch Sheet.
When your inventory of an item -- say Cloves for example, falls below the cap, you know to request that from your mates before you log off from your next session - that way you always have the max amount available for when that new mission/quest calls for them, and there will be missions and quests that do.
Obviously it is a lot easier to keep this resource inventory maintained once you have most or all at the cap in your inventory, but having this list will make that process more organized and easy.
* These are the thirty you can have for on-demand use in your Inventory and NOT the 30 that you find in the Resource Bank on the top-right-hand-side of the game play window that are refilled by time.
** Baby Bottles are a special case in that the optimal outcome is for you to have ZERO in inventory at the end of each game session, so that you can pick up a fresh batch of 12 from the Wall Feed before you play your next session.
Considering that the more advanced types of farm animals can require six or more Baby Bottles to evolve into their adult form, using them up should not be a problem, especially since you are going to want to have a reasonable number of Cows and Horses, just saying... If you did not use up all of the bottles you have it is still good to know how many you actually do have so you do not end up harvesting more than the cap number from the Wall, as this way you don't waste them.
*** Keeping track of this number is just an FYI thing, to let you know when you have a ridiculous number (anything over 100) so you can use them strategically now.
Project III: Maintaining your On-Demand Resource Stacks
In addition to the resource units that are replaced over time in the game and the supply of fertilizer you build up in what we call the “Resource Bank” (the AFRU's, WRU's, FRU's and PRU's in the top right corner of the game play screen) you are also allowed to collect and maintain up to 30 units of each resource in your Inventory Storage.
This is just an effort to create that on-demand set of resources and a reminder that you should replace any that you end up using from the stacks in storage. The basic philosophy for this is simply to only use them when you really need them. For instance when a Mission/Quest is running out of time.
When you dip into these stacks you should note that on the Scratch Sheet and then replace the ones you used from the Wall Feed before your next game session...
For the record these are the caps for both sets of resources:
Resource Name (Active Resource Bank Cap / On-Demand Storage Stack Cap) Abbreviation
- Animal Feed Resource Unit (30*/30) AFRU
- Water Resource Unit (30**/30) WRU
- Fertilizer Resource Units (100/30) FRU
- Power Resource Units (30+/30) PRU
* The actual number may be different depending upon the support structures you have built on your farm. For example one or more Grain Silos will increase the amount of Animal Feed you can have on hand in the Resource Bank but NOT in storage.
** In addition to the hard cap of 30 Units you can have for WRU's in the Resource Bank and the 30 units you can have in storage, you can also add Water Wells to your farm for additional on-demand WRU's at the rate of x10 WRU's per Water Well built.
+ In addition to the 30 PRU's in your resource bank and the 30 PRU's you can have in storage, you can have an additional x10 PRU's once a day available once you build the Furnace.
Introducing Cornelius and the Grocery Challenge System
The Village Grocer Challenges
In the midst of your first Intermission while you are in the process of building resources and wealth the game will continue to go along around you, and of course we will be playing it!
One of the events that you can expect to happen during a game session login following the point at which you unlock Level 7 is an introduction to the Village Grocer, a bloke named Cornelius, who has a grocery van that gives Fred (from Scooby Doo fame) a run for his money with respect to the Mystery Machine vs. the Grocery Van in overall spiffyness. Just saying.
Seriously the van is so classically hippy that it is hard to believe this is not 1968... Clearly Cornelius likes the pipe.
When the Grocery Challenge System was first introduced into the game it started with a Mission scenario and story in which you meet Cornelius for the first time due to his delivery van breaking down in the road in front of your farm.
He needs your help to repair it, and that Mission kicked off a series of Quests that were required in order to repair his van. These had you collecting Tool Boxes, Traffic Cones, and making Lemonade to cool him off.
There was a limited time in which you had to complete the Mission to repair his van and thus initiate the Challenge System on your farm -- I don't know what would have happened if you failed to do it in the time allowed, which was 14 days, but that Mission is no longer part of the introduction experience for new players; in place of it Cornelius simply drives over to your farm and introduces himself when you have reached the level in the game where you have access to that challenge system.
The deal with Cornelius is really simple: every day he brings you his order from the village, which is basically a random list of three items that he wants in different quantities.
In addition to being paid the value of these items in FVC plus whatever XP you would normally obtain in the making of them, you will also be receiving Grocery Challenge Points (GCP), which when you accumulate enough, will unlock the special prizes that are part of the Grocery Challenge System.
If you are curious about this, you may find it fascinating to know that remnants of that original Mission and its quests are still present in the game, as they did not turn it all off. The Tool Boxes and Fire Extinguishers that you are sometimes prompted to collect are from that series of quests!
You should bear in mind that the Grocery Challenge System is built around a 24-hour Timer. What that means is that once Cornelius delivers the new order to your Farm Stand and it is posted on the clipboard that he installed there, that 24-hour timer starts ticking. You have 24 real-world hours to complete the list of items he is asking you for.
At the end of the 24 hour timer if you have not filled any of the orders he assigns you a new set. If you have fulfilled part of the orders, he boxes them up and loads them on his truck, and then still gives you a new set. Basically when that timer runs out you are going to get a new set of orders, with one important exception...
If you fill all three of the items in his order list, Cornelius will immediately drive over to your farm and box up the order, load it on his truck, and drive back to his store in town. Note that I did not say “and give you your new order” because hey, he does NOT do that!
You cannot receive the new order until the original timer runs out. What that means is, for example, let's say that Cornelius showed up and dropped off the day's order and you filled it straight away from the stuff you had in your Inventory Storage. Cornelius now drives right back to your farm, loads the boxed-up items onto his truck, and drives away, leaving the clipboard blank.
If you mouse-over the blank clipboard you will see that the original 24-hour timer is still running, and you will be on notice that the timer has to run out prior to your receiving a new order. Basically what that means is there is no benefit to you to instantly fill the order, so take your time or not, it is your call.
Each special order is good for 24 hours and the clock is ticking!
So once you are introduced to Cornelius he drops off your first order form on the clipboard and then leaves, and you can then click on the clipboard with your mouse to open the Order Menu that shows you, among other things, the amount of time that is left and the points that you have accumulated towards the first mystery prize.
The menu also shows the status of the current order, which you can see by the image embedded below and consists of the following requested items:
- Part 1: Sell 7 Apples
- Part 2: Sell 7 Tomatoes
- Part 3: Sell 1 Wool Teddy Bear
The first order from Cornelius includes Apples, Tomatoes and Bears!
The orders that you receive from Cornelius all pretty much follow the scheme above, though the number of items you need to sell and the items themselves will be different. Sometimes the number is high enough that you have to wonder if the order is worth filling since you end up selling the resources in it which, if you add it up, can be expensive when they are resources you would normally craft with...
You need to know that there is NO penalty for not completing his order, so if you feel like the resources that you have to use to do so are too valuable and that the points are not worth them, simply don't do that part of the order!
When you click on the “View Rewards” button on the bottom right of the clipboard you get an outline of the different rewards and the path that they follow -- the specific rewards if you are curious include the following:
1. Mosaic Bench (it is a spiffy decoration item)
2. Water Resource Units (5-Pack)
3. Fertilizer Resource Units (5-Pack)
4. Mosaic Crackellage Decoration
5. Sugar (5-Pack)
6. Mosaic Apple Sign Decoration
7. Baby Bottle (1-Pack)
8. Speed-Grow (10-Pack)
9. Mosaic Fountain Decoration
Once you complete all 9 Point Groups in the Grocer's Challenge Series the groups reset, so you can repeat them for the same rewards in the same order.
The special rewards that Cornelius will grant you for playing
You can complete the order elements one at a time or all three at one go, and once you do Cornelius will appear in his delivery van to pick up the boxes for his order, and then the clipboard will remain blank as detailed above.
Each time that you complete an order you get a pop-up that shows you how much XP and Grocery Challenge Points you have earned, and you have the option of “sharing” the points via your Wall Feed.
You should do that, since it lets your friends collect extra Grocery Challenge Points - the game does not deduct those from the points you have earned so it costs you nothing to do this and your mates will appreciate it!
The meter on the right side of the clipboard pop-up will show you your progress in Grocery Points, and once you fill it you unlock whatever the prize is that is next from the list above.
The Crop Mastery Post or Sign shows harvests to the next level
Crop Mastery Unlocks at Level 7
If you have previously played the original FarmVille you were probably wondering why there was no Crop Mastery in FarmVille 2...
The quick answer is that there is Crop Mastery in the game, it just does not kick in until Level 7.
Now that you have unlocked Level 7 you have also unlocked Crop Mastery, so every planting and harvesting cycle that you run through from then onward will count for mastering each of the Crop types!
If you have not played the original game you might be wondering what Crop Mastery is?
At its most basic Crop Mastery consists of three levels of experience in growing each specific Crop type, with each level being symbolized by a specific Ribbon color, and after you are awarded the first level in any Crop's Mastery you also receive a wooden post that indicates the Crop type and Mastery Level that you can place on your farm.
Most farmers prefer to place the Mastery posts in a row together so as to show them off effectively.
In the original game the Mastery posts took the form of Mastery Signs, and they actually served a purpose beyond simply indicating what Crops you had Mastered and to what level; the crafting system in the original game allowed for players to benefit from the types of Crops that their neighbors could grow and so they often checked out the Mastery and levels that you could manage before placing orders for specific Crops with you. Whereas in FarmVille 2 their function is purely decorative and informative with a layer of bragging rights thrown in.
The Mastery Posts actually change with each new level unlocked, with the following consistent appearances:
Level 1: Yellow Ribbon (Smallest Mastery Post size)
Level 2: Red Ribbon (Medium Mastery Post size)
Level 3: Blue Ribbon (Largest Mastery Post size)
Upon reaching Level 3 (the Blue Ribbon) you have succeeded in Mastering that Crop, and when you mouse-over the Mastery Post in place of the pop-up with the Crop name and the number of harvests remaining to reach the next Mastery Level along with a meter at the bottom the pop-up changes to show just the name of the Crop.
The number of each type of Crop per Ribbon/Level is different for each, so you have to mouse-over the Mastery post or check the Seed in the Market to learn what you must complete to attain the next level for a given crop.
After a specific number of feedings your animals become prized
At some point very soon you should have one of your White Chickens receive the Prized Animal Event -- which has some fireworks and a pop-up that informs you that the animal is now a “Prized” version rather than the regular adult version.
This should not be confused with Animal Mastery, which does not become an active part of your game until after you unlock Level 9 -- no, the Prized system is something very different from the regular Animal Mastery Scheme...
As you know and have experienced, once you evolve an animal from its Baby form to Adult form it begins to produce resources that are useful to you for crafting. When that Adult animal makes the transition from normal Adult to Prized, the types of resources it produces upon feeding also change. We will use the White Chicken for our example:
Animal: White Chicken (Normal Adult)
Resource Produced: White Eggs
XP Per Feeding: 2
Sell Value: $60c
Animal: Prized White Chicken
Resource Produced: Brown Eggs
XP Per Feeding: 15
Sell Value: $90c
Obviously if you need to maintain a supply of White Eggs you will need to add another White Chicken to your Farm Animal population to replace the one that has become Prized.
Unfortunately that can quickly begin to tax your animal population limits, which is why you want to begin building the objects and structures that increase that limit to the number of animals that you can have on your farm at any given moment, as well as building the special structures that house Prized animals, since any Prized animal housed in their special structure are removed from the animal count for the population limits.
Before the New Prized System was Deployed...
Before the new Prized Animal System was created what happened is that after you fed an adult animal a specific number of times (how many was different for each type of animal) it would morph into a “Prize Winning Animal” and there was this cute little thing about you taking it to the County Fair every Friday and winning prizes.
Once the animal reached Prize status you no longer had to feed it with AFRU's and clicking on it would get you extra XP but NO resources. This quickly became a problem for most of the players in the game because while the extra XP from the Prized animal was nice, it was still taking up one of the animal slots towards your population limit, which meant that while you got extra XP for it, it was not producing the resources that you needed for crafts.
The end result of this was players immediately sold any animal that reached Prized status and then placed a new one of that type to replace it. That and the players got cranky and more than a little ****** off the first time that this happened with an animal that they actually paid Farm Bucks for, or a special animal that was a reward for a quest.
A lot of the players felt like this was a rip-off and that the folks at Zynga were basically stealing from them by taking an animal that they paid the equivalent of $5 for in real-world money and made it worthless to them practically overnight and without warning. A lot of players voiced that negative opinion, and there was a petition being passed demanding that Zynga refund the money that was spent on the special animals since they no longer provided the resources that the players bought them to obtain.
If you think about it, they had a point.
So realizing that in trying to do something cute, they had only ended up pissing off a large segment of the game population, the developers quickly devised the alternative that we know and rather like today of the Prized Animal System. Instead of no longer requiring AFRU's and producing bonus XP the now re-branded Prized Animals instead create special resources that are of definite value to crafting the advanced recipes.
While this fix addressed a lot of the anger that the earlier mistake had generated, it failed to correct one major issue: animal population. These Prized Animals still took up one of the slots in the population limit, and while the resources that they produce are very valuable and useful, there is still a very real need to maintain a specific population of the regular Adult versions for each animal type.
The work-around for this was to add more structures that increased the population limit, while at the same time adding special structures that housed Prized Animals and that, once a Prized Animal is added to them, remove that animal from the population count, which means that players can deploy a replacement animal and the general population number remained the same.
That pretty much fixed the only remaining peeve that the players were feeling, so hey, win-win! For your information the following Special Structures were created to provide a home for your Prized Animals, and eventually more will be coming as noted below. Here is the situation based on prime animal types (and we will update this as it changes):
Chickens: Prized Chicken Coop
Level Required: Level 6
Animal Capacity:Nine (9) Prized Chickens of any type.
Cows: To Be Announced (probably a Dairy Barn?)
Level Required: ??
Animal Capacity: ??
Goats: Prized Goat Shelter
Level Required: Level 6
Animal Capacity: Twelve (12) Prized Goats of any type.s:
Horses: To Be Announced (probably a Horse Barn?)
Level Required: ??
Animal Capacity: ??
Rabbits: To Be Announced (probably a Rabbit Hutch?)
Level Required: ??
Animal Capacity: ??
Sheep: Prized Sheep Shack
Level Required: Level 9
Animal Capacity: Six (6) Prized Sheep of any type.
In addition to allowing all of the animals who are resident in the structure to be tended and fed with one click, causing the resources that they produce to be ejected from the side of the building in a stream, these special structures also require fewer AFRU's to feed all of their residents, so hey, bonus!
The issues related to population limits will still factor heavily in your choice of what Farm Animals to add to your farm and which structures you will want and need to add to your farm; to assist you in the process of determining what you will want to add, please be aware that the following strucutes effect the Farm Animal Population Cap:
Chicken Coop (+9 Potential) Removes each Prized Chicken placed inside from the Farm Animal Cap.
Goat Shelter (+12 Potential) Removes each Prized Goat placed inside from the Farm Animal Cap.
Shady Trough (+10 Animal Cap) doubles as an animal watering source.
Sheep Shack (+6 Potential) Removes each Prized Sheep placed inside from the Farm Animal Cap.
Water Trough* (+5 Animal Cap) serves as an animal watering source.
* While the various Prized Animal structures and the Shady Trough only allow the placement of one (1) of each type of structure, the Water Trough can be placed multiple times, with each Water Trough placed adding +5 to the Farm Animal Cap.
Unlocking Level 8 for your Farm and Farmer
Unlocking Level 8
As you work towards completing the various structures and plant and harvest your crops, harvest your trees, and work on the Missions and Quests you will invariably unlock Level 8 in the process, and well done you!
As you can see from the image above, unlocking Level 8 also gives access to Nubian Goats, Corn Seeds, and the Strawberry Angel Food Cake crafting recipe as well as other items in the game.
Perhaps the best part of Leveling up is the fact that it prods the server into offering you any buildings that you are eligible to own!
Placing the Creamery triggers an interaction with Cornelius
The Yogurt Creamery
Among the many new objects, items, and opportunities that comes along with unlocking Level 8 is the ability to place the Yogurt Creamery -- a structure that while it is part of the Farm Animal side of the game in theory is not one of the buildings or structures that we set aside space for inside the Farm Animal Pen.
If you want to you can go ahead and place the Yogurt Creamery inside the Animal Pen - that is not how we designed this space and not how we place it for the purposes of this guide, but the process as it is outlined in the guide is flexible enough to allow you to place it wherever you like without that having an impact on the guide or your successful use of it...
The actual placement of your Yogurt Creamery will initiate a brief interaction with the Village Grocer Cornelius, who is the dominant NPC with respect to the Yogurt Creamery and its special Yogurt Collection Scheme. Bear in mind that Cornelius also happens to be the dominant NPC for the Village Grocery Challenge as well, so now he serves as your go-to-guy for the Village Grocery Challenge AND the Yogurt Creamery Special Yogurt Collection Challenge!
After you place the Creamery Cornelius appears in the company of a very large Yak and observes to your character that he noticed you are building a Yogurt Creamery, and he explains to you that if you are willing to manufacture gourmet yogurt for the Village (and in particular the Village Grocery which he owns and operates) he will gratefully gift you with a rare and special Highlands Cow for your efforts.
Building your Yogurt Creamery requires requested-resources.
Construction of the Yogurt Creamery requires the following requested-resources:
- x6 Milk Cans
- x8 Stone Blocks
- x8 Wood Planks
Once you have completed the construction of the Creamery every farm animal that you tend in the normal course of play that has the Dairy flag applied to it has the potential of generating Cream Droplets that are used to fill the special Milk Can that is part of the Creamery Supply chain.
The Yogurt Creamery Milk Can requires a total of x40 Cream Droplets to be filled completely, and once the special Milk Can is filled, it automatically generates the Yogurt-making action, resulting in a glowing crate of Yogurt appearing in the output section of the Yogurt Creamery machine, at which point you click anywhere on the Creamery machine to harvest the box.
The box contains regular (plain flavored) Yogurt that is produced as a result if your Yogurt making goodness, and in addition to the plain Yogurt you make, there is a small chance that one of the jars of Yogurt that you have created is an Uncommon Yogurt; there is a smaller chance that it could be a Rare Yogurt; finally there is a very very small chance that it could be a jar of Purple-topped Ultra Rare Yogurt, or The Good Stuff as we like to say...
Regardless of what you end up with, the process by which the Yogurt is obtained is a product of the game's Random Number Generator (RNG), and the range in which the Ultra Rare Yogurt is obtained is so narrow that it is safe to suggest that the Yogurt with the Purple Lids was appropriately named.
The Highland Cow
Source: Complete the Yogurt Collection
Baby Bottles Required: 8
Adult Feeding Requirement: x12 AFRU's every 4 hours
Prized Feeding Requirement: x12 AFRU's every 18 hours
Feedings to Prized: 75
XP Obtained per Feeding: 14 Adult / 100 Prized
Adult Resources Created: Milk + Cheese
Prized Resources Created: Swiss Cheese
The Highland Cow reward really is a rather exclusive and special item in that it can only be acquired via the Yogurt Creamery as the prize for completing the collection.
The Yogurt Collection consists of:
- x6 Uncommon Yogurt (Jars with Orange Lids)
- x4 Rare Yogurt (Jars with Blue Lids)
- x2 Ultra Rare Yogurt (Jars with Purple Lids)
You can safely presume that completing the Yogurt collection will not be a rapid process. The good news though is that once you complete it, the collection resets, and you can thus complete it over and over again, gaining a Highland Cow upon each re-completion of the collection, and how cool is that?
Unlocking and placing the Prized Chicken Coop Structure
Prized Chicken Coop
Note that according to the official Zynga Blog for FarmVille 2, the Prized Chicken Coop is theoretically available once you unlock Level 6, however I was not offered it for placement by the server until after I unlocked Level 8.
As we covered earlier the Prized Animal Structures offer more than simply a place to put your Prized Animals in a conveniently placed group, but each has additional elements that broaden the value for each of the different Prized Animal types as well as improving the overall game conditions.
For example your Prized Chicken Coop, in addition to providing you a place to put your Prized Chickens, also offers you the following expansion elements:
- Houses a total of nine (9) Prized Chickens.
- Removes each of the Prized Chickens from the population cap when placed in the Coop.
- Adds +25 to the Animal Feed Resource Unit Capacity for your Resource Bank.
- AFRU Cost for the Prized Chickens placed inside the Coop is HALF the normal amount!
When the game prompts you to place your Prized Chicken Coop it is not actually having you place the Coop, but rather the Prized Chicken Coop Construction Project, which is completed in two stages. The first stage requires you to request the building materials that are necessary to complete the construction project, while the second stage requires you to obtain the volunteer labor of your friends and neighbors in the actual building of the structure.
The Prized Chicken Coop is placed within the confines of the Animal Pen that we created after unlocking the sixth contiguous Farm Section, as we intentionally built the Animal Pen so that it was large enough to contain the various farm animal-related buildings in order to make the maintenance and the presence of our farm animals as convenient and orderly as possible.
Personally I do not know how some players can tolerate having the animals wandering loose all over their farm, since the presence of so many loose animals almost guarantees that you will occasionally end up clicking on one of the farm animals when you meant to click on some other object - this can be (actually it is) particularly annoying, especially when you are visiting a neighbor's farm in order to complete your five daily Helper Actions -- but to each his own, right?
The Prized Chicken Coop Structure Construction Requirements
For our part having the Farm Animal population restrained inside the purpose-built Animal Pen solves that problem, and we believe also serves as a courtesy to visiting players. Remember you want to make their experience in visiting your farm to help by completing their daily Helper Actions as convenient as you can manage, especially when you consider that their visit is purely voluntary and represents a very significant advantage in terms of the conservation of resources.
Hydration Station Mission
While we are not in the practice of covering each and every Mission or Quest since that is not really necessary - they are not really that complex for the most part - there are certain key Missions and Quests that we will cover because of their pivotal impact on the game, and this is one of them.
Completing the first quest is fast while the second requires more time
The Hydration Station Mission has two parts to it:Quest 1: Waters for Trotters
Part 1: Have 1 Water Trough so you can support more animals ($20b to skip).
Requirements: Clicking on the “Get It!” button will take you directly to the item in the General Store; there are two options you can choose from, either purchasing the ready-made Water Trough for $45b or the Water Trough Construction Project for $5000c. The presumption is that you went with the Construction Project, in which case you will place that and then request the materials that are required to build it, which are NOT actually required to complete the quest... Once you place the Construction Project that completes this part.
Part 2: Buy 1 Wine Bottle Spread ($3 to skip).
Requirements: Clicking on the “Get It!” button in the quest details screen will take you directly to the Wine Bottle Spread decoration item (otherwise you can find this in the General Store by selecting the Decorations button (the Scarecrow), and then clicking on the “Home” tab, where you will find the Wine Bottle Spread is the first choice on page 1 of the catalog. The Wine Bottle Spread costs $150c and you can place it pretty much anywhere on your farm. Once you place the Wine Bottle Spread that completes this part of the Quest.
Part 3: Help out on your neighbors' farms and see who's got a Water Trough already.
Requirements: Visit one of your neighbor's farms and complete five (5) helper actions.
Bringing in more FCV is required to buy more farm animalsQuest 2: Notes for Goats
Part 1: Harvest 5 Wheat.
Part 2: Sell 2 Eggs. They're worth twice as much as Wheat!
Part 3: Sell 5 Wheat. It'll bring in a few coins.
Now bearing in mind that at this point we already know that selling the farm crops that we can use to manufacture finished goods is really a dumb idea, for whatever reason the game wants us to do it, and since we must do what the game wants us to do, well, sell the Wheat and the Eggs.
Obtaining your just rewards for Notes for Goats
Once you do that, you complete the Quest, gaining yourself 3XP and 100FCV in the process as your Mission and Quest rewards.
Attaining Level 9
In addition to being a good thing, attaining Level 9 is also the point at which the game will offer you the Spinning Wheel, which is the mechanism that controls the Special Yarn Collection. After placing the Spinning Wheel you will need to build it - which means gathering x9 Empty Spindles, x9 Baskets, and x9 Wooden Planks. The Spindles you will need to post a request for to your Wall Feed, while the Basket and Planks can be requested from your friends and neighbors.
Level 9 adds the Spinning Wheel and Yarn Collection to the game
The mechanism for the Yarn Collection is the accumulation of Wool from Sheep and Rabbits, which fills the meter on the Spinning Wheel, at which point you can activate the Spinning Wheel. As the wheel spins it creates both regular yarn and the chance at one of the three different types of special yarn. Once you complete the special yarn collection, you receive as your prize a special animal called a Manx Loaghtan Sheep -- and the collection resets so you can do it again.
Another of the new game play elements that you receive upon attaining Level 9 is Speed Feeding, which is introduced to you by the visit of your old mate Marie, who shows you how to first feed a Rabbit that she brings with her to remove its normal hunger state, and then, using Speed Feed that she gives you, feed it when it is not in its normal hunger state for twice the animal mastery points.
In addition to the Speed Feeding element you are now on notice that Animal Mastery has been unlocked, which means that you can now Master the Farm Animals, which will earn you signs similar to those for Crop Mastery, but for animals!
Level 9 adds the Goat Shelter to the game
The Goat Shelter
The next Prized Animal Shelter to be added to the game for you is the Goat Shelter, which the game will offer you at some point after you unlock the level. Construction of the Goat Shelter requires x8 Goat Bedding, x8 Hinges, and x8 Nails, and as with the previous construction projects, you get the first resource from the Wall and the second two by requests to your mates.
Reaching Level 10
The process of gaining the first group of levels happened so fast it was a daily event at first, but once you reached Level 5 things slowed down quickly, and the path from Level 9 to Level 10 can easily have taken a full week even when you played multiple times each day. The reason for that is pretty obvious - the higher levels keep requiring increasingly more XP to reach.
As we have touched upon previously, certain levels are key, since they provide access to expanded features or more profitable endeavors than the previous levels did, and Level 10 is just such a level. You will notice in the pop-up that you now have access to the Gypsy Horse and Sunflower Crop, as well as the Mirror in the Workshop, but that is really just the tip of the berg so to speak, and things are going to get increasingly more complicated and profitable as you continue from here!
Reaching Level 10 is especially important for another reason - the game will now force on you any of the special construction projects and structures that you have had access to but for whatever reason had not been granted up to now. That means you will very likely have a period where you have several incomplete construction projects that you will need to focus upon, all the while continuing your pursuit of the standard missions and quests AND the special ones!
Level 10 is where the tempo of your farm really changesKeeping Your Focus
Getting the construction projects completed should be a priority, but that will mean communicating with your friends and neighbors about the resources you need them to gift you, and it will mean paying special attention to the Games Feed and the Walls for your mates in order to be sure that you are obtaining everything that those sources can offer you in terms of resources and materials.
Getting caught up on the structures and their construction projects is a key focus for reasons that may not be all that obvious... Considering that most of the structures either house prized animals, function as part of the collection system, or provide specific resources, that makes all of them important.
The Prized Animal Structures allow you, at the time this was written, to house the Prized Sheep, Goats, and Chickens you possess, which basically removes them from the Farm Animal Limit for your farm, and that is a very important function by itself. But in addition to that they also allow you to use half the amount of feed you would normally have to use to feed those animals, and the structures produce the special resources that those Prized Animals would on their own; resources that will become increasingly important for the various missions and quests you will need to complete soon.
The Collection Structures offer you the ability to benefit from the regular game play that you are doing anyway - feeding your Farm Animals generates the special Wool for the Spinning Wheel, the Milk Droplets for the Yogurt Factory, and the Eggs for the Egg Collection - and considering that in addition to leading to Prized versions of those animals, which give special resources you need, completing each collection awards you with special Farm Animals that also offer special resources. Take the prize chicken for the Egg Collection, which offers you a special type of egg you don't ordinarily have access to unless you spend real money on specific chickens.
It should not take you long to figure out that the special goats and cows also factor into future missions and quests, as does the eggs from the prize chicken, and chances are that you will not be completing those collections at a speed that prevents you from ending up behind the curve when it comes to the point in time when you actually need those resources, so anything that you can do to speed up that process and get those structures completed as early as you can really will have considerable impact on your future success.
Resource Structures at this point come down to the Fertilizer Bin, which is also linked to the Workshop where you must craft the special Pitchforks that are used to empty the bin when your animals have finally filled it each time. The Bin not only produced Fertilizer but there is a small chance that with each harvest of it, you may also obtain some Instant Grow Spray. You can easily see the basic value for both.
The Shroom Shed is linked to the new Pig Farm Animal and Mushrooms!
The Shroom Shed
Depending upon what point you start playing one of the Level 10 structures you will be given is the Shroom Shed, which is a Mushroom-producing cave-like shed which has a special series of missions and quests associated with it that, if they are all completed in a given time period, will result in you winning the prize of a rare and special pig!
If you begin playing the game after the mission series has ended, some other mechanism will be in place for you to obtain the basic resource path for this part of the game, but you will have missed out on a fun and challenging set of missions which is too bad :(
The Crafting Kiln is linked to the new Pig Farm Animal as well
One of the newest structures to be added to the game is the Crafting Kiln, which requires you to obtain x10 Pottery Wheel Sections from your Wall posting as well as x10 Bags of Clay Powder and x10 Cut Stones via requests from your neighbors.
In addition to the structure construction project there are some associated mission/quests with the event, notably the eight-part All Fired Up Mission which is designed to help you to get familiar with this newest crafting station in the game.
You will recall that I warned you that Level 10 was a key level - and the fact that you quickly find yourself with a bunch of new construction projects once you unlock it should nicely illustrate that point. One of these will be the Tree Grove, which is actually a very important structure in the game and one that you will want to build a LOT of.
The Grove allows you to store four trees in less space than you could if they were placed individually, and it delivers other benefits, such as allowing you to water and harvest all four trees at the same time. In addition to that if all four trees placed in the Grove are the same type, you will only have to spend HALF the normal amount to water them.
As with the other buildings, Groves are an important structure in the game, but before you get sidetracked by all the new things you need to do it would be a good idea to remember that getting the primary resource structures completed is still your best approach, so you should be prioritizing these with the Prized Animal Structures first, followed by the Contest Structures, then the Resource Structures, and finally the Groves.
The rest of the time that you spend growing crops, harvesting trees, crafting and completing your resource quests to complete your outstanding structures will easily take you up to Level 11 and perhaps into Level 12 depending on how slow a start you had to begin with.
Good on ya for making it this far - the simulation only gets more interesting and challenging from here!
Chances are pretty good that you actually got to this stage over the course of a single 24-hour period or at most 2 days. That was cool, but I have some bad news for you sunshine -- from here on up it gets a lot more complicated and a lot harder!