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Update Apr 12th - Cooperative Village, League, Meadow and Captain Yarnacle




Hi Everyone!

Tomorrow brings a huge update to your live games, including all the features that some of you may already have seen on the test server - Below is a reminder of the details for each feature. :)

You can discuss this update HERE


Have fun!
Your Big Farm Team

Cooperative Village

Warehouse

  • This new building will work as a storage for all kinds of cooperative materials: both yours and of all other cooperative members.

  • The first level will be available as soon as you access the cooperative village.

  • Each level of the warehouse has different storage limits for both normal and special products. These limits increase with each upgrade.

  • Through the warehouse you can have an overview of:

    • all the village-specific products (raw materials (growing and mining), the timber and textiles factory, the minerals and metals factory, and other products) and all the village activities (collecting periods, ready to build/upgrade, build/upgrade).

    • product information (personal amounts, cooperative amounts, amounts of all the members who are online at the moment).

  • If a player leaves a cooperative, all their products will be sold and they will get village dollars in return.

    Warehouse dialogue (overview)

    click for full size


Village Bank

  • This new building will allow you to convert dollars into village dollars in order to upgrade your cooperative village and all of its different new buildings!

  • The first level will be available as soon as you access the cooperative village.

  • This bank will convert your dollars into village dollars using a similar mechanic to other existing bank systems in game -  temporary farms.

  • There will be up to 50 upgrade levels with each one of them providing a higher currency exchange rate.



Timber and Textiles Factory

  • This new building will convert organic resources like poplar, fir and bamboo into building materials such as Roofing shingles, Ropes, Resin, Cloth, Paint, Block-boards, Furniture lumber, Mineral wool.

  • This will require raw materials and village dollars.

  • With these crafted materials, you’ll be able to build and upgrade different new facilities together with your cooperative friends.

  • With some upgrades new recipes will be unlocked while at the same time the costs of production will decrease and production output will increase.

  • Each recipe will require up to 5 different materials.

  • There are two different materials you can get through recipes: Construction Materials (to build all the village facility levels and to maintain some of them) and Facility Materials (special products used in some of the facilities).

  • All the products can be sold in the farm shop.

  • Similar mechanics to the Flower Shop.



Minerals and Metals Factory


  • This new building will convert, through the use of fire, clay and white sand into building materials such as Bricks, Nails, Charcoal, Steel beams, Wiring, Colored tiles, Cement, Glass, Reinforced concrete.

  • This will require raw materials and village dollars.

  • With these crafted materials, you’ll be able to build and upgrade different new facilities together with your cooperative friends.

  • With some upgrades, new recipes will be unlocked and at the same time, the costs of production will decrease and production output will increase.

  • Each recipe will require up to 5 different materials.

  • There are two different materials you can get through recipes: Construction Materials (to build all the village facility levels and to maintain some of them) and Facility Materials (special products used in some of the facilities).

  • All the products can be sold in the farm shop.

  • Similar mechanics as the Flower Shop.



Edge Plants


Meadow: main plant (jasmine) + edge plant (bamboo)

  • This system will provide new products and production cycles for building and upgrading your cooperative village.

  • By having edge plants growing on the sides of your fields, fertile fields, gardens and meadows, you’ll be able to produce new materials without the need to reduce or stop your normal production on all your regular farms.

  • There’s a penalty system connected to the normal production of the field, fertile fireld, garden or meadow, every time the player harvests edge plants.

  • These penalties (lessen % of normal production) last for a fixed amount of time and can be reduced by planting normal plants (no edge plants):

    • Wet: some edge plants lead to over-watering problems, making the facility very wet for a while. During this period you can find units of Clay (raw material).
      Dry: some edge plants dry out the facility, making its surface very dry for a while. During this period you can find units of White Sand (raw material).
      Stony: some edge plants foster the rising of stones, making the facility very stony for a while. During this period you can find units of Rock (raw material).
  • The harvesting of edge plants and regular plants always happens at the same time (the amount of edge plants you harvest depends on the remaining growth time of the regular plant).

  • The outcome of edge plants depends on growing time, production facility level and the use of humus.

Insights into some of the new menus

1. Upgrade Building dialogue.
2. Hall of Fame for the most diligent donors of each specific level.
3. Speed up / Skipping dialogue where up to 10 members can help to reduce the construction/upgrade time.

 1 2 3


Horse Meadow

Have more options to breed horses in shorter periods of time! :) No need to lose 2 of your horses to get a new one. Now you can breed your horses with your cooperative friends’ horses!



General Information:

  • What you need in order to use this feature:

    • 1 horse with at least 1 breeding effect

    • village dollars

    • horse products

    • access to all 3 permanent farms is not mandatory but ideal to get better results on activities.

  • There’s a horse meadow in the village where every cooperative member can have a horse.

  • You have to take good care of your horse and keep it happy. The happier your horse is, the more attractive it will be to the other horses around in the meadow.

  • For this you have to produce 10 different types of goods:

    • Horse sugar and Honey pellets in the Bakery.

    • Concentrate pellets in the Mill

    • Currycomb, Comb, Blanket, Ball and Bamboo flute in the  timer and textiles factory

    • Hoof and Tournament obstacle in the minerals and metals factory

  • Keep the new “love meter” charged by performing different horse maintenance activities. Once the love meter is fully charged, you can select a partner horse. These maintenance activities have different cooldown times that can be skipped with gold.

  • If you fail to take care of your horse, a countdown timer will start after a week and if nothing changes, the horse will return to your stables.

  • From time to time you’ll be presented with a breeding opportunity. If you decide to take it, you’ll get a new horse (your previous horse will be set free into the wild but your coop friend’s horse will stay in the meadow).

  • The new horse will automatically go to your stables.

  • The new horse can have better stats or new random ones. This depends on the original stats of your horse, the stats of the horse it breeds with and your personal effort.

  • The breeding process can also fail. If you choose to try again, your love meter will go down a little as a consequence.

  • If you decide to send a horse you just got from the meadow back to it, the next horse you get will demand extra time for all maintenance activities.


The Meadow:

  • By default, your cooperative has space for 20 horses up to level 30 / rarity level 1.

  • By upgrading it, you can have higher level and rarity horses in it.

  • The more the meadow is upgraded, the less items you need in order to charge the love meter during maintenance activities.


Breeding system:

  • Once you get to the selection of another horse to breed, you’re presented with 3 different options. You can also pay village dollars to get another selection of 3 or pay gold to ask Rose McLundy for a wild horse.

  • Once you choose a partner horse, the system will automatically create a new horse with the stats based on the gene points from both horses and how they compare to each other.

  • All horses contain basic attributes (strength, agility and endurance).

  • Breeding Effects (jumping, dressage, race, strength, agility and endurance) can also vary according to the breeding effects of both horses. Examples:

    • If both horses have the same breeding effect, the new horse can get up to 100 gene points of that effect.

    • If one of the horses has a specific breeding effect, the new horse can get up to 50 gene points.

  • To increase the chance of getting better attributes and breeding effects, you can charge the love meter more than once.

    • For each charge, you unlock a new attribute circle (UI), independent from your partner’s horse.

    • Each new unlocked attribute circle gets you extra gene points on a random attribute or breeding effect.



Maintenance Activities & Love meter

  • You can choose between 10 different activities. Each one of them can last for different periods of time (short, medium and long) and each one of them charges the love meter at different rates.

  • There are 3 types of activity: Feeding, Cleaning and Entertaining.

  • If you choose the same activity several times in a row, its effect will be reduced.

  • You’ll also get different results for each activity depending on the moment you decide to activate it. For example, during the daytime, some activities give better results, whereas others are stronger during nighttime, and others even during meal times.

  • Try to find out what the best combination of different activities is to charge up the love meter with a minimum number of activities. The meadow provides an activity history that shows the last 5 activities.

Adventurer Captain Yarnacle



This exotic adventurer, half-brother of Captain. Barnacle, is coming to your cooperative village from afar and is interested in one thing: materials! He doesn’t have any currency to pay for them though… only lots and lots of valuable rewards! Interested? Keep reading:



General information:

  • In order to use this feature, you need village dollars and resources.

  • The adventurer’s boat has 12 levels, with a different chapter per level.

  • When your cooperative upgrades the jetty/boat, everyone gets a regular reward crate.

  • The adventurer will come to your cooperative village twice a day. He always leaves at the same time but can take less than 6 hours to come back from sea (or more than 6 hours if the boat gets damaged.

  • He’s interested in village materials and will give each member of the cooperative two reward crates (a shared and a personal one) in exchange for goods.You will only get the personal crate if you fill the friendship meter to 25%.

Boat mechanics:

  • Each time the boat comes to the village, it has some damage.

    • Hull damage: boat gets slower and will take more time at sea.

    • Stowage damage: smaller load and less rewards for the cooperative.

    • Cabin damage: lower chance of / less individual rewards.This decreases the max amount of friendship you can get so you can’t reach the best rewards but it doesn’t mean you get less of the rewards you reached.

  • If not fixed by your cooperative, the boat will get worse and worse until it turns into its first stage.

  • To fix the boat, all cooperative members can donate construction materials. To keep the boat afloat and in good shape is not a hard task if everyone helps a little.

  • There are 4 different levels of the Adventurer’s boat:

    • levels 1 and 4 have 2 stages each

    • levels 2 and 3 have 4 stages each

    • Each stage requires different materials.

  • The better the boat, the better the rewards and the less time it will be out in the sea.

  • It is only possible to make donations when the boat is at the jetty.

  • When the friendship meter reaches a certain point, the adventurer starts asking for special items (examples: Pipe head, Cotton, Perfume, Milk, etc.) and gives you better personal rewards in return. Try to support him and you will become good friends. And good friends never forget each other!

  • Donating normal materials both repairs the boat and improves friendship at once (normal goods have a lower impact on the friendship meter than special ones).

Reward Crates:

  • When the boat reaches the jetty, all cooperative members get a regular reward crate and a personal reward crate.

    • The amount of rewards inside the crate depends on the boat’s most recent state of repair (the better the condition of the boat, the higher the amount of each item you’ll get next time the adventurer is back at the jetty).

    • Upgrading the boat gives you better rewards. Fixing the boat gives you more rewards (not better).

    • The content of the regular crate is the same for every cooperative member, depends on the level of the boat and can be negatively affected by stowage damage or a long trip.

    • The content of the regular crate can also be improved by fixing the damage of the adventurer’s boat within 1 hour of his arrival at the jetty.

    • The content of the personal crate is different for each member of the cooperative, depending on their individual donations, and can be negatively affected by cabin damage.

    • These crates can be collected any time you want but if you don’t do it, the adventurer won’t give you extra ones. They don’t stack up.

  • You’ll have the option to change the content of the reward crate if you want, using village dollars or gold.

  • There’s a big storm as well, which will prevent you from taking too much time to choose your reward. If you take too long choosing it, you’ll be offered the default one by the adventurer Yarnacle.

Cooperative Village League


The Village League is a permanent competition that will provide you with lots of opportunities to win fantastic rewards in order to develop your cooperative even more, in a fun and interactive way. Basically, you and your friends will be able to challenge other cooperatives, climb the rankings and… who knows, become the kings of the hill!

How does it work?

General info:

  • Once this feature goes live, the system will automatically create a League ranking with all the existing cooperatives based on data from the previous Cooperative Championships (we want to test this to make sure it’s working)

  • You need to be part of a Cooperative to be able to take part in this League.

  • Every week, you and your cooperative will have the chance to rise to the top of the league and win rewards.

  • To get to the top, you’ll have to challenge other cooperatives in the ranking 1 by 1.


Mechanics:

  • Each Cooperative can only challenge the opponent directly above in the ranking but can be challenged by the opponent directly below, as well (example: If you’re in 5th place, you can challenge the 4th place and get counterchallenged for the 5th place by the cooperative ranked 6th at the same time).

    • An ongoing challenge against a higher cooperative will be automatically canceled if a counterchallenge against a lower cooperative is unsuccessful.

    • A counterchallenged cooperative won't lose the all progress of a counterchallenge when the challenging cooperative has been beaten by the cooperative below them

  • In order to win a challenge or a counterchallenge, you need to finish the tasks before the opposing cooperative does (both have 5 tasks and the first completing the last one wins. It doesn’t matter who finishes the first 4 tasks).

  • After winning a challenge, your cooperative will climb a position in the ranking. After losing a counterchallenge, you will drop down one position.

  • You can have a challenge against the cooperative directly above and a counterchallenge against the one directly below at the same time.

Baskets:

  • The challenging cooperative chooses 1 of 4 product baskets available, containing 5 different farm products.

  • Only products that both cooperatives can produce will be possible to choose.

  • The challenging cooperative will have to collect a slightly higher amount of products than the cooperative they challenge.

  • The products in the basket can be changed by the challenging cooperative by using village dollars or gold. Each time a product is replaced, the price increases.

  • The products in the basket can only be changed before the start of the challenge.



Multipliers - Win in a Row:

  • Challenger Winner Multiplier: a cooperative gets (X) medals per challenge victory. If they win up to 10 challenges in a row, they can get up to 4 times more medals (X*4) per challenge. After the 10th win in row, the multiplier will stay at x4 (the X depends on the amount of collected products, which depends on your rank in the league - the higher you are, the more difficult tasks and bigger rewards you’ll get).

  • Challenger Loser Multiplier: once a cooperative loses a challenge they will lose the “win in a row” multiplier and go back to the default amount of medals per victory (X*1).

  • Counterchallenger Winner Multiplier: the cooperative that is challenged always gets the same amount of medals as they would get from a successful challenge.

  • Counterchallenger Loser Multiplier: Once a cooperative loses a counterchallenge, they will lose the “win in a row” multiplier and go back to the default amount of medals per victory (X*1).


Fairness Effects:

  • First Strike (Challenging Cooperative): the challenging cooperative gets a penalty to compensate for the fact that they can choose the starting time and the products in the basket.

  • Melancholy Mood (Challenging and Challenged Cooperatives): each cooperative gets a penalty for having negative cooperative village happiness. The lower the happiness, the more the cooperative has to collect in the competition This will come at a later stage.


Other Info:

  • Inactive cooperatives are not part of the League and won’t be visible in the ranking. Once they become active, they will start from the bottom of the League.

  • If an active cooperative is deleted, all cooperatives who were previously below it will climb one position.

    (coming later to live servers)

  • Only Leaders, Deputies and members who’ve been in the cooperative for more 30 days will be able to start a challenge. All other members have to wait for a leader or deputy to give them this right manually.


What are the rewards?

There are four ways to win reward medals in the Great Village League.

  • 1. Regular Rewards: The winner gets a challenge reward dependent on the amount of products produced and how many challenges the cooperative has won in a row.

  • 2. Weekly Ranking High Score Rewards: for each cooperative that participates. The better the position, the better the reward.

  • 3. Activity Rewards: Both opponents (challenger and counterchallenger, winner and loser) can also get several achievements.

  • 4. Achievement Highscore Rewards: Try to win a specific achievement as often as possible to get this reward.

Other Rewards:

  • King of the Hill Reward to the cooperative that’s in first place in the ranking and cannot challenge other cooperatives. In this case, the cooperative will get a daily reward - a fixed amount of medals - for each day they stay in the top spot.

  • The “King of the Hill” will start the following week with the highest possible challenging score, i.e. with the “challenges won in a row” multiplier activated. This way they get more rewards for each counterchallenge until they lose a challenge.

  • Joker Reward: the cooperative who finishes in last will get a random amount of dung.

Who gets the Rewards?

All active members harvesting products and contributing to the basket during a challenge become participants automatically. This means members who aren't online or don’t harvest the correct products during a competition cannot get all the rewards.

  • Weekly League Highscore Reward: all members get this reward.

  • Challenge Reward (challenges / counterchallenges): all members who want to get this type of reward have to be regular participants in this challenge.

  • Achievement Progress (challenges / counterchallenges): Generally all achievements are cooperative successes. This means there is always one achievement progress for all members regardless of their individual efforts.

  • Achievement Activity Rewards (challenges / counterchallenges): This means there is always one achievement progress for all members regardless ofn their individual efforts.

  • Weekly Achievement Highscore Reward ( challenges / counterchallenges): all members get this reward.


Reward Shop:

  • With all the village league medals, you’ll be able to buy special rewards in this shop.

  • The shop dialogue appears every time the cooperative wins village league medals (after winning a challenge for example).

  • At the end of the week, you’ll have one last chance to use your medals in the shop. If you choose not to do it, all the medals will be automatically converted into village dollars (each medal = 5 village dollars).

  • Similar mechanics to the friendship shop.

    (coming at a later stage)

  • Whenever you buy an item, its price doubles for the next purchase. This applies for the whole duration of the week’s season and resets when a new week starts.


Insights into some of the new menus

1. Village League: challenge dialogue.
2. Basket Selection.
3. Viilage League: ranking overview.


1. 2. 
3.

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