The first documented build is simple: chop until you have about 10 wood, pick one spot, and place a chicken farm. Wood gates the shelter and most early structures. The chickens fund everything after that.
Two resources
- Wood. Each tree gives 2 wood in the standard report, or 3 with the Lumberjack bonus. Chopping also paid coins in a run that cut about 10 trees. Details are in how to get wood.
- Gold. One Farmer started with 100. Farms grow it. A starter coop produced about 1 gold every 3 seconds in one recording and 1 gold per second in another.
One guide narration presses P to open the build menu. If P does nothing, use the on-screen build prompt. That key is commentary, not an official bind.
Example costs from single runs
These figures disagree across videos. They are a budget sketch. Confirm the live tag before you spend.
| Structure | What a recording paid | How to read it |
|---|---|---|
| Chicken farm | 10 wood in one run; about 90 coins in another; also described as 50 coins plus 10 wood | Cheapest economy piece. Prices moved between sessions |
| Wood wall | 10 wood plus 50 coins | Affordable inside a starting 100 |
| Wood fence or gate | about 75, with a 175 thick variant in one run | Currency was spoken, not printed |
| Stone wall | about 50 in one review; 50 wood in another | Do not assume the unit |
| Wooden watchtower | about 150 | Same unit problem |
| Cow farm | 40 wood | Explicit in one guide run |
| Pig farm | about 300 coins in one tier mention | Named as a high earner |
| Bee farm | 225 in one session | Bax named it while saving for crystal or crop farms |
| Turret or ballista | about 300 gold | Some runs say towers and mines need gold only. Another says turrets also take wood |
Sequence
- Chop as soon as the round starts, near the spot you will build.
- Clear a corner instead of scattering plots across the map.
- Place the chicken farm. Success looks like chickens spawning and gold you can pick up.
- Raise the shelter before the Beast is actively hunting.
- Fence the perimeter. Keep chopping between placements.
- Let more chicken farms, or the next farm tier, unlock further buildings. Menus in recordings grow mid-round.
- Save for pig, cow, or bee farms. One run measured a pig farm near 2 gold per second and the whole base near 10. Another player reported about 10 gold per second after adding a pig farm. A crystal farm paid +9 and +13 per cycle after upgrades in one match, and a metal farm paid 14 gold per second in another. Those are not a ranked tier list.
- Add turrets, ballistas, and mines once income is steady. Layout is the defense guide.
Placement rules
- Rotate before you pay. A ballista placed backward was called a wasted purchase.
- If a metal gate refuses to place, chop another tree. Placement checks wood at that moment.
- If a cow farm says there is no space, clear the footprint. The game is picky about clutter.
- Keep a wood surplus. Upgrades of placed buildings consume more wood and gold.
- Know which piece opens. A golden fence or gate opens and closes. Iron and metal fences that do not open will trap you.
- Shape a two-block escape. A zigzag from a corner, plus a decoy coop at a fake plot, won one player a round. Treat the decoy as a gambit, not a guaranteed counter.
The build menu fills out as economy, defense, utility, and decorations. The workbench sits with the later unlocks. Decorations are optional. Teammates speed the same sequence up. One shared base is the pattern that holds. When the ring exists, move to base defense.
