Homestead

The Homestead is a culmination of the places on and near your property that will help you mange your farm. Purchasing, upgrading, and maintaining these spaces is a crucial part of running a successful establishment.

Information here is pulled directly from The Guidebook (for now).

> The Homestead has 3 types of buildings spread out across multiple island segments
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> **Special:** Each of these provides a unique feature and a powerful upgrade. You will be able to build any of these once you have completed *The Mill*. You can only build 1 special building each.
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> **Dock**: These are special areas for either exporting ingredients or generating pantry items.
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> **Field**: These places are the ones most important towards managing and improving your monsters. If two of the same type are adjacent, they get a bonus.
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> Once you complete Act 1 Part 1 you have access to building and upgrading your farm. Build each of these buildings on their correct slot. They can provide Jobs, new crafting features, or increase the number of crops/monsters you can have. Throughout the story you will obtain shards used to expand the farm.
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## Farm Field

The farm field contains crops for farming and can be upgraded 2 times for up to 16 crops before adjacency bonuses. The Farm Field can be upgraded twice. You can check the stats by clicking on the Scarecrow. It uses to following stats:

* Intuition for tending
* Physique for watering
* Stamina for fertilizing
* Swiftness for harvesting

The higher of each of these stats, the more plants will receive their respective attention each hour.

## Pasture

The pasture holds 5 monsters and can be upgraded to gain a cooking job for monsters once you have built a silo. Monsters can be assigned to be milked and bred here, and you can organize them by pasture here by clicking on the scarecrow. The cooking job uses **Swiftness** to cook crops. The more swiftness possessed, the more meals are created from available ingredients each hour, and fed to monsters until all monsters in the pasture are fed.

## Training Field

A monster can train 2 other monsters and those monsters gain experience. Adjacency allows for more trainees and trainers. Trainers use **Physique** to produce XP for the trainees. The more physique possessed, the more XP is generated for each trainee every hour.

## Dock

The dock allows you to ship out goods. Up tot two monsters can be assigned to it. **Stamina** is used for shipping goods. The more stamina possessed, the more goods are shipped every hour.

## Plankton Pen

This building holds plankton which produce ingredients from feeding them. A monster can be assigned to it to automatically stock the docks and take the pantry ingredients to storage. **Intuition** is used to tend the plankton. The more Intuition is possessed, the faster the plankton's ingredients are brought back, the faster the plankton are fed.

## The Barn

This is your starting place. It can hold 20 monsters on it's two floors. It is otherwise identical to a pasture.

*You start a new game with 4 monsters here already:*

*A female Cat, a Holstaur, a Centaur, and a male Wolf.*

## The Mill

You can refine crops into pantry ingredients here. You can assign monsters to the mill to do this automatically. **Swiftness** is used for refining goods. The more Swiftness possessed, the more goods are refined every hour.

*You must complete the Mill before you can purchase other Special buildings.*

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## Hot House

This building has twice the capacity of a normal incubator! It can be upgraded to have twice again as much space, and another upgraded will allow you to install Wiztech Gramophones that will sing to the eggs as they grow, ensuring that they develop specific traits!

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## Silo

Stores food and allows you to assign food to fields to feed the monsters in it. At the beginning of the day it will hand out all food for every pasture. You can assign this at the Silo or at the Pasture itself.

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## Weather Balloon

This mysterious device is used to detect upcoming weather and events, as well as predict what the upcoming dungeons will be. It needs two monsters assigned to it. It uses **Intuition** for all job benefits. The higher the Intuition possessed, the further out in time and the more kinds of events can be predicted.