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Buy/Sell Nothing

Buy/Sell Nothing

Rules

  • Buy and sell nothing the first year. 
  • This includes tool upgrades, event items, and weapons. 
  • Do not use the starting 500 gold or 15 parsnip seeds.

Challenge Considerations

Multiplayer: Selling small items such as a forgeable is acceptable if you need to pause the game during longer play sessions.

Holiday/Event items: Selling these can be seen as taking the cash alternative to any prize won.

Beach bridge: 300 wood to repair the bridge can be argued as bartering for a service.

Romance: If you consider giving a gift buying someone’s affection (leveling up hearts), then wait until year 2. Otherwise, the first year is a great time to max out hearts.

Community Center: Donations aren’t viewed as buying or selling anything. It’s also a good challenge for year 1 to see if you can accumulate enough money through quests to do the vault.

Recommendations

Multiplayer: Having one person focused on resource gathering (fishing, foraging and mining) and another doing quests to generate income really helps start year 2 off right.

Farm: Meadowlands’ two chickens provide food if you want to level up combat and hit the mines hard early on. Expect to run out of eggs as you can’t buy hay in year 1, so the chickens will stop producing eggs sometime in the fall/winter.

Challenge Discussion

Player Motivation

Tell me about it grandpa.

The player wants to start their farm with zero financial support to see if they can make it on their own. They want to use their experiences working for JojaMart’s corporate office for good. They askew the traditional path of using the 500 gold as seed money (literally), as this is starting too small. When the player starts farming, they want it to be at the largest scale possible.

Their motivations for starting off large are beating JojaMart at their own game and following in their grandfather’s footsteps. The player sees the best way to do this is by supporting Pierre’s General Store with large orders that dwarf anything JojaMart could achieve. This will position Pierre to undercut JojaMart’s prices, pushing them out of the market, thereby beating them at their own game.

While the player has nothing but contempt for their former employer, this is more than taking over a farm. The player wants to make amends for working at a company that’s focused on destroying the community their grandfather loved.

Economic Considerations

Do you think Pierres General Store’s inventory could support a large amount of purchases from a player who saved up for 1 year? His store isn’t that big, so it wouldn’t be realistic if the player bought the max amount of goods possible at the start of year 2. Pierre likely doesn’t have that sort of inventory on hand.

Additionally, we don’t know who is buying things from the shipping box all of the time. We assume Pierre is the bulk of the orders. Whoever they are, they likely lack the funds to buy goods from someone who spent the past year hoarding. We see two options for year 2 to continue the challenge:

  1. Ignore economic realism and spend as much as you would like. Do this if you want to hit the ground running the second year. We recommend this if you want to explore something about the game you haven’t experience yet.

  2. Try to maintain economic realism by working within the limitations of what an average player spends their first year for year two. We recommend this if you want to try and keep within the spirit of the challenge.

The next section goes over what we estimate the average player spends their first year using two different models. If the math doesn’t interest you, click here to go to the recommended numbers to follow.

Spending Analysis

Year 1 Average Spending Models

We ran two models using Perplexity Pro to estimate income and expenses for year 1.

  • Model 1: Detailed guidelines about how we play the game on average.
  • Model 2: General idea of what an average player can accomplish.

Model 1 Guidelines

  1. In bed every day by midnight.
  2. Morning to noon is time spent on the farm and foraging for things to sell.
  3. Noon – 11pm is for either fishing or the mines.
  4. They want to complete the community center in the first year.
  5. 2 upgrades for all tools the first year.
  6. Player selected meadowland farms to start with chickens, they want to get cows the first year.
  7. They aren’t going to romance someone until year 2, so that is when they’ll focus on marriage.
  8. The crops they grow are a mix of all seeds available. They also keep at least 5 of each crop they grow in a chest for future gift giving.

The following sections are model 1’s suggested spending and expenses by season.

Model 1: Spring

DaysAM ActivitiesPM ActivitiesWeekly ExpensesWeekly IncomeWeek End Balance
1-7Clear farm space, plant parsnips, forageFishing at mountain lake, get fishing rodBasic backpack (2000g), 20 parsnip seeds (400g)+3000g from fishing, 500g from forage+1100g
8-14Water crops, clear more farm spaceMining to level 20, gather copper50 potato seeds (2500g), Chicken coop (4000g)+5000g from fishing/mining-1500g
15-21Farm maintenance, buy strawberries at festivalMining to level 4020 strawberry seeds (2000g), 2 chickens (1600g)+6000g from crops/eggs+2400g
22-28Harvest strawberries, plant new cropsFishing and mining alternatelyCopper tool upgrades (4000g)+8000g from mixed income+4000g

Spring Totals
Income: +22,500g
Expenses: -14,500g

Model 1: Summer

DaysAM ActivitiesPM ActivitiesWeekly ExpensesWeekly IncomeWeek End Balance
1-7Plant blueberries, melonsMining to level 60Summer seeds (4000g)+7000g from crops/mining+3000g
8-14Farm maintenance, build siloFishing for bundle itemsSteel tool upgrades (10000g)+12000g from blueberries+2000g
15-21Harvest crops, replantMining for gold oreBarn construction (6000g)+15000g mixed income+9000g
22-28Farm expansionDeep mine runsCow purchase (4000g)+12000g mixed income+8000g

Summer Totals
Income: +46,000g
Expenses: -24,000g

Model 1: Fall

DaysAM ActivitiesPM ActivitiesExpensesIncomeWeek End Balance
1-7Plant cranberries, pumpkinsMining for bundle itemsFall seeds (5000g)+15000g mixed income+10000g
8-14Farm maintenanceSkull Cavern prepQuality sprinklers materials (8000g)+18000g from crops+10000g
15-21Bundle organizationDeep mining runsFinal tool upgrades (15000g)+20000g mixed income+5000g
22-28Final crop harvestCommunity center completionBundle purchases (10000g)+25000g mixed income+15000g

Fall Totals
Income: +78,000g
Expenses: -38,000g

Model 1: Winter

DaysAM ActivitiesPM ActivitiesExpensesIncomeWeek End Balance
1-7Winter forage, greenhouse prepDeep miningWinter seeds (2000g)+10000g mining/animals+8000g
8-14Animal care, crystalariumsSkull Cavern runsBarn upgrade (8000g)+12000g mixed income+4000g
15-21Greenhouse managementMining for iridiumProcessing machines (5000g)+15000g mixed income+10000g
22-28Winter crops harvestFinal preparationsStorage expansions (3000g)+10000g mixed income+7000g

Winter Totals
Income: +47,000g
Expenses: -18,000g

Model 1: Year 1 Totals

Total Income: +193,500g
Total Expenses: -94,500g


Final Thoughts on Model 1 & Guidelines for Model 2

The numbers seemed high so we ran another model that asked what the average played could accomplish the first year in a meadowlands farm, assuming they complete the community center, raise cows, and mined and fished equally throughout the year.


Model 2: Spring

  • Initial chicken eggs: 150g per day from 2 chickens
  • Early crops: parsnips provide about 750g profit per 1,000g investment over 4 days
  • Cauliflower: approximately 1,100g profit per 1,000g investment over 12 days

Total Income: 11,000g

  • Crops (mainly parsnips, cauliflower): 7,500g
  • Animal Products (eggs, mayo): 2,000g
  • Mining/Fishing: 1,500g

Total Expenses: 8,000g

  • Seeds: 1,000g
  • Tools: 2,000g
  • Community Center: 5,000g

Model 2: Summer

Total Income: 12,800g

  • Crops (blueberries, hops): 9,300g
  • Animal Products: 2,000g
  • Mining/Fishing: 1,500g

Total Expenses: 9,000g

  • Seeds (blueberry seeds at 80g each): 2,000g
  • Tools: 2,000g
  • Community Center: 5,000g

Model 2: Fall

Total Income: 24,500g

  • Crops (pumpkins, cranberries): 21,000g
  • Animal Products: 2,000g
  • Mining/Fishing: 1,500g

Total Expenses: 10,000g

  • Seeds: 3,000g
  • Tools: 2,000g
  • Community Center: 5,000g

Model 2: Winter

Total Income: 7,000g

  • Animal Products: 5,000g
  • Mining/Fishing: 2,000g
  • No crop income due to season

Total Expenses: 7,000g

  • Tools: 2,000g
  • Community Center: 5,000g
  • No seed expenses

Model 2: Major Expenses

  • Backpack upgrade: 2,000g (first), 10,000g (second)
  • Tool upgrades: Bronze tools during winter
  • Well construction: 1,000g plus 75 stone
  • Community Center bundles: Various costs throughout year

Model 2: Annual Projections

  • Total crop revenue: 40,000-60,000g
  • Animal product revenue: 20,000-30,000g
  • Mining/Fishing revenue: 15,000-25,000g
  • Total expenses: 30,000-45,000g
  • Net profit by year end: 45,000-70,000g

Review of both Models

Model 1: Seems aggressive but tracks because we told it we weren’t going to romance anyone until year 2. So it probably ran the model as not talking to anyone in town or participating in an events.

Model 2: Feels like it’s a true average across YouTube videos and reddit comments. The numbers are from people who have played the game before and people who are playing for the first time that have questions.

Model 1 vs Model 2 Expenses

SeasonModel 1Model 2Delta
Spring14,5008,0006,500
Summer24,0009,00015,000
Fall38,00010,00028,000
Winter18,0007,00011,000

What Numbers to Follow?

Finding a middle ground between both models appears to be a safe assumption. Halving the difference between both models and then adding it to model 2 is how we got our recommended numbers to follow. It puts the numbers between both models and doesn’t feel outside the range of our past games. It also follows a logical progression most players face their first year: building up numbers into the fall and then a decline back towards spring’s numbers as crops are limited. See chart below for what this looks like.

chart visualization

Here is a link to the graph above that shows the animation and you can click on each season to see the exact numbers: https://public.flourish.studio/visualisation/21660494/

Year 2 Suggested Spending Summary

The table below is suggested spending for each season. Use the last column if you want to have a spend plan by season and not worry about how much to spend by week.

SeasonModel 1Model 2Delta(Delta/2) + Model 2
Spring14,5008,0006,50011,250
Summer24,0009,00015,00016,500
Fall38,00010,00028,00024,000
Winter18,0007,00011,00012,500

Year 2 Spending Plan by Week

If you want to restrict yourself even further in the spirit of the challenge, divide the above numbers by 4 to show what a player can spend by week for each season. Spending the total amounts listed below on the 1st, 7th, 14th, and 21st for each season should be in line with an average player’s economy of a normal play through. We chose to round the numbers for simplicity’s sake.

Total Season SpendingSuggested Weekly Rounding
 Spring 11,25011,250/4 = 3,000
 Summer 16,50016,500/4 = 4,000
 Fall 24,00024,000/4 = 6,000
 Winter 12,50012,500/4 = 3,000
If you don’t spend the full amount in a week, then the balance carries over

Suggested Year 2 Spend Plan

Below is an example of how we stuck to the spending plan by season.

SpringCreditedPurchasedAmount SpentWeek End Balance
1st+3,000Backpack for player 1-2,0001,000
7th +3,000 + 1,000 (week prior) = 4,000Backpack for player 2
2x tickets to Calico Desert
Backpack: -2,000
Tickets: -1,000
1,000
14th+3,000 + 1,000 (week prior) = 4,0002x tickets to Calico DesertTickets:
-1,000
3,000
21st+3,000 + 3,000 (week prior) = 6,0001x Silo
2x tickets to Calico Desert
Silo: -100
Tickets: -1,000
4,900
We used all but 1,500 of our starting cash to complete the community center vault
SummerCreditedPurchasedAmount SpentWeek End Balance
1st+4,000 + 4,900 (week prior) = 8,900Various seedsSeeds: -9008,000
7th+4,000 + 8,000 (week prior) = 12,000Coop 2 upgrade, axe upgrade-12,0000
14th+4,000 2x bus tickets, seeds, pickaxe upgrade-3,800200
21st+4,000 + 200 (week prior) = 4,2002x bus tickets1,0003,200
Wanted to see how far we could get in Calico Desert
FallCreditedPurchasedAmount SpentWeek End Balance
1st+6,00 + 3,200 = 9,20009,200
7th+6,000 + 9,200 = 15,200015,200
14th+6,000 + 15,200 = 21,200Coop 3 upgrade, 2x bus tickets-21,000200
21st+6,000 + 20006,200
Spent time building up skills and in the mines
WinterCreditedPurchasedAmount SpentWeek End Balance
1st+3,000 + 6,2009,200
7th+3,000 + 9,200 = 12,200Upgraded cabin-10,0002,200
14th+3,000 + 2,200 = 5,2002nd Axe upgrade2200
21st+3,000 + 2003,200
Wanted to get a few upgrades in before year 3

Beyond the Challenge

Year 3

Do what you want! Feel the thrill of nothing holding you back until your balance hits rock bottom. We got close to zero about half way through spring, but bounced back pretty quickly. After playing around for a season we decided the next challenge should be the all too common perfection run you see on every single website about SDV challenges.

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Made by two friends who still love the game after a combined 510 hours. We started this site because we found most SDV challenges are the same lists repeated over and over. Our take on challenges involves discussing the impact to the game’s world.

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