As the farm grows, things break, animals get sick and thieves climb the back fence. The SERVICES area has the people who fix it.
| Shop | Prices (shop 1 / 2 / 3) | Fixes |
|---|---|---|
| CARPENTER | $400 / $8,000 / $90,000 | Broken boards |
| ELECTRICIAN | $600 / $12,000 / $120,000 | Power cuts (factories, belts, road lights) |
| VET CLINIC | $800 / $15,000 / $150,000 | Sick animals |
| PHARMACY | $500 | Sells the vet's medicine |
| PLUMBER | $2,500 (after workers' homes) | Leaking pipes in homes / Ahwa |
| APPLIANCE REPAIR | $3,500 (after workers' homes) | Broken TV / fridge / kettle |
- A breakdown comes about every 5 minutes of play (the first after 4). The broken building stops until a worker of that trade fixes it.
- A job takes a worker 60 s, 8% faster for every job he has done (never under 20 s). With no worker of that trade, the neighbours patch it up in 3 minutes.
- A young farm is spared: a trade only breaks things once its shop is built, or after 20 minutes of play with 2 lands bought and the money for that shop in hand.
- Sick animals (only once you have a pharmacy): the vet looks at them, then you must BUY the medicine on the pharmacy card within 4 minutes or the house loses a level. Medicine is cheap on a young farm and reaches full price as the farm grows.
SECURITY: the SECURITY OFFICE ($3,000, after the Food Factory) hires GUARDS (first $1,500, each next one about 30% more). The farm is split into posts — one for every two areas — and each post wants a day guard and a night guard.
- Thieves start once the office can be built: the first after 5 minutes of play, then every 170–280 s.
- A thief grabs goods (up to 10) from a house for 6 seconds, then runs off with them and cash: the bigger of $60 per owned area or about 45 s of your income, but never more than 10% of your money.
- An awake guard on that stretch chases him off. You can too — you get the goods back and a reward of a quarter of what he would have taken (at least $20).
- Visiting friends on a shared map: if you have a guard, he asks you before a friend can follow you onto your farm.