
You do not have to read these in order. Start wherever your bottleneck is. If this is your first game, the getting started page is the shortest route in.
Getting started
The first ten minutes: planting, harvesting, your first sale and your first order. What to buy early and what to leave alone.
Making money
Retail against wholesale, growing cotton against buying it, and everything the business pays out at day close.
The production line
Why production stops, what a factory level really buys, the gin, and the order to upgrade in.
Fleet management
Trailers, bale trains and autonomous harvesters. When to add a vehicle and when to add a better one.
Rail, port and haulage
Terminal levels, the ship window and the fleet that ships goods itself. Why a distant market pays more.
Power and facilities
What a brownout is, when solar pays for itself, and what each facility strengthens.
Prestige
When to reset, what permanent multiplier you keep, and why it carries a ceiling.
How the game was built
If you are more interested in building games than playing them, there is a separate section: the developer devlog. Performance diagnosis, balance curves and measurement mistakes, all with numbers from real player saves.
If something is missing
If the subject you are looking for is not here, write to us and we will add it. Most of these guides started life as a message that began "I do not understand this part".