In your first week of any farming RPG, prioritize tasks that unlock core mechanics and establish a sustainable daily routine: clear a small plot of land, plant a starter crop that matures quickly, water it daily, and spend any remaining energy on foraging and talking to villagers. This approach gets you a reliable income source, introduces you to the game’s core loops, and builds relationships early without overwhelming you. Below, we break down exactly why these tasks matter, how to sequence them, and what to avoid.
Formula
This calculator estimates your early-game income based on the number of crops you plant, their sell price, and the number of days you’ve been playing. The formula is simple:
Total Gold = Crops Planted × Gold per Crop
Daily Gold = Total Gold ÷ Days Played
Where:
- Crops Planted – the number of seeds you put in the ground (count).
- Gold per Crop – the sell price of each harvested crop (gold).
- Days Played – the number of in-game days since you started (day).
This gives you a rough idea of your weekly income, but remember that most crops take multiple days to grow, and you may need to replant after harvest. The calculator assumes all crops are harvested and sold immediately, which is rarely true in practice.
Worked Example
Using the default values from the calculator above:
- Day number = 3
- Crops planted = 15
- Gold per crop = 50
First, calculate total gold:
Total Gold = 15 × 50 = 750 gold
Then, calculate daily gold:
Daily Gold = 750 ÷ 3 = 250 gold per day
So after three days, you’d have earned 750 gold total, averaging 250 gold per day. This matches the calculator’s output exactly.
Why Your First Week Sets the Tone
Farming RPGs—from Stardew Valley to Story of Seasons and Harvest Moon—share a common structure: you start with a small farm, limited energy, and a handful of seeds. The first week is when you learn the game’s rhythm: when to wake, how to spend energy, which activities give the best return, and how to unlock new features. Prioritizing the right tasks early creates a snowball effect—more money means better tools, more seeds, and access to new areas. Neglecting basics like watering or talking to villagers can leave you behind the curve, especially in games with seasonal deadlines.
How the First Week Actually Works
Most farming RPGs follow a similar daily loop:
- Wake up and check the weather – rain means you don’t need to water, freeing up energy.
- Water all crops – this is your primary income source, so never skip it.
- Forage for wild items – berries, flowers, and shells sell for free money and are often needed for gifts or crafting.
- Talk to villagers – building friendship early unlocks recipes, quests, and events.
- Mine or fish if energy remains – these provide resources and extra cash, but are secondary to farming.
- Sleep to restore energy – passing out from exhaustion costs you gold and time.
In your first week, you should focus on steps 1–4. Mining and fishing are valuable, but they consume energy that could be used for watering and foraging. Once you have a steady crop income, you can branch out.
How to Choose Which Crops to Plant
Not all seeds are created equal. In the first week, you want crops that grow quickly and sell for a decent price. Look for seeds with a growth time of 4–6 days, as they’ll give you a harvest before the week ends. Avoid expensive seeds that take 10+ days unless you’re sure you can protect them from crows or weeds. A common strategy is to plant a mix of:
- Fast cash crops – e.g., parsnips (4 days) or potatoes (6 days) in Stardew Valley.
- Staple crops – e.g., wheat or corn that can be used in cooking or crafting later.
- Gift crops – e.g., flowers that villagers love, helping you build friendships faster.
Check your in-game calendar for festivals—some crops are needed for entries, and planting early gives you time to grow them.
Common First-Week Mistakes
Even experienced players make these errors when starting a new farm:
- Overplanting – buying more seeds than you can water daily leaves crops wilted and wasted.
- Ignoring energy management – eating foraged food or cooking simple meals restores energy; don’t let it hit zero.
- Skipping tool upgrades – upgrading your watering can or hoe early saves energy in the long run.
- Forgetting to check the calendar – birthdays and festivals offer unique rewards; missing them sets you back.
- Hoarding everything – sell items you don’t need for immediate cash, especially early on.
Avoid these pitfalls by planning your day each morning: water first, then forage, then socialize, and only mine/fish if you have energy left.
Comparing First-Week Strategies Across Popular Games
While the core loop is similar, each game has unique quirks:
- Stardew Valley – You have 15 parsnip seeds at the start. Plant them immediately, water daily, and sell the harvest. Use the gold to buy more seeds and a backpack upgrade. Foraging in the forest near your farm yields spring onions and leeks that sell well.
- Story of Seasons: Friends of Mineral Town – Turnips grow in 4 days and are a safe first crop. Also, visit the Goddess Pond daily to raise your affection with the Harvest Goddess, which unlocks blessings later.
- Harvest Moon: One World – This game emphasizes exploration; you’ll need to find seeds across different biomes. Prioritize planting any seed you find, as growth times vary wildly.
In all cases, the first week is about establishing a routine, not maximizing profit. Learn the game’s clock and energy system before trying to optimize.
Costs and Budgeting for Week One
Your starting gold is limited—typically 500–1000g. A typical budget might look like:
- Seeds – 60–70% of your gold, enough for 15–20 crops.
- Food – 10–20% for energy-restoring items like bread or salad.
- Tool upgrades – save the rest; upgrading your watering can costs around 2,000g, so it’s not feasible in week one.
Don’t spend all your gold on seeds—keep a reserve for unexpected events like a festival or a villager request. Also, remember that crops only sell for their base price; you won’t see profits until after the first harvest.
Safety and Energy Management
While farming RPGs don’t have real-world safety concerns, in-game energy management is crucial. If you run out of energy, you’ll pass out and wake up in the clinic, losing gold and time. To avoid this:
- Eat food – keep a stack of cheap, energy-restoring items like field snacks or berries.
- Use the bathhouse – in some games, soaking in a hot spring restores energy for free.
- Upgrade your tools – higher-level tools use less energy per action.
- Plan your day – do energy-intensive tasks like watering first, then switch to low-energy activities like talking to villagers.
Also, be mindful of the season—crops die at season’s end, so don’t plant anything that won’t mature before the last day.
Alternatives to Traditional Farming
If you find the farming loop repetitive, many games offer alternative income sources:
- Fishing – requires no seeds, but needs a rod and decent energy. Fish sell for variable prices, and some are needed for bundles.
- Mining – yields ores and gems that sell well, but consumes a lot of energy and time.
- Foraging – the safest alternative; wild items are free and often sell for more than low-tier crops.
- Animal husbandry – buying a chicken or cow early can provide daily eggs/milk, but the upfront cost is high.
In the first week, stick to farming and foraging. Mining and fishing are better once you have upgraded tools and a steady food supply.
Frequently Asked Questions
Should I buy a backpack upgrade in the first week?
Yes, if you have spare gold. A larger inventory lets you forage and mine more efficiently, reducing trips back to your farm. It’s a one-time purchase that pays off quickly.
How many crops should I plant on day one?
Plant as many as you can water without running out of energy. A good rule of thumb is 15–20 crops for a standard 200-energy bar. You can always plant more later once you have better tools or food.
Is it better to sell raw crops or process them?
In the first week, sell raw crops. Processing (e.g., making jam or wine) requires machines that you won’t have until later. Once you unlock a keg or preserve jar, processing becomes more profitable.
Should I talk to every villager every day?
Yes, but prioritize those with birthdays or quests. Talking to everyone takes time, but friendship unlocks recipes, gifts, and story events. A quick hello to each villager is worth the effort.
What if it rains on day two?
Rain means you don’t need to water, so use the extra energy to forage, mine, or fish. It’s a great opportunity to gather resources without sacrificing crop growth.
Can I ignore fishing and mining in week one?
Absolutely. They’re optional and energy-intensive. Focus on farming and foraging first; you can explore other activities once you have a stable income and better tools.
Related
Formula used
in t | Day number | day | 3 | 1 | 30 in c | Crops planted | count | 15 | 1 | 500 in g | Gold per crop | gold | 50 | 1 | 10000 out total | Total gold earned | gold | c * g | 0 out daily | Gold per day | gold/day | (c * g) / t | 2
Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.
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