Shearing Sheds
Shearing Sheds are a Structure on The Farm. Sheep staked in a Shed earn a share of a capped weekly WOOL emission. Wolves can raid a Shed and seize that emission flow.
Emissions
Sheds issue new WOOL — they do not draw from Community Rewards.
- Cap: 5,000,000 WOOL per week, streamed every second (~714,000 / day, ~8.27 / second game-wide).
- The cap is fixed no matter how many Sheds exist. More active Sheep means a smaller share each. There is no per-Shed floor.
- Community tax applies to unseized emissions, using the tax rate of the Community the Shed sits in. Tax is deducted before Sheep and owners are credited, then distributed to that Community's Landowners.
- Seized flows are not taxed. Wolf raid proceeds and Peak Pot proceeds pass tax-free, matching the Looting rule that Wolf loot is untaxed.
Low-tax Communities therefore keep more of a Shed's net yield.
Construction & Levels
Sheds follow the standard 7-level Structure rules. Landowners build and upgrade them with WOOL and Resources. Each level raises the Sheep capacity cap only — it does not raise per-Sheep yield.
| Level | Sheep capacity | WOOL | PELTS | STONE | WOOD |
|---|---|---|---|---|---|
| 1 | 10 | 50,000 | — | 2,000 | 8,000 |
| 2 | 12 | 30,000 | — | 3,000 | 12,000 |
| 3 | 18 | 110,000 | — | 7,000 | 26,000 |
| 4 | 25 | 210,000 | 2 | 15,000 | 55,000 |
| 5 | 30 | 275,000 | 3 | 25,000 | 85,000 |
| 6 | 40 | 750,000 | 5 | 60,000 | 190,000 |
| 7 | 50 | 1,100,000 | 7 | 90,000 | 300,000 |
⚠️ Note: Level 4+ costs are subject to VRGDA and may change over time, like other high-end Structures.
Staking Sheep
Sheep must be staked in a Shed to earn emissions.
| Rule | Detail |
|---|---|
| Stake cost | One-time 25 Energy to place a Sheep |
| Energy drain | 3 Energy per day while staked |
| Exhaustion | At 0 Energy the Sheep stops counting immediately — it earns nothing and adds no weight |
| Top-ups | A Sheep can be recharged inside the Shed (for example with Jugs) without unstaking. Once topped up, it counts again |
| Auto-kick | Third-party Sheep only. An exhausted guest that is not topped up within 48 hours is removed, freeing the slot. The owner's own exhausted Sheep are never auto-kicked |
| Unstake | A staked Sheep can be removed from the Shed |
| Collecting | A staked Sheep cannot Collect. A Sheep is either working the Farm or being sheared |
Personal / Global and Fees
Every Shed has a Personal / Global toggle, Personal by default.
- Personal: only the owner's Sheep may stake.
- Global: other players' Sheep can enter. An owner can run a Shed fully Global as a fee business.
Reverting Global → Personal starts a 7-day cooldown before guests are kicked. No new third-party Sheep can enter once the revert is triggered.
Owner fee: 0% to 100% of a guest Sheep's accrued WOOL, taken at claim time (same model as Barn and Bathhouse fees).
Fee changes take effect after a 7-day timer. The pending fee and its effective date are public on the Shed.
Reward Share
There is no level multiplier. Every active Sheep in the game earns the same pre-tax rate. Shed level only sets how many Sheep you can house.
Shed weight = active (non-exhausted) Sheep in that Shed
Global weight = active Sheep across all online Sheds
Shed emission rate = 5M WOOL/week × (Shed weight / Global weight)
Per-Sheep rate = 5M WOOL/week ÷ Global weight
- Weight updates on stake, unstake, exhaustion, top-up, and a Shed coming online or going offline.
- Rates above are gross, before Community tax.
- Empty Sheds earn nothing and do not dilute others. Online means built, with at least one Sheep staked, and not disabled or destroyed.
- A player with several Sheds sums their Sheds' earnings. Owner fees on guest Sheep stack on top.
Example (20 Sheds online, 365 active Sheep globally — about 13,700 WOOL/week or 1,957/day per Sheep):
| Shed | Weight | Shed WOOL / week | Per Sheep / day |
|---|---|---|---|
| L3, half full (9 of 18) | 9 | ~123,300 | ~1,957 |
| L1, full (10 of 10) | 10 | ~137,000 | ~1,957 |
The full L1 out-earns the half-full L3. Occupancy is what matters; level is a capacity ceiling. Double the Shed count at a similar mix and every figure halves.
Defence
A Shed has two independent defences: a Shed Shield that taxes an attacker's Energy, and Farmer Traps that turn raids away outright.
Shed Shield
The owner stockpiles STONE and WOOD in the Shed as Shield Units. Each whole unit costs 2,000 STONE + 10,000 WOOD and adds +0.2× to the Energy any attacker must spend.
| Shield Units | Multiplier | Raid Energy (base 350) |
|---|---|---|
| 0 | 1.0× | 350 |
| 1 | 1.2× | 420 |
| 5 | 2.0× | 700 |
| 10 | 3.0× | 1,050 |
| 15 (max) | 4.0× | 1,400 |
Deposits are whole units only. A part-built unit adds nothing, and whichever of the two resources runs shorter decides your strength — 10 units of STONE with 9 units of WOOD is a 9-unit Shield.
The Shield is never destroyed. A successful raid does not wipe it, and neither does a Trap-repelled one. It is a stored balance, so it survives every attack and carries over between Seizures.
⚠️ The Shield decays 2% every day. An untended Shield slowly slips below the next unit boundary and drops a notch. Keeping a high multiplier means keeping resources flowing in.
You can deposit at any time, including during a Seizure, and it takes effect immediately. Shield Units are lost if the Shed is demolished.
Farmer Traps
A Farmer can place a Trap on a Shed for a 250 WOOL burn. Traps are secret: attackers cannot see them.
A Shed's level sets how many Traps it can hold armed at once:
| Shed Level | Trap Slots |
|---|---|
| 1–2 | 1 |
| 3–4 | 2 |
| 5–6 | 3 |
| 7 | 4 |
Each raid springs one Trap — the oldest armed one. A Shed with four armed Traps turns away the next four raids. That raid fails, the Trap is consumed, and the Wolf takes damage based on Farmer type, then goes on cooldown:
| Farmer | Damage |
|---|---|
| Average Joe | 50 |
| Diesel | 75 |
| Above Average Jane / The Kid | 125 |
| Hundred Years | 150 |
| Big Daddy / Big Mama | 200 |
Wolves can probe a Shed to burn its Traps before a real attack, but a probe is not cheap: it pays the full Shield-multiplied Energy cost, takes the Trap's damage, and enters the 120-hour cooldown. Clearing four Traps off a fully shielded Level 7 Shed costs 5,600 Energy.
Raids
Only Gen 0 and Gen 1 Wolves can attack Sheds. Kicks are raids, so they use the same restriction.
| Raid | Value |
|---|---|
| Energy cost | 350 × the target's Shield multiplier (350 to 1,400) |
| Cooldown | 120 hours, counted from the end of your occupation |
| On success | Seizure of the Shed's emission flow for 96 hours |
Resolution order: Trap (if any are armed, the raid fails and one Trap is consumed) → Shield Energy multiplier → success, seizure begins. The Shield is never destroyed. The Shield's Energy toll is charged even when a Trap repels the raid.
A Wolf that wins a Seizure is locked in the Shed for the full 96 hours, and its 120-hour cooldown only starts when the window ends — 216 hours in total before it can attack again. A Wolf turned away by a Trap starts its 120 hours immediately.
Immunity Window: for 24 hours after a Seizure ends — whether by expiry or by the last Kick running out — the Shed cannot be raided by anyone. This stops a pack from chain-occupying the same Shed.
When a raid lands, everything the staked Sheep earned up to that moment is paid out to their owners immediately. Only the flow from the raid onward is diverted.
Flow Seizure
A raid does not take a stored pot. It seizes the live emission stream for 96 hours:
- During the seizure, staked Sheep earn nothing.
- Diverted flow splits 70% to the attacking Wolf and 30% to the Peak Pot.
- The prize is the same whenever the raid lands — there is no good or bad time of week to attack.
Example: Weekly emission 5M WOOL (~714K/day). A Shed holding 1% of global Shed weight earns ~7,100 WOOL/day. A 96-hour seizure diverts ~28,600 WOOL from that Shed — ~20,020 to the Wolf, ~8,580 to the Peak Pot.
Emissions are calculated every second. Unseized flow goes to the owner and staked Sheep (minus Community tax and any owner fee). Seized flow goes 70% to the attacking Wolf and 30% to Peak lands.
Kicks
A Shed under Seizure cannot be raided again. Instead, a Wolf can kick the occupier and take over the rest of the window.
Kick cost: 400 Energy × the Shed's Shield multiplier, never less than 750 — so 750 on an unshielded Shed and 1,600 on a fully stacked one. The kicker takes the standard 120-hour raid cooldown when its own occupation ends.
Kicks bypass Traps entirely, but they do pay the Shield's Energy toll, the same one a raid pays. Kicks do not damage the Shield.
When a Kick is allowed depends on how far above the occupier the challenger's Alpha sits:
| Alpha gap vs occupier | Kick allowed |
|---|---|
| +3 or more | Immediately |
| +2 | After 24 hours of the Seizure |
| +1 | After 48 hours of the Seizure |
| Equal Alpha | After 72 hours of the Seizure |
| Lower Alpha | Never |
Example: An Alpha 8 can kick an Alpha 5 immediately, an Alpha 6 after 24 hours, an Alpha 7 after 48 hours, and another Alpha 8 after 72 hours. An equal-Alpha kick fights for at most the final 24 hours of the window.
The kicked Wolf keeps everything it already earned and is released with a fresh 120-hour cooldown. The kicker takes the remainder of the original 96-hour window — never a fresh one.