Every time you level up in Country Life, you are rewarded with 150 coins and 1 Ranch Cash.
The Land Expansions that are currently available are as follows:
14 x 14: Available.
16 x 16: Available.
18 x 18: Available.
20 x 20: Available
22 x 22: Available.
24 x 24: Currently Unavailable.
The Land Expansions requirements are as follows:
14 x 14: 8 Neighbors, 10,000 coins OR 20 Farm Cash.
16 x 16: 10 Neighbors, 25,000 coins OR 20 Farm Cash
18 x 18: 13 Neighbors and 50,000 coins OR 20 Farm Cash
20 x 20: 16 Neighbors and 75,000 coins OR 20 Farm Cash
22 x 22: 20 Neighbors and 250,00 coins OR 30 Farm Cash
24 x 24: Currently Unavailable.
When will there be more Land Expansion?
Currently, there is no ETA as to when future Land Expansions will be unlocked as Zynga developers are still fine tuning future releases. The developers have been wonderful about releasing content and expansions in a timely manner thus far. Hopefully we will see more Land Expansion in the near future. Until then, we will have to be patient.
Can I just skip the first expansions and purchase later upgrades? Or do I have to buy the expansions in order?
Unfortunately, you must purchase the Land Expansions in order. That means if you wish to upgrade to 16 x 16, you must have already purchased the 14 x 14 expansion.
But I want to expand my farm now Why aren’t all of the expansions released at once?
I know everyone is eager to get more Land Expansion as quick as possible, but you need to remember that content releases are scheduled like this for a reason. If the developers were to release all of the content available for FarmVille all at once, or in the incorrect order, we would have fun for a few weeks/months, but then users would soon be looking for more new content.
As such, developers release content in a specific order due to reasons the community cannot always be privy to. While it may make sense to you guys how things should be released, that does not always mean it is feasible, or in line with the developers vision for FarmVille. Just because Zynga releases new buildings/decorations, does not mean the developers have stopped working on other features of the game. Keep in mind, developing certain aspects of a game can take considerably longer than others.
In order to keep FarmVille from getting stale, and to ensure that the content releases are all polished and fully operational, they will take time and may be released in an order that might not make sense to users.
| Crop | Price | Time | Experience Points | Selling Value | Profit per Patch* | Coins Per Hour** |
| Strawberry | 10 Coins | 4 Hours | 1 EP | 35 | 10 Coins | 2.5 Coins/Hour |
| Eggplant | 25 Coins | 2 Days | 2 EP | 88 | 48 Coins | 1.3 Coins/Hour |
| Wheat | 35 Coins | 3 Days | 2 EP | 115 | 65 Coins | 0.94 Coins/Hour |
| Soybeans | 15 Coins | 1 Day | 2 EP | 63 | 33 Coins | 1.434 Coins/Hour |
| Squash | 40 Coins | 2 Days | 2 EP | 121 | 66 Coins | 1.434 Coins/Hour |
| Pumpkins | 30 Coins | 8 hours | 1 EP | 68 | 23 Coins | 2.875 Coins/Hour |
| Artichokes | 70 Coins | 4 Days | 2 EP | 204 | 119 Coins | 1.29 Coins/Hour |
| Rice | 45 Coins | 12 Hours | 1 EP | 96 | 36 Coins | 3 Coins/Hour |
| Raspberries | 20 Coins | 2 Hours | 0 EP | 46 | 11 Coins | 5.5 Coins/Hour |
| Cotton | 75 Coins | 3 Days | 2 EP | 207 | 117 Coins | 1.695 Coins/Hour |
| Yellow Bell | 75 Coins | 2 Days | 2 EP | 198 | 108 Coins | 2.34 Coins/Hour |
| Peppers | 70 Coins | 1 Day | 2 EP | 162 | 77 Coins | 3.34 Coins/Hour |
| Aloe Vera | 50 Coins | 6 Hours | 1 EP | 85 | 20 Coins | 3.3 Coins/Hour |
| Pineapples | 95 Coins | 2 Days | 2 EP | 242 | 132 Coins | 2.86 Coins/Hour |
| Blueberries | 50 Coins | 4 Hours | 1 EP | 91 | 26 Coins | 6.5 Coins/Hour |
| Watermelons | 130 Coins | 4 days | 2 EP | 348 | 203 Coins | 2.2 Coins/Hour |
| Grapes | 85 Coins | 1 Day | 2 EP | 270 | 170 Coins | 7.39 Coins/Hour |
| Tomato | 100 Coins | 8 Hours | 1 EP | 173 | 58 Coins | 7.25 Coins/Hour |
| Potatoes | 135 Coins | 3 Days | 2 EP | 345 | 195 Coins | 2.82 Coins/Hour |
| Carrots | 110 Coins | 12 Hours | 1 EP | 200 | 75 Coins | 6.25 Coins/Hour |
| Coffee | 120 Coins | 16 Hours | 1 EP | 243 | 108 Coins | 6.75 Coins/Hour |
| Corn | 150 Coins | 3 Days | 2 EP | 380 | 215 Coins | 2.98 Coins/Hour |
| Sunflowers | 135 Coins | 1 Day | 2 EP | 315 | 165 Coins | 7.17 Coins/Hour |
| Cabbage | 140 Coins | 2 Days | 2 EP | 388 | 233 Coins | 5.06 Coins/Hour |
| Blackberries | 75 Coins | 4 Hours | 1 EP | 117 | 27 Coins | 6.75 Coins/Hour |
| Red Wheat | 180 Coins | 3 Days | 2 EP | 449 | 254 Coins | 3.68 Coins/Hour |
| Sugar Cane | 165 Coins | 8 Hours | 1 EP | 239 | 59 Coins | 7.375 Coins/Hour |
| Peas | 190 Coins | 1 Days | 3 EP | 381 | 176 Coins | 7.652 Coins/Hour |
| Yellow Melon | 205 Coins | 4 Days | 2 EP | 528 | 308 Coins | 3.347 Coins/Hour |
| Onions | 170 Coins | 12 Hours | 1 EP | 268 | 83 Coins | 6.91 Coins/Hour |
| Broccoli | 200 Coins | 2 Days | 4 EP | 473 | 258 Coins | 5.608 Coins/Hour |
| Asparagus | 220 Coins | 16 Hours | 2 EP | 357 | 122 Coins | 7.625 |
*Including Plowing Costs, I.E. Takes the cost of plowing off the profits.
**Done in a 23 Hour Day (Since that’s how long 1 day is on FarmVille)
When you buy a chicken coop, it already has one chicken in it. Now, the question is: should you add more chickens to this coop?
The answer is yes, you you want the eggs to be produced faster.
I have timed how long it takes to produce eggs with 1, 3 and 5 chickens. The game says it takes 2 minutes to produce 1 egg with 1 chicken in the coop, but this is not quite accurate.
With 1 chicken in the coop, it takes 6 minutes and 9 seconds to produce 3 eggs.
With3 chicken in the coop, it takes 2 minutes and 11 seconds to produce 3 eggs.
With 5 chicken in the coop, it takes 1 minute and 16 seconds to produce 3 eggs.
So how many chickens should you add? I recommend trying to syncronize the egg production with some of your other animals/productions. Try adding 1 chicken at a time and see how it fits.
Note: You can’t remove a chicken from the coop once it’s been added!
You don’t have to stay in your restaurant anymore to earn GP.
It used to be that you would only earn Gourmet Points if you were in your own restaurant when serving the meals. This is not the case anymore!
Level 1 Dish = 1.0GP
Level 2 Dish = 1.2GP
Level 3 Dish = 1.4Gp
Level 4 Dish = 1.6GP
Level 5 Dish = 1.8GP
Level 6 Dish = 2.0GP
Level 7 Dish = 2.2GP
Level 8 Dish = 2.4GP
Level 9 Dish = 2.6 GP
Level 10 Dish 2.8 GP
Remember that in order for you to start earning higher GP, you have to select your highest level dish from each category to be served (Starter, Main, Dessert). Focusing on one dish at a time in each category is the fastest way to start earning those lovely GP points. Always focus on the dish that you find it easiest to obtain ingredients for.
To make sure your highest level dish is being served, go to your menu, look for the highest level dish, and click on it, once the yellow rotating circle appears below it, your dish will start and continue to be served until you change it to another one (see picture below). Once you have 3 level 10 dishes, then you can work on all other dishes if you’d like. But continue to serve your level 10 one until you have at least another level 10 dish in the same category, this only applies if you would like to have a variety of dishes. Remember that you can only serve one dish from each category at a time. Then, you will be able to switch dishes as often as you’d like.
By Gifting
Gifting not only takes you one step closer to obtaining the Gifting Awards, it also gives you GP.
Here is the breakdown:
Tiles
If you buy tiles, to gift to your friends, which you do not have in your inventory at the time, you will get the following GP increase:
Tiles worth 8, 9, 10, 12, 14, 15 & 18 Coins will give you 5 GP
Tiles worth 20, 25, 28 Coins will give you 6 GP
Tiles worth 40 Coins will give you 7 GP
Tiles worth 60 Coins will give you 8 GP
If the tiles are already in your inventory, you will get 5 GP for gifting them, regardless of their coin value.
By selling
Selling your tiles back to the register, not only gives a small refund, they also give you 2 GP points each time you sell one back, however price is not factor here. All tiles regardless of price will give you 2GP points.
Items & Avatar Items
Gifting items gives you also a GP increase. Gifting an item worth the following amounts, but not in your inventory at the time gives you:
100 Coins = 10 GP
150 Coins = 12 GP
180 Coins = 14 GP
200 Coins = 15 GP
300 Coins = 20 GP
350 Coins = 22 GP
400 Coins = 25 GP
500 Coins = 30GP
550 Coins = 32 GP
600 Coins = 35 GP
650 Coins = 37 GP
700 Coins = 40 GP
750 Coins = 42 GP
800 Coins = 45 GP
850 Coins = 47 GP
900 Coins = 50 GP
1000+ Coins = 55 GP
Note: Any item worth over 1000 Coins will give you 55 GP. Remember that you must purchase the item while you are gifting it in order to get this GP.
If the item is already in your inventory you will only get 5 GP, regardless of the item coin value.
Buying Items
Buying items gives you also a GP increase. Buying an item worth the following amounts gives you:
100 Coins = 5 GP
150 Coins = 7 GP
180 Coins = 9 GP
200 Coins = 10 GP
300 Coins = 15 GP
350 Coins = 17 GP
400 Coins = 20 GP
500 Coins = 25GP
550 Coins = 27 GP
600 Coins = 30 GP
650 Coins = 32 GP
700 Coins = 35 GP
750 Coins = 37 GP
800 Coins = 40 GP
850 Coins = 42 GP
900 Coins = 45 GP
1000+ Coins = 50 GP
Basically, the only difference from buying while gifting is that when you are gifting, you get an extra 5 GP points added every time you send the gift to your friends.
Buying Tiles
Buying tiles is a little different. Some of the following tiles DO NOT give you any GP increase, others do.
Tiles worth 8, 9, 10, 12, 14, 15 & 18 Coins will NOT give you GP
Tiles worth 20, 25, 28 Coins will give you 1 GP
Tiles worth 40 Coins will give you 2 GP
Tiles worth 60 Coins will give you 3 GP
Selling Items Back To The Register
Selling your items back to the register, not only gives a 1/3 value refund, it also gives you 2 GP points each time you sell one item back. However price is not factor here. All items regardless of price will give you 2GP points. Same GP applies to all tiles regardless of their coin value.
Picking Up Rubbish
Picking up garbage will give you one GP point per piece picked up. Currently your restaurant maximum garbage count is limited to 15 pieces daily. However you are able to pick up garbage while visiting friends, visiting the Gourmet Street, and rating restaurants at the Random Street. Any piece of garbage picked up here will give one GP point each time. Not to forget gets you closer to the Rubbish Awards.
By Improving Your Layout
Remember that the closest the stoves are to your tables the less the waiters will have to walk making serving times faster. The faster they serve, the faster you earn.
Visit the Master Guide to view some wonderful guides from our forum members with tips on how to level up fast and create your layouts. Master Guide Link: Master Guide
Ingredients
Buying Ingredients DOES NOT give you GP.
Music
Buying CD’s DOES NOT give you GP.
Employees
Feeding your employees DOES NOT give you GP. However, feeding them makes them work faster if above 80%. The faster they work, the faster they serve, the faster you earn.
Waiting chairs is a new feature (sort of) in Restaurant City. In the past, when customers sit on chairs that don’t have a table in front of them, they will leave almost immediately. Now, the Playfish developers have lengthened the time of those customers waiting, so that odd chairs (chairs without tables) can be used as waiting chairs, as a cheap alternative to using the arcade.
Your waiting chairs won’t work if they are right next to the door. Try putting them to 90 degrees to your door, or a bit further away from the door. Customers on waiting chairs usually sit for 1-5 seconds and they’ll get a seat at the table. Also, bear in mind that you can’t place a chair in a corner as the customer won’t be able to walk in. Don’t put a few chairs facing the same table as waiting chairs. This will not work. Don’t put TOO MANY waiting chairs. Your customers will still leave if they don’t get a table soon.
The less your waiter walks, the more time he spends serving and the less time he spends getting there. Keep your stoves centered. A food order from any table can go to any stove. Don’t keep all your stoves clustered in one area. Your waiter can service in all 8 directions, so use corners as much as possible to give him the most reach.

Form a complete square or rectangle using your tables to trap the waiters in. This way, they don’t wander around needlessly to serve food. Don’t set your tables and chairs against a wall or the grass:

Customers aren’t very courteous and they refuse to scoot in! The 3 empty seats shown above will always remain empty because the two customers block them off.
A good, quick rule of thumb to judge a layout’s efficiency is to ask yourself: how many steps maximum do my waiters have to take?
Both these layouts have the same number of tables and stoves, but one is more efficient! Which one?


The answer is the second one, because waiters only have to travel a maximum of 2 steps. In the first one, waiters have to travel a maximum of 3.
You’ll sometimes see restaurants that have two or more “islands”, each island having their own cooks and waiters. These islands are very effective, because smaller designs (with less cooks and tables) are much more efficient than bigger, bulkier designs. However, they’re also more difficult to create.
Recommended Layouts:
1 Cook, 1 Waiter:
2 Cooks, 1 Waiter:
3 Cooks, 1 Waiter:
3 Cooks, 2 Waiters:
Keep the same layout as above (3 Cooks, 1 Waiter), because you’ll need more cooks to handle more tables.
4 Cooks, 2 Waiters:
4 Cooks, 2 Waiters with Drinks:
4 Cooks, 3 Waiters with Drinks:
Resist the urge to add as many tables as you can afford. If you have too many tables and not enough cooks, you won’t get the food out fast enough! You should only offer 3 tables for each cook you have. You shouldn’t introduce a cleaner to your team until you have your first toilet or arcade machine.
This is the order in which you should hire employees:
1 Cook, 1 Waiter
2 Cooks, 1 Waiter
3 Cooks, 1 Waiter
3 Cooks, 2 Waiters
4 Cooks, 2 Waiters
4 Cooks, 3 Waiters






