Spring, with the numbers
Spring is the clearest illustration of the pattern, and it is also the season most players plan badly. Flowers are included because they matter for gifting and for the Flora wing, not because they are efficient.
| Crop | Seed | Grow | Regrow | Sells for |
|---|---|---|---|---|
| Cabbage | 70t | 9 days | — | 180t |
| Carrot | 40t | 6 days | — | 80t |
| Potato | 40t | 6 days | — | 75t |
| Turnip | 25t | 4 days | — | 40t |
| Strawberry | 300t | 5 days | 3 days | 125t |
| Peas | 300t | 5 days | 3 days | 135t |
| Chickpea | — | 5 days | 3 days | 30t |
| Lilac | — | 9 days | 3 days | 35t |
| Snowdrop Anemone | — | 6 days | — | 40t |
| Tulip | 20t | 6 days | — | 30t |
| Daffodil | 15t | 4 days | — | 25t |
How to read the table
A one-harvest crop pays (sell price − seed cost) once. A regrowing crop pays the sell price on every harvest, so its total depends on the days remaining. Strawberry at 300t needs three harvests just to beat a bed of Cabbage — but planted on day 1 it will comfortably do more than three.
Other seasons follow the same shapes
Summer, fall and winter each offer a 70t nine-day crop that sells for 180t and a set of ~300t regrowing crops. The names change; the decision does not. We have not reproduced their full tables here until each value has been re-checked against the live 1.0.2 build.
Crops are not only income
Shipping a crop can mail you the recipe that uses it, several crops belong to museum sets, and flowers are gift material. Before you sell an entire harvest, keep one of anything you have not shipped before.
Primary sources
Checked against these public pages. Official sources define confirmed features and status; community sources are labelled as such and used for game data that the developer does not publish directly.