Boosters and handbooks

Boosters and handbooks are two different systems for pushing your output up in Big Farm, and plenty of players mix them up. Handbooks are permanent upgrades that I buy once with gold and they work forever, while temporary bonuses and craftable boosters only run for a limited time. Here I go through how both groups work and what to watch out for, so that the handbook you paid for really does what it is supposed to.

Handbooks are the best long term way to spend gold on the specific buildings I use all the time, while temporary bonuses and boosters from the clothing factory are worth firing off deliberately before a harvest or during an event, not buying blindly.

Handbooks permanently raise the output of one specific building

Field
FieldMain farm · 8 × 6

Handbooks (permanent boosters) are permanent production upgrades that I buy with gold in the library next to the main farm or from the offers at the bottom of the screen. Unlike temporary bonuses they work all the time and can be bought more than once - every further level raises the yield again.

Every craftable good has its own handbook, so this is a system of hundreds of small upgrades rather than a handful of universal ones. They typically cover:

I buy them gradually and deliberately for the buildings I work hardest - the effect stacks with further levels, so it pays off most on production I run a lot.

With feed it comes down to whether I use quick feed or the normal kind

Cowshed
CowshedMain farm · from level 13 · 8 × 5

For animals that can be fed either normal feed or quick feed (quick rabbit feed, silage for cows or sheep, pig swill), the same product has two separate handbooks - one that only applies without quick feed and one that only applies with it.

With raw wool from sheep pens in particular, the normal handbook does nothing if I use sheep silage - at that point I need the second handbook, the one made for silage. The same principle applies to milk from cowsheds, pigs from pigsties and angora wool from rabbit hutches.

Before I pour gold into either of them, I check which feed I actually use on that farm. Otherwise I end up with a handbook that has no effect on my current production at all.

Temporary bonuses speed up building and production and add experience

Temporary bonuses (temp bonuses) differ from handbooks in that they only run for a limited time and cannot be bought - they arrive as rewards or as part of in-game events.

They cut the time needed for production and for building and upgrading, and while some apply only to construction, including buildings in the cooperative village, others cover production as well. The important part is that the effect only applies to processes started while the bonus was active - anything I start after it expires gets no speed up.

Alongside the speed ups there is an experience bonus, which doubles (and in the stronger version multiplies even further) the points earned for production, building and upgrading, and a reputation bonus, which doubles the reputation points from completed missions. One version of the experience bonus goes as a reward to the cooperative that wins the global Champions League.

Boosters from the clothing factory target one specific building

Clothing factory
Clothing factoryGourmet farm · from level 19 · 7 × 6

Alongside handbooks there are also craftable boosters from the clothing factory, which raise the production output of one specific building for a limited time - a chicken coop, duck coop, cowshed, bakery, garden, field, cherry orchard or The Mermaid Bay restaurant, for example.

Each of them comes in a normal and a premium version, with the premium one raising output far more sharply. I use them deliberately before a bigger harvest or during an event, when I need to squeeze the most out of one particular building in a short time, not as a permanent solution - that is what handbooks are for.

One-off boosters outside the main system

Bakery
BakeryGourmet farm · from level 30 · 10 × 7

There are also a few one-off boosters outside the categories above. The bakery bonus adds an extra piece of goods to the next batch you collect, but it only applies to goods I do not pay for with village dollars.

The temporary farm has its own pair of boosters that add workers or satisfaction - they only count on the current temporary farm and do nothing on the main farm. And when you are working through challenges, there is a booster that increases the number of challenge points earned for products made in the processing buildings.

Buildings and products mentioned in the text

Tip from a veteran player Before I buy a feed handbook, I check at the building itself whether I am feeding the animal normal feed or quick feed (silage, swill) - that decides which version of the handbook I pick, otherwise I throw gold away for nothing.
Most common mistake The most common mistake is starting a temporary time reduction bonus and expecting it to speed up production or a build that I started earlier. The bonus only applies to processes started while it was active, so queues that are already under way get nothing out of it.

FAQ

Where do I find handbooks in the game
Handbooks (permanent boosters) are in the library next to the main farm and also in the offers at the bottom of the screen, and they are bought with gold.
Why is my wool handbook not raising my production
You have most likely got the feed set differently than the handbook is meant for. Sheep silage has a different handbook than normal feeding, and it is the same with milk from cowsheds, pigs from pigsties and angora wool from rabbit hutches.
Does a temporary build time bonus also count for a build I started earlier
No. The effect only applies to processes I started while the bonus was active, and it does nothing for an older build or production already under way.
How do I get temporary experience or reputation bonuses
They are rewards and event bonuses, and they cannot be bought directly with gold. The experience bonus, for example, goes as a reward to the cooperative that wins the global Champions League.

Mechanics