Radish
Radish in FarmCapi: a 2-coin seed that's ready in 1 minute with 3 waterings and yields 2 to 3 radishes. Real profit, when to plant it and where it's used.
Current version (beta). Numbers change with balancing.
The tomato is FarmCapi's first plant-and-go crop: it becomes available at level 3, the seed costs 15 coins, it's ready in 30 minutes and it needs just one watering. Each plot yields 3 to 5 tomatoes that sell for 7 coins each. In the current version (November 2026), it's the coffee-break crop: plant, water, go do something else and come back in half an hour.
| Stat | Value |
|---|---|
| Level required | 3 |
| Seed price | 15 coins |
| Stages | 8 + 10 + 12 min = 30 min |
| Waterings | 1 |
| Yield | 3 to 5 tomatoes |
| Sell price | 7 coins each |
| Profit per plot | 6 to 20 coins (average 13) |
| Coins per plot-hour | 26 |
| XP per harvest | 5 |
In the Shop, the seed card sums it up as "Yields 3–5 · 7 each".
FarmCapi splits its crops into two families. Radishes and carrots are session crops: the soil dries out at every stage change. From the tomato on, the first watering lasts until harvest. The design reason is simple: without it, a crop that takes hours would stall at stage one while the game was closed, and nobody could plant something before bed. The well still acts as the brake on fast crops, while long crops use just 1 drop.
In practice, the tomato is the most water-efficient crop until level 5: 13 coins of average profit for 1 drop, versus about 1.7 per drop for carrots.
Per plot-hour, the tomato is the weakest crop in the game (26 coins an hour, versus 30 for corn and 38 for pumpkin), and the only one that returns less than its seed price on average (0.87). That's on purpose: it's the crop for people who check in every half hour. If you come back every 2 hours, corn, available at level 5, pays better.
One number worth knowing: orders pay far more than the market. An order for 4 tomatoes is worth 28 coins in the Barn, but Granny Coti pays about 72 (2.2 × the value + 10), plus XP and 1 or 2 gems.
Tomatoes can get weeds and pests when they move into stage 2 and stage 3 (a 15% and 10% chance each time, from level 2). Each problem left on the plot costs 1 tomato at harvest, with a minimum of 1, and 2 pests stop growth. When you return, check the bubbles over your plots before harvesting.
Before it comes the carrot; after it, corn at level 5. The full list is in the game guide. To see when tomatoes are worth it, read which crop makes the most per hour. Play free and plant a tomato before your next coffee.
Once. Starting with the tomato, crops stay wet from the first watering until harvest, even while the game is closed.
3 to 5 tomatoes per plot at 7 coins each. After the 15-coin seed, profit runs from 6 to 20 coins, with an average of 13.
Not in the current version. They're for selling, for the quests to plant 6 and harvest 15 tomatoes, and for Granny Coti's orders.
Rarely. Fertilizer cuts 30% of the time left in the current stage; on a tomato that saves at most 3.6 minutes for 12 coins.
Radish in FarmCapi: a 2-coin seed that's ready in 1 minute with 3 waterings and yields 2 to 3 radishes. Real profit, when to plant it and where it's used.
Carrot in FarmCapi: available at level 2, the seed costs 5 coins and grows in 5 minutes with 3 waterings for 2 to 3 carrots. Profit, pests and feed.
Corn in FarmCapi: available at level 5, the seed costs 35 coins and grows in 2 hours with one watering for 4 to 6 ears. Sell it or grind it into cornmeal?