Farming in Cult of the Lamb means banking the three things the cult cannot make: wood, stone, faith.
What to bank
Wood and stone build. Faith keeps followers working. All three compound a run more than any decoration. Bank them before you beautify.
Buildings that pay
Farms and mines let followers gather while you crusade. Raise them once the cult is stable. They turn your absence into resources, which is the real win.
The compound
A farm today feeds a build tomorrow, which frees a crusade, which banks more. The loop is the game. Start it early and it carries the late bishops.
When not to farm
Do not farm a safe day when a bishop is waiting and you are already fed. Pushing the clear is the progress; farming instead is how a save stalls at the edge of done.
The base building guide shows the order that fuels every system. Read it with this.
What to bank, and when not to
Grow food you actually cook and serve; surplus that rots is wasted plots. Wood and stone feed building, so over-harvest early. Specialist resources (gold, meat from sacrifice) come from rituals, not farms, so don’t build plots for those. The first Farm Plot plus a Lumberyard covers the opening; expand only once the cult outgrows the harvest.
Farming is a support system
Treat farming as the fuel for crusades, not the goal. A day spent only farming while faith rots is a loss. Harvest, cook, preach, then crusade — the order from the base building guide keeps every system fed.