Run A Farm Workers: Where to Hire Them, What They Do, and What They Cost
Where to hire workers in Run A Farm, a breakdown of the Stocker, Planter, Farmhand and Tractor Driver, hire caps, worker upgrades and observed hire costs.
Quick answer
Workers are hired at the Farm Office building in Run A Farm. Walk up to it, tap the TAP HIRE WORKERS prompt, and the office panel lists every worker type with a HIRE button showing the current price.
- Stocker — carries eggs from the nests to your stand, 12 per trip
- Planter — sows your empty fields with your seeds, one field per trip
- Farmhand — harvests your ripe fields, 15 crops per trip
- Tractor Driver — drives your tractor through ripe fields; locked until you have a Tractor Barn
Where to hire workers: the Farm Office
Every hire in Run A Farm runs through one building: the Farm Office. It costs $500 to build, and once it is up you get a TAP HIRE WORKERS prompt whenever you approach it. Tapping the office opens a panel that lists each worker type with a short job description, a counter showing how many of that type you already employ, and a HIRE button with the exact current price.
Hiring is instant. Press HIRE, the money is spent, and the worker joins your farm right away — a toast reading "You hired a Farmhand!" confirms it when you take on a Farmhand. There is no waiting period or extra step.
The four worker types
The office panel offers four roles, and each one automates a different stage of the farm loop. The whole panel, with hire prices and per-role caps, looks like this in an early-game session:

Run A Farm workers at a glance
| Worker | Job | Per trip | Max hires | Example hire cost |
|---|---|---|---|---|
| Stocker | Carries eggs from the nests to your stand | 12 eggs | 3 | $250 first, $550 second |
| Planter | Sows your empty fields with your seeds | 1 field | 2 | $400 |
| Farmhand | Harvests your ripe fields | 15 crops | 6 | $1,020 early, $8,011 late-stage |
| Tractor Driver | Drives your tractor through ripe fields | — | 1 | $25,900 tier, late-stage |
Stocker. The Stocker walks eggs from your nests to your stand, 12 at a time. It is the egg loop's courier: nests get emptied and your stand gets stocked without you hauling every batch yourself. If you are scaling up your coops, our egg farming guide covers the loop the Stocker automates.
Planter. The Planter sows your empty fields with your seeds and handles one field per trip. It plants but does not harvest — the Farmhand and the Tractor Driver cover that side. Our how to plant crops guide explains the manual process it replaces, including seed choices.
Farmhand. The Farmhand harvests your ripe fields and carries 15 crops per trip. Its hire cap is the highest of the four roles, so harvesting is the job you can most heavily staff as your field count grows. The crops guide breaks down what it will be gathering.
Tractor Driver. The Tractor Driver drives your tractor through ripe fields, so the harvesting runs without you in the seat. Two conditions set this role apart: the panel locks it behind a Needs Tractor Barn requirement, and it caps at just 1. Our tractors guide covers driving one yourself in the meantime.
What hiring costs
Hire prices are not flat — they climb as your farm grows. The clearest example is the Stocker: a first Stocker cost $250, while the second was listed at $550. Farmhand hires climbed, from $1,020 early on to $8,011 at a late-stage farm, and the Tractor Driver tier topped the panel at $25,900.
The number printed on the HIRE button is always the price you will actually pay, so check it each time rather than assuming an old figure. If late-game price tags start to sting, our guide to getting rich fast covers ways to build up cash, and the Codes page tracks redeemable codes for free cash.
Hire caps
Each worker type has its own hiring cap, displayed right on its panel entry as a HIRED counter — HIRED 1/3 means one of that type is employed with two slots still open. The caps shown are 3 Stockers, 2 Planters, 6 Farmhands and 1 Tractor Driver. The counter is the quickest way to see how many slots you have left before planning your next purchase.
Worker upgrades: walk speed and carry
The Farm Office is also home to worker upgrades. WALK SPEED costs $1,500 and gives +5% per worker level, and CARRY gives +20% per worker level, with both upgrade tracks running up to level 10. Upgrade prices rise as levels climb — CARRY was listed at $1,800 early on and $2,970 later. Faster walkers and bigger carriers mean each worker trip moves more goods in less time.
The PRO CREW gamepass
The SHOP's PASSES tab lists a PRO CREW gamepass among the other passes. Our gamepasses guide covers the shop's passes in detail.
Why hire a crew at all
Run A Farm's official description puts it plainly: "Hire workers to run the farm for you, and buy new vehicles!" Workers are the game's automation layer. While Stockers, Planters and Farmhands keep the egg and crop loops moving, you can be selling in town, digging in the mine, or working on the farm itself — and the Tractor Driver eventually takes over the tractor work too. If you are just starting out, the beginner guide walks through the early game, and the farm expansion guide covers growing the plot your crew will work.
Related Guides
Farm Management: Workers and Vehicles by Stage
Which workers and vehicles to set up at each stage, and exactly which chore each one takes over.
Farm Expansion: What to Buy and What Each Step Costs
The full shopping list with prices, from the $50 Seed Market to the $1,200 Garage, in build order.
How to Collect Eggs (and Confirm the Pickup)
How to grab nest eggs, confirm pickup on your BAG counter, and when a Stocker should haul for you.
Gamepasses: Every Pass in the PASSES Tab
All eight passes in the PASSES tab with what the game says each one does, plus the CASH tab boosters.