Manor Farm's economy, sixteen seasons, two systems. All animals are equal β some just carry more debt than others.
You run the farm's economy after the Rebellion. Split the herd's labor between the fields and the windmill, sell grain at market, and get through sixteen seasons in one piece. Two ways to play:
No bank, no loans, no interest. You build the windmill only with grain-credits you've actually earned. Slower. Can't go bust.
Napoleon opens the Bank of Animal Farm. Borrow to build faster, set the interest rate yourself β and watch what happens when the debt outruns the harvest.
Pick a mode above to see how it plays.
Each season you set one slider β how much of the herd's labor goes to farming grain versus building the windmill β and, in Credit mode, this season's interest rate. Grain not sold spoils a little each season (animals hate hoarding). Windmill materials cost credits; if you can't afford them, the build stalls.
In Credit mode, borrowing lets you buy more materials than your harvest alone would allow β but debt compounds at whatever rate you set, and if debt grows faster than the farm's real output, risk builds. Push it far enough and the Bank calls in the loan all at once. Sound familiar?
Score = final grain + credits β debt + windmill progress, at season 16.