Honey, Inc. farm value
Farm value is the single number that measures how far you have come — there is no player level and no XP. This page covers what it gates, and the Scale of Production tiers built on top of it.
Honey, Inc. farm value is the game's progression measure. It stands in for the level number you might expect from a farming game: there is no player level here, and no XP system of any kind. Everything that would normally be attached to a level — what unlocks next, how far along the game thinks you are, when certain systems open up — is attached to farm value instead, and to the Scale of Production tiers derived from it.
That design is worth understanding early, because it changes what "progress" means. You do not grind experience toward a level-up. You build a farm that is worth more, and the game reads that number. Every route to a bigger farm — a building level, another hive, a deeper research tree — is progress in the only sense the game tracks.
There is no level, and no XP
If you have gone looking for a level bar and not found one, nothing is broken. Honey, Inc. deliberately has no experience points and no player level. Search results and old comparisons to other idle games sometimes imply otherwise; they are wrong about this game.
The practical upshot is that you cannot fall behind on a level curve or miss out on level rewards. Nothing decays, nothing expires, and there is no daily quota you have to hit to keep a number climbing. The farm is either worth more than it was yesterday or it is not, and time spent away still counts toward that under the rules on the offline progress page.
Scale of Production tiers
Scale of Production, usually shortened to SoP, is a tier ladder laid over farm value. Each SoP tier is a farm value threshold, and the thresholds are spaced evenly on a logarithmic scale: tier 0 starts at 1,000, and every tier after it is 1,000 times the one before.
| SoP tier | Farm value threshold | As a power of ten | Name of that number |
|---|---|---|---|
| 0 | 1,000 | 103 | Thousand |
| 1 | 1,000,000 | 106 | Million |
| 2 | 1,000,000,000 | 109 | Billion |
| 3 | 1,000,000,000,000 | 1012 | Trillion |
| 4 | 1,000,000,000,000,000 | 1015 | Quadrillion |
| 5 | — | 1018 | Quintillion |
| 6 | — | 1021 | Sextillion |
| 7 | — | 1024 | Septillion |
| 8 | — | 1027 | Octillion |
| 9 | — | 1030 | Nonillion |
| 10 | — | 1033 | Decillion |
| … | — | … | The pattern continues |
| 20 | — | 1063 | Vigintillion |
The ladder runs to tier 20 at 1063. Written-out digits are dropped past tier 4 because they stop being readable; the power of ten is the useful form. The number names in the last column are the standard English names for those magnitudes, given as a reading aid rather than as in-game terminology.
Each tier is a thousand-fold step. Going from tier 3 to tier 4 is not one step of progress like a level-up — it means multiplying the whole farm by a thousand. That is why SoP tiers stay meaningful across a very long game while a level number would not.
What farm value unlocks
The most important thing farm value gates is which honey type you can move to. There are ten types, each worth far more per unit than the last, and each one has a farm value requirement you must reach before it becomes available.
| # | Honey type | Base value | Farm value required | Approx. |
|---|---|---|---|---|
| 1 | Basic Honey | 2 | 0 | — |
| 2 | Wildflower Honey | 25 | 100,000 | 1 × 105 |
| 3 | Clover Honey | 150 | 10,000,000 | 1 × 107 |
| 4 | Acacia Honey | 1,200 | 840,000,000 | 8.4 × 108 |
| 5 | Manuka Honey | 12,000 | 38,000,000,000 | 3.8 × 1010 |
| 6 | Buckwheat Honey | 60,000 | 2,700,000,000,000 | 2.7 × 1012 |
| 7 | Tupelo Honey | 250,000 | 135,000,000,000,000 | 1.35 × 1014 |
| 8 | Royal Jelly | 1,000,000 | 6,750,000,000,000,000 | 6.75 × 1015 |
| 9 | Quantum Honey | 4,500,000 | 338,000,000,000,000,000 | 3.38 × 1017 |
| 10 | Temporal Honey | 18,000,000 | 16,900,000,000,000,000,000 | 1.69 × 1019 |
Reaching a threshold makes the type available; it does not push you into it. Switching honey types starts a fresh farm at the new type's base value, so it is a mid-game reset rather than a straight upgrade, and each new farm opens in the morning. The honey types page goes through the decision of when to make the jump; the short version is that a higher base value means every unit your fleet ships is worth more, but you rebuild the farm around it.
The gaps get wider, then wider again. Wildflower needs 100,000 farm value and Clover needs 10,000,000 — a hundred-fold gap. By the top of the list, the gap between Quantum and Temporal is around fifty-fold on numbers that already have eighteen digits. The later honey types are not late because they are expensive; they are late because the farm behind them has to be enormous.
Where SoP tiers appear elsewhere
SoP tiers are not only a progress readout. The referral system uses them as its trigger: when you invite someone with a referral code, your reward as the inviter unlocks once the person you invited reaches SoP tier 2 — a farm value of one billion. That is a real milestone rather than a sign-up bonus, which is why referral rewards do not arrive immediately.
The leaderboard is the other place progress gets compared publicly. It ranks players on Royal Jellies, cycles, Honeycombs and farm level — a spread of measures rather than one, so a player who has reincarnated many times and a player with one very large farm are both represented.
What farm value does not gate
It is worth being precise here, because it is a common misreading. Reincarnation is not unlocked by a farm value number. It requires reaching at least honey tier 4, Acacia Honey, and it requires minimum run earnings of 25,000,000. Farm value gets you to Acacia in the first place, but the prestige gate itself is written in terms of honey tier and earnings.
Farm value also has nothing to do with the hard currency systems. Honeycombs come from wasps, crates, mail, daily rewards, ads and referrals, and they are server-authoritative. Royal Jellies come from reincarnating, each granting a permanent +1.2% earnings bonus up to a +25% cap. Neither is handed out for crossing a farm value threshold.
Raising farm value
The game does not publish a breakdown of how farm value is calculated, so this page will not invent one. What is clear from play is that it reflects the state of the farm as a whole, and that everything you buy contributes: bee capacity and refill upgrades, hive slots and tiers, all four building tracks, and research levels.
In practice, players who feel stuck on farm value are usually stuck on the same thing that limits their income — one link in the chain lagging far behind the others. The buildings page has the diagnostic for that, and beginner tips covers the early run. If the whole idea of a game that progresses while closed is new to you, idle games explains the genre, and how to play walks through the loop from the beginning.