I read slowly through Shepherd_0's Day by day guide to spring for the experienced player thread, and there is a lot of great collegial discussion there. Recurring themes there are: audience goals scope Scope was pretty much agreed to be mostly first Spring with a bit less detail in first Summer and Fall. Audience was tougher. Do brand new players read guides? Or is it really intermediate players? I think it's not first time players (mostly; but they could when they get stuck; and they need lots of tips on what not to miss), and it's not minmaxers (whatever that really means). I am going to go for a slightly relaxed schedule that mostly just alerts you of where you want to be so you aren't poor and frustrated relying on pumpkin juice (not that there's anything wrong with that!) in first Fall/Winter. Goals were wanted. So I am starting this thread with my question/proposals about goals, which unwind to priorities and calendar dates. Definition of goals: The goals of a guide are the things that the author believes won't be obvious to the reader. They are things the author believes the reader is looking to learn. A guide leaves out things it thinks are trivial or obvious to its audience. Goal 1 has to be to get a good number of Hops into Kegs on Summer 12-ish. Goal 2 has to be to repair the greenhouse in first Fall. Goal 3 could be to prevent all CC and gifting missed "last chance" opportunities. Goal 4 could be to know the "most important" expert knowledge/tips that don't take long guides and walkthroughs. I think those goals alone may distill the purpose of early general (non-minmaxing) guides. Goal 1: Summer 12th Hops in Kegs How many? 40-ish? How? Sudden Tappers blitz with Tree Fertilizer on Spring 27? Foraging Level 7 crunch? Tappers starting Spring 12? Spring 5 (seems pushy early)? How many? 10-ish? How does it prioritize with tool upgrades? Are there hard effects of tool upgrades on the fundamental goals? Are they "second tier" priority or first tier? Which tools? When do you need Secret Woods access, a good pick, etc? Goal 2: Repair Greenhouse When? Are any critical needs/dates missed if greenhouse is a repaired a few days either way? Fall 10 or 14 seems both natural (Pumpkin with or without DSG) and easy to do with enough knowledge. How? No Joja? Fruit bats? Probability of failure/delay? Gold crunch to get Demetrius early? (The Artisan Bundle seems rather easy with only two fruits.) Coop vs Barn? Cross value with Rabbit's Foot gifting or Truffles? Deluxe Coop Wool cheaper than Deluxe Barn Wool? Goal 3: Prevent CC/gifting bloopers Fish? A fishing "last chance" calendar? Fishing skill/equipment? Secret Woods and Desert Oasis access not on a schedule. No guide needed. Farm/Forage Easy enough, but very confusing. Should be said, and needs a good format. Calendar? "Last chance list"? What not to sell and how much to keep on hand (at least one of everything?) Goal 4: Learn quick tips What tips? How to present? Calendar? I increasingly think an old fashioned calendar with hyperlinks is possibly a concise and handy answer. I have been using this non-hyperlinked PDF, and I am making a rudimentary attempt at a hyperlinked wiki version here. Forgive my ineptitude. I guess that's enough to get the discussion going.