How CIT Ranch works
You run a small ranch at Blueberry Acres and grow it into something worth bragging about. This page explains every part of the game in plain words, including the numbers, so nothing is hidden.
Getting started
Press Play now and you are ranching; no account needed. Your ranch is kept on this browser (a cookie that lasts 30 days) and after five minutes the game asks you to sign in so it is safe. Sign in or create an account at any time, here or on the CIT Tools page, and the ranch moves to the account for good. It is the same account for Most Wanted, CIT Heist, CIT Ranch and CIT Tower. Guests do not appear on the leaderboards and cannot use the player market. You start with $10,000, 20 Wheat, a coop and two hens.
The loop is simple: feed the animals, brush them, collect what they give, sell it, buy more animals and more land. Every timer runs on the server, so you can close the page and come back whenever you like.
The ranch
The whole game happens on the ranch itself. Your animals walk around their pens, graze, lie down when they are hungry and carry a bubble over their head when they need you:
- Wheat bubble: hungry. Click the animal and press Feed.
- Egg, milk, wool bubble: something is ready. Click it and press Collect.
- Heart: expecting. Tag: on the player market.
Click any animal for its card: feed, brush, collect, and Details for its genes, name, plot, selling and the Butcher. Rare animals have a faint glow in their colour: green for uncommon, blue for rare, purple for epic, gold for legendary. Young animals are small.
The buildings are the menus. Walk the camera over and click:
| Building | Opens |
|---|---|
| Red barn | Land: barn levels, plots, upgrades, cosmetics, titles |
| Silo | Supplies and crafting: Wheat, Herbs, Hemp, super food, bait |
| Market stall | Sell to the AI, buy animals |
| Blue truck | Player market |
| Notice board and ranch house | Daily spin, orders, derby, season |
| Breeding shed (the heart) | Breeding |
| Hunter's hut (the round one) | Hunting grounds and expeditions |
| Feed trough | Feed everyone who is hungry |
| Basket | Collect from everyone |
The same menus are on the bar at the bottom of the screen if you would rather not hunt for a building. Camera: drag to turn, scroll or pinch to zoom, right-drag or two fingers to slide across the ranch. Press Escape to close whatever is open. Low motion in Account settings stops the animals walking and turns off shadows for slow devices.
Animals
| Animal | From level | Price | Gives | Every | Eats | Lives in |
|---|---|---|---|---|---|---|
| Chicken | 1 | $2,500 | Eggs ($55) | 20 min, holds 3 | 1 Wheat every 3 days | Coop |
| Duck | 2 | $3,500 | Duck eggs ($70) | 30 min, holds 3 | 1 Wheat every 3 days | Coop |
| Rabbit | 3 | $3,000 | Angora wool ($150) | 8 h | 1 Wheat every 3 days | Coop or Pen |
| Sheep | 3 | $9,000 | Wool ($350) | 12 h | 1 Wheat every 2 days | Pen or Pasture |
| Goat | 5 | $8,000 | Goat milk ($110) | 6 h, holds 2 | 1 Wheat every 2 days | Pen or Pasture |
| Pig | 7 | $15,000 | Truffles ($450) | 8 h | 2 Wheat a day | Pen |
| Cow | 9 | $60,000 | Milk ($200) | 4 h, holds 2 | 1 Wheat a day | Pasture |
| Alpaca | 11 | $45,000 | Fleece ($700) | 24 h | 1 Wheat every 2 days | Pasture |
| Horse | 12 | $120,000 | Nothing to sell. Races, breeds. | 1 Wheat a day | Pasture or Stable | |
| Bee hive | 15 | $50,000 | Honey ($300) | 12 h, holds 2 | Nothing | Apiary |
| Ostrich | 18 | $90,000 | Ostrich eggs ($400) | 12 h | 1 Wheat a day | Pasture |
| Deer | Wild only | Captured | Antler velvet ($900) | 24 h | 1 Wheat every 2 days | Deer park |
Prices in the table are the base AI price for a normal quality product. Fine quality sells for 1.4x, prime for 2x. "Holds" is how many products an animal keeps for you before it stops making more until you collect. One feeding keeps an animal producing for the number of days shown, so a hen fed on Monday lays until Thursday.
Every animal has a level from 1 to 20. It goes up as you collect from it and brush it, and each level adds 2% to what it gives. Animals are young for their first 3 days (they do not produce or breed), adult after that, and senior after 200 days (they still produce at 80% and no longer breed). Days count only when you play, so a week away is not a week older.
Feeding and care
Feeding uses Wheat and keeps an animal producing for one to three days depending on the species (see the table). Use Feed all to do everyone at once; it only feeds the ones that need it. You can grow Wheat on a field or buy it from the AI trader at $158, its real CIT price.
Brushing (once a day per animal) raises condition by 15. Condition is the bar under each animal, 0 to 100. It drops 5 a day when you skip brushing but never below 20. Condition decides quality: at 80 or more, half of what you collect is prime; at 50 or more, some of it is fine. The Groom upgrade lets you brush everyone in one click.
Super food: Herb Mix (1 Herbs plus 2 Wheat) halves the animal's next timer. Hemp Blend (1 Hemp plus 2 Wheat) doubles the next collection. Craft them at the silo (Supplies and crafting), give them from the animal's Details.
Genetics
Every animal has an ID such as HRS-7F3A-2C91 and six genes: Coat, Pattern, Build, Yield, Fertility and Temper. Each gene has two alleles, one from each parent, and one of them shows. Every allele has a rarity: common, uncommon, rare, epic or legendary.
- Coat is the colour or breed you see on the animal in the world.
- Pattern is drawn on the animal too: spots, patches, stripes, roan, dapples, a crest on birds, and the legendary golden sheen.
- Build adds 15% Meat per tier at the Butcher and helps in the derby.
- Yield adds 10% output per tier.
- Fertility raises the chance of one more in a litter and shortens the mother's rest by 10% per tier.
- Temper is race speed for horses.
An animal's rarity comes from its visible alleles: any legendary makes it legendary, any epic makes it epic, any rare makes it rare, two uncommons make it uncommon. Rarity multiplies its value (uncommon 1.6x, rare 3x, epic 7x, legendary 20x) and sets how long the AI takes to buy it.
Wild-caught animals can carry a wild allele in Build (Wild-bred) or Temper (Mustang blood). Market stock never has it. Click any animal to see its full genotype.
Breeding
Pick one male and one female of the same species living in the same plot. Both must be fed adults. Press Check the odds and you see, for every trait, the exact chance of each result before you pay anything. Then press Breed.
- Each child gets one allele from each parent per gene at random. When the two alleles differ, the rarer one shows only 30% of the time, so rare lines take patience.
- Mutation: 1.5% per gene per birth to jump one rarity tier. A mutated animal is a carrier and passes higher odds to its own children (10%), then their children (5%).
- The fee is 5% of the species price, at least $250. Both parents skip their next production.
- Gestation: 1 day for small animals, 2 days for cows, alpacas, horses, ostriches and deer. The Breeding shed makes it 20% shorter.
- After a birth the mother rests: about 2 to 3 days for a common animal, 1.5x that for uncommon, 3x for rare and above, less with good Fertility. Mothers have at most 8 litters.
- A male can serve 5 times a week (6 with the Breeding shed).
- Parent with child, or two animals sharing a parent, get a red inbreeding warning: fertility is halved and litters shrink.
- Births always happen, even when the barn is full. You just cannot buy or capture new animals until you upgrade the barn.
Barn and land
The barn is your total animal limit: 6 at level 1, plus 4 per level, up to level 12. Each level costs 2.5 times the last, starting at $15,000. Plots are where animals live. Each plot type has a size, a list of animals it takes and a price that goes up 1.6x each time you buy another of the same type.
| Plot | Holds | Takes | Where | First one |
|---|---|---|---|---|
| Coop | 8 | chickens, ducks, rabbits | Blueberry Acres | $5,000 |
| Pen | 6 | rabbits, sheep, goats, pigs | Blueberry Acres | $12,000 |
| Pasture | 6 | sheep, goats, cows, alpacas, horses, ostriches | Flint County | $40,000 |
| Stable | 4 | horses | Palomino Creek | $80,000 |
| Deer park | 4 | deer | Angel Pine | $60,000 |
| Apiary | 3 hives | bees | Leafy Hollow | $50,000 |
| Wheat field | 100 plants | Wheat, Herbs, Hemp | Blueberry Acres | $8,000 |
No plot or barn level ever needs a random drop. You see the price, you pay it, you have it.
Wheat field
Click an empty field to plant. Planting costs 10 stamina. Crops grow in 4 minutes, the same as the real Farmer job on CIT, and you can watch them come up. When the field is ripe, click it and a combine appears: drag across the rows to cut them, then press Finish. Every row you cover counts, and a clean field gives up to 25% more. A field gives 12 Wheat and more as it levels, then the soil rests for an hour. Herbs unlock at ranch level 10 and Hemp at 15; they give a quarter as much and are what super food is made from.
Selling to the AI
You have sale slots: 4 to start, up to 10 with the Market stall upgrade. Put a stack of goods in a slot and it sells after a delay that depends on the tier of the product:
| Tier | Examples | Base time | Daily demand per ranch |
|---|---|---|---|
| 1 | Eggs, duck eggs, goat milk, Wheat | 10 minutes | 200 units |
| 2 | Milk, wool, angora, Meat, Herbs, Hemp | 30 minutes | 80 |
| 3 | Truffles, honey, fleece, ostrich eggs | 2 hours | 25 |
| 4 | Antler velvet, prime tier 3 goods | 8 hours | 6 |
| 5 | Legendary animals, prime velvet | 24 hours | 2 |
- Prime quality counts as one tier higher for the timer, because rare things take longer to find a buyer.
- You may ask up to 150% of the base price. Asking more slows the sale, squared: 150% takes 2.25 times as long.
- Demand: each product has a daily budget. Once you have sold that much, the price slides toward 40% of base for the rest of the day. It recovers 10% an hour.
- There is a daily cap on everything the AI pays you: $20,000 plus $4,000 per ranch level. A sale that would pass it pays what fits and finishes the next day. The cap is shown in the header.
- Animals can be sold to the AI at 60% of their value. Common animals take 30 minutes, rare ones 8 hours, epic and legendary 24 hours.
Player market
List goods or animals for other players. What you list leaves your inventory at once and sits in escrow. When someone buys, they pay, the game keeps 5% tax, and you get the rest the next time you load the game. The listing fee is 1% of your price, paid when you list and not refunded if you cancel.
- The lowest price you can ask is the AI price. Buyers see a "high" mark on anything above 5 times the usual price for that item.
- Unsold after 3 days: the AI buys it from you at the floor price, through your daily cap.
- New ranches can list after 72 hours. Everyone has a daily buying volume cap that grows with ranch level, and at most 20 listings a day.
- Animals keep their ID, genes and their "bred by" line forever, so a good breeder builds a name.
- Trades between accounts on the same device, or the same two accounts trading again and again, are flagged for review. Please do not.
Hunting
Six grounds around San Andreas, each with a level and a one-off price. An expedition costs 30 stamina and comes back in 20 to 90 minutes. Choose a tactic: a quiet stalk, a decoy (5 Wheat, +8%) or bait (1 Bait, made from 5 Meat, +15%). The odds are shown on each button.
When it returns you track it yourself, the way the real CIT Hunter job works: you walk a forest from above with the arrow keys, WASD or a finger on the screen, and follow five sets of tracks. Moving makes noise, moving fast makes a lot, standing still lets it fade. Past 85% noise everything bolts. Find all five tracks and the animal shows itself; get close while staying quiet. Good tracking adds up to 25% to your odds. Then the dice roll: a capture, some Meat, or a miss with a little XP.
| Ground | Level | Price | Animals | Special |
|---|---|---|---|---|
| Angel Pine woods | 6 | $25,000 | Deer | The real Hunter's spot. BigFoot lives here. |
| Flint County fields | 8 | $40,000 | Goats, sheep | Cheap new blood |
| Mount Chiliad | 12 | $90,000 | Goats, deer | Wild Build gene |
| Leafy Hollow | 15 | $120,000 | Bee swarms | Free hives |
| Back o Beyond | 15 | $180,000 | Horses | Mustang blood (wild Temper) |
| Bone County desert | 20 | $300,000 | Horses, pigs | Mustang blood and rarer coats |
A captured animal needs a free barn slot and a plot it can live in. If there is none it waits in the holding pen for a day. BigFoot is real CIT lore: 70 kg of Meat and $5,000, very rare, only on grounds with deer.
Upgrades
- Better feed troughs: +10% output per rank, 5 ranks. (Not a flat double; a flat double would wreck prices for everyone.)
- Faster hands: +10% ranch XP per rank, 5 ranks.
- Market stall: one more AI sale slot per rank, up to 10.
- Groom: brush every animal in one click.
- Vet on call: +5 condition per brushing per rank.
- Breeding shed: gestation 20% shorter and one extra stud use a week.
- Cold store: uncollected products keep 7 days instead of 3.
- Auto feeder: feeds everyone at midnight (UTC) from the silo for $40 per animal.
- Silo: +200 Wheat storage per rank (base 300).
- Race stable: enter the Blueberry Derby.
- Cosmetics: fences, barn paint and gate signs. They change how your ranch looks and nothing else.
Repeatable upgrades cost 12% more per rank. Barn levels and plots cost 2.5x and 1.6x more each time.
Daily things
- Daily spin: once a day. The result is rolled on the server before the wheel turns. Prizes are Wheat, super food, cash (never more than half a typical day's income), an extra market slot for the day, sometimes a common animal or full stamina. Missing a day costs nothing; the streak just starts again.
- Orders board: three orders a day paid at 1.3x the AI price plus XP. Any quality counts.
- Blueberry Derby: enter one adult horse a week for $5,000 (needs the Race stable). The purse is the entry fees only; places 1 to 3 split 50/30/20 when the week ends. Speed comes from Temper, Build, level and condition, with a little luck.
- Seasons: a monthly XP ladder with the CIT Seasons ranks, Wood to Legend.
- Stamina: 100, back 1 every 3 minutes, refilled on level up. Only planting and hunting use it.
Butcher and release
The Butcher is a real CIT job in San Fierro. Send an adult animal and you get Meat by the kilo (a cow gives 250 kg, a sheep 40, a deer 100, more with a heavy Build). Meat sells at the real $132 through your sale slots. Horses and bees never go to the Butcher. Release lets an animal go to the wild for 30% of its value, paid through your daily cap. Both are final.
Wildlife trails and your reserve
Open Wildlife to take a short walk. Click the ground or use WASD, inspect four clues, then approach the animal. There is no countdown. Forest and river trails open at level 1, mountain trails at level 4, deep forest at level 8 and the high ridge at level 12.
Your first photo of each species pays $150 and 15 XP each day. You can bring home two animals a day, once you reach that species' level. If there is no suitable habitat or barn space, animals from these short trips wait in the holding pen without expiring. Longer hunting expeditions still use their existing holding timer.
Boars and foxes use woodland habitats, bighorn sheep and coyotes use mountain habitats, and beavers use river habitats. Black bears use woodland and mountain lions use mountain habitats. Deer still need a deer park. These are animals in this browser game, not new animals on the CIT server.
Foxes, coyotes, black bears and mountain lions eat Meat. Buy Meat from Market, then Supplies & crafting. Other animals keep their existing feed. Feeding, care, fresh water, shelter and shade each give 20 comfort. A wild animal with at least 80 comfort can host a visitor. Up to three visitors pay $200 each day. Photo and visitor cash count toward your daily cash limit.
Your ranch menu
- Workshops: build a flour mill, cheese dairy or weaving shed. Ingredients come from your storage. Choose 1 to 20 batches per job, with six jobs across the ranch. Jobs in the same workshop run in order. Finished goods stay ready until collected.
- Dog: adopt and name a dog. Its three skills collect ready products, guide you toward the next trail clue and help feed all animals. Feeding uses your supplies. The dog needs no daily upkeep.
- Layout: move plots, add decorations, undo changes and check the price before saving. Plot moves are free. Removing decorations does not refund their price.
- Visits: create a link so friends can look around your saved ranch. Visitors see animal names and appearances, layout and decorations. They cannot change anything. Cash, storage and account details stay private. Turn the link off whenever you want.
- Deliveries: create one shared order per day or join with a code. Up to four players contribute eggs and wheat. Each person receives the base value of their contribution plus 20% once all goods are delivered. Claim once, within the daily cash limit. The order and reward do not expire.
- Families: see parents, grandparents and young using saved animal records. Young animals follow their mother when they share a plot. Temperament affects how quickly animals wander.
The economy
The rules that keep prices sane, in one place so you can check them:
- Money comes from the AI (capped per day), orders, the spin, achievements and derby purses (which are other players' entry fees). The player market moves money between players; it never creates any.
- Money leaves through feed, breeding fees, listing fees, sales tax, upgrades, plots, cosmetics, the auto feeder and hunting supplies. Fees and tax are destroyed, not given to anyone.
- Feed costs about a quarter to a third of what a well-kept animal earns in a day at three logins.
- Every cash change is written to a ledger and the ledger is checked against every wallet.
Fair play
Everything is decided on the server: timers, dice, prices, wallets. Repeated requests are ignored. Amounts are checked. Buying a listing is a single all-or-nothing step, so two people clicking at once means one gets it and the other gets a clear message. Trading with yourself across accounts to move money is against the rules, is flagged automatically, and gets accounts removed. Bugs happen; if you find one that makes money, report it on the forum instead of using it.
What is real CIT and what is not
CIT itself has no livestock. The sheep come from the Butcher job, the deer and BigFoot from the Hunter job, and Wheat, Herbs, Hemp, Meat and Fish are real items at their real F7 AI Trader prices. Blueberry Acres, Flint County, Angel Pine, Leafy Hollow, Palomino Creek, Back o Beyond and Bone County are real places. The Farmer and Hunter rank names (Scarecrow to Amish God, Kid with Rifle to Master of the Wood) and the achievements Professional Farmer, Bear Grylls and Harwood Butcher are real. Everything else, chickens, cows, horses, milk, eggs, wool, genetics, the derby, is this game's own addition.
The ranch, the buildings and every animal are built from simple shapes in your browser, so each animal's coat, pattern and build come straight from its genes. Nothing is a photo.