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WikiSales & facilities

Facilities

Stalls, the trainer and the vet: what each upgrade does and costs.

Facilities are one-off upgrades to your stable, paid in credits: more stalls, a trainer, a vet, a bigger entry office and a stable hand. Facilities have no running costs (horses have a small weekly upkeep only in weeks you use them). Once bought, an upgrade is yours for good.

A new stable block going up in the yard
Upgrades are bought on the Facilities screen under Stable, one level at a time.

By the numbers live from the rules

Stalls you start with
6
Most stalls
24
Every stall up to the maximum
97,200 credits
Trainer, both levels
21,000 credits
Vet, all levels
27,000 credits
Stable hand
2,500 credits

Stalls

Every horse in your stable takes a stall: racing horses, youngsters growing up, horses at stud and broodmares. Horses on the Legacy Farm and horses released to the Club don’t. You start with 6 and can build up to 24, one at a time, each a little dearer than the last.

StallCostStallCostStallCost
Stall 72,000Stall 82,400Stall 92,800
Stall 103,200Stall 113,600Stall 124,000
Stall 134,400Stall 144,800Stall 155,200
Stall 165,600Stall 176,000Stall 186,400
Stall 196,800Stall 207,200Stall 217,600
Stall 228,000Stall 238,400Stall 248,800

A full stable never loses a foal: a newborn waits in the nursery overflow and moves into the first stall that frees up. Buying a horse or opening a pack needs a free stall, though. To free one, retire a horse to the Legacy Farm, sell it at the auction house, or release it to the Club.

Trainer

Without a trainer every horse gets 3 training sessions a week. The first trainer level adds a fourth session, and each level makes every workout more effective. See Training.

LevelCostSessions a weekGains from each workout
None–3Normal
Level 16,0004+10%
Level 215,0004+20%

Vet

A vet makes injuries heal faster. Healing always carries on while you’re away. Vet treatments and care during recovery help on top; see Injuries & insurance.

LevelCostHealing speedA 12-day injury heals in
None–Normal12 days
Level 13,00025% faster9.6 days
Level 28,00050% faster8 days
Level 316,00075% faster6.9 days

Entry office

Each tier adds a Live race entry a day and two to your bank, for the days you play more. See Credits & entries.

TierCostEntries a dayBank holds up to
Starting–1020
Tier 14,0001122
Tier 27,0001224
Tier 311,0001326
Tier 416,0001428
Tier 522,0001530

Stable hand

A stable hand (2,500 credits) adds Care for all to the nursery: every horse cared for in one tap, each with the right feed. Each horse still counts once a day, so it saves taps, not days. See Care & condition.

What to buy first

  • Stalls when you are breeding or buying: every foal and every pack needs one, and the first few are the cheapest.
  • Trainer level 1 for a stable that races a lot: the fourth weekly session is the biggest single jump.
  • Vet once you race often: injured horses are back sooner, which matters most for a horse in its prime.