diff --git a/src/init/storyInit.tw b/src/init/storyInit.tw
index 3d2459367ee3827a3d90f76cd7f9824aba799bc9..f1f3c43015d8163fbc04648731ef188dfc754a11 100644
--- a/src/init/storyInit.tw
+++ b/src/init/storyInit.tw
@@ -587,6 +587,10 @@ DairyRestraintsSetting($dairyRestraintsSetting)
 <<set $masterSuite = 0>>
 <<set $masterSuiteName = "the Master Suite">>
 <<set $masterSuiteNameCaps = "The Master Suite">>
+<<set $farmyard = 0>>
+<<set $farmyardUpgrade = 0>>
+<<set $farmyardName = "the Farmyard">>
+<<set $farmyardNameCaps = "The Farmyard">>
 <<set $HGSuite = 0>>
 <<set $HGSuiteSlaves = 0>>
 <<set $HGSuiteSurgery = 1>>
diff --git a/src/uncategorized/BackwardsCompatibility.tw b/src/uncategorized/BackwardsCompatibility.tw
index 24e67ac880a770002bede6bebf5569efd7c28e7c..f90e3de72a0b149857e5dfb02e5c695ea0698511 100644
--- a/src/uncategorized/BackwardsCompatibility.tw
+++ b/src/uncategorized/BackwardsCompatibility.tw
@@ -606,6 +606,18 @@
 <<if ndef $tanks>>
 	<<set $tanks = []>>
 <</if>>
+<<if ndef $farmyard>>
+	<<set $farmyard = 0>>
+<</if>>
+<<if ndef $farmyardUpgrade>>
+	<<set $farmyardUpgrade = 0>>
+<</if>>
+<<if ndef $farmyardName>>
+	<<set $farmyardName = "the Farmyard">>
+<</if>>
+<<if ndef $farmyardNameCaps>>
+	<<set $farmyardNameCaps = "The Farmyard">>
+<</if>>
 <<if ndef $clinicUpgradePurge>>
 	<<set $clinicUpgradePurge = 0>>
 <</if>>
diff --git a/src/uncategorized/buildingWidgets.tw b/src/uncategorized/buildingWidgets.tw
index 073effa9b5b8184791b2ba6102ce38a29cab0e41..79492f81db083ec690342ae881d7401011a5e62e 100644
--- a/src/uncategorized/buildingWidgets.tw
+++ b/src/uncategorized/buildingWidgets.tw
@@ -53,6 +53,7 @@ Yes, I am aware this is horrible. If anyone can figure out how to get widgets to
 	td#Barracks			{ border-color: olivedrab; }
 	td#Penthouse		{ border-color: teal; }
 	td#Dairy			{ border-color: white; }
+	td#Farmyard			{ border-color: brown; }
 </style>
 
 <<script>>
@@ -81,6 +82,7 @@ if(!Macro.has('sectorblock')) {
 			weapManu: { base: 'weaponsManufacturing', name: 'Weapons manufacturing', cls: 'weapManu' },
 			transportHub: { base: 'transportHub', name: 'Transport Hub', cls: 'transportHub' },
 			Barracks: { base: 'Barracks', name: 'Garrison', extra: ' of $mercenariesTitle' },
+			Farmyard: { extra: ' <<if $farmyardNameCaps != "The Farmyard">>$farmyardNameCaps<</if>>'},
 			/* speciality shop types */
 			'Subjugationist': { base: 'Shops', name: 'Subjugationist Shops', cls: 'FSShops' },
 			'Supremacist': { base: 'Shops', name: 'Supremacist Shops', cls: 'FSShops' },
diff --git a/src/uncategorized/manufacturing.tw b/src/uncategorized/manufacturing.tw
index 30812a44b569422a4bda989ccd0ce1842c5b7425..b43651848ef834ba5c4e7e1419f88a6d70e824cb 100644
--- a/src/uncategorized/manufacturing.tw
+++ b/src/uncategorized/manufacturing.tw
@@ -33,6 +33,14 @@ This is a space in the arcology's service areas,
 	//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs//
 <</if>>
 
+<<if $seeBestiality == 1 && $cheatMode == 1>>
+<<if $farmyard == 0>>
+	<br>
+	[[Construct a breeding facility to maintain various beasts for your amusement|Main][$cash -= Math.trunc(10000*$upgradeMultiplierArcology), $farmyard = 5, $sectors[$AS].type = "Farmyard"]]
+	//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>> and will incur upkeep costs// @@.red;Alpha Content!@@
+<</if>>
+<</if>>
+
 <<if $mercenaries>>
 <<if $barracks != 1>>
 	<br>