CS2 hands out items for playing on official servers. An account earns XP, reaches the weekly threshold and becomes eligible for a drop: the game offers four items — cases, graffiti or skins — of which you keep two. The cap is hard, and there is no way around it on a single account.
That is where the whole economy comes from. One account earns a small, fixed amount, so you multiply it by the number of accounts. A hundred accounts give a hundred weekly drops, a thousand give a thousand. Manual work does not scale the same way: log in, play, collect, withdraw — across a hundred accounts that is a full-time job with no weekends.
A farming panel is software that does this instead of a person. It keeps the account list, logs in on a schedule, earns the XP, collects the drop and shows you a report. What happens to the items is then your call: hold them, sell them on a marketplace, or cash them out.
Two conditions the whole scheme rests on. The account needs Prime status — without it there is no weekly drop — and that is the single biggest line item when you start a farm. In exchange, the items you receive carry no trade hold: they can be moved and sold immediately. What remains is the price of the items themselves, which lives a life of its own.