A tiered priority system, and a quicker way to apply those priorities, would be massively appreciated.
Timberborn’s, a game I’ve been playing recently, system comes to mind. 5 options from least important to less important to neutral to important to most important, and the ability to drag apply those settings to an area instead of having to select each individual operation. Prioritizing a construction project like a wall is really a pain currently. Honestly it was a little jarring to see such a rudimentary prioritization system in a game these days, maybe a more fleshed out one wasn’t a priority?
Workers are really lazy when there’s no work to do.
The Forager Shack comes to mind, not just in the winter, but if there’s nothing to be gathered in their target area they just stop working, leading to constant micromanaging. Or if, say, a soap maker runs out of tallow, they just stop working and do nothing. It would be great if they would become temp labor, but if the micromanaging is something you want to encourage, can you at least have an icon over the building or something to let us know, so we don’t have to keep checking each and every building individually? Especially important if you happen to be struggling, only to find the 6 people you allocated to your weaver building aren’t doing anything because you’re out of flax.
The Trading Post. Some form of alert would be awesome.
I’ve missed so many traders, noticing that icon just as they’re leaving. It’s a rare occasion and when your settlement starts getting large you aren’t always paying attention to that one specific building in town. Alternatively some form of automation would also be great.
A desirability widget would be nice.
Long term resource generation.
Running a map out of important resources sucks. I know it’s in the works, just wanted to take a moment to say Thank you.
The terrain flattening feels terrible.
I don’t know if there’s some trick to it I’m not getting, or if it’s deliberately supposed to be difficult to manage terrain in order to encourage less “spreadsheet building” but I really struggle to get it to do what I want it to do.
Controlling villagers during a raid to have them fight is, awkward.
I get that the intention is to not have the cobbler, for example, fight to defend the town, that should be up to the guards, but there are times when everyone must take up arms, or they’re just going to starve through the winter anyway. However the AI for the villagers seems to want them to just run for their lives. I don’t really have any suggestions here, just really wanted to stress that playing at half speed and pausing often to micromanage selecting small groups and telling them to attack specific raiders is super awkward. Especially when you mix in guards, and dragging to select a group prioritizes the guards and ignores the villagers, then you have to try to gather up the villagers without selecting the guards. It’s awkward.
That’s all I can think of for now, at least that I haven’t already seen suggested commonly elsewhere. My friends and I have been really enjoying Farthest Frontier so far and look forward to what you’ll be adding throughout early access.