Does the game need a Hero?

Something of a main character/warrior/chief/mayor-thing?

I think sometimes it would be handy to be able to direct an action to actually happen post haste, and not have to wait until the AI assigns the task to a random on the far side of the map.

I’m not sure, as I’m still figuring out how things work, but having to wait for ‘x’ because the AI seems so random at assigning tasks is an issue.

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I don’t know if it needs a hero but, I would love to have a general to command the military because I’m terrible at it

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Having a governor, or leader of some type might be fun. Or some type of council :grin:

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My vote goes to the Pied Piper of Hamelin! A fitting “hero”…

…better pay your rat-catcher!

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WE NEED A HERO.

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I really think the concept of heroes would be included in the game, although maybe not a priority. Heroes are certain people that will improve things as long as they are in the city, for example a fighter that will improve the stats of your soldiers, or a comedian that will make the people happier, stuff like that. Where do heroes come from? Maybe from places on the map, or as travelers passing through your city?

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T5 needs to make your city a city-state. So that a King, Tyrant or Oligarchy is established as its ruling body. Each with pros and cons. This way you have your head of state as the main character who needs to be protected at all costs to avoid a massive desireability penalty which can last for years.


Raiders should be programmed random agendas. Sometimes a combination of these. Like half the raid out for food stocks, other half out to just destroy.

Some agendas like:

  1. Robbing food stores, markets and vaults.
  2. Just wanting to kill and destroy.
  3. Wanting to kill your city leader/s

For a meaningful endgame. I think developing into an independent sovereign city state should be a goal and challenge. It also provides your city with a main character. Sort of a “protect the VIP”. It would be cool if this unlocked a King’s Guard. Enabling you to train 3-9 elite knights.


I love the game. However imo it won’t ever feel complete if I don’t have a king and a castle. What’s the point of a city builder if the apex of your city isn’t developing into a fully independent sovereign city state with a king and queen in a big castle? I mean. It would be like running a marathon and stop 100 meters from the finish line like “Ahh… gonna lay down and rest now”. The finish line is RIGHT THERE DUDE! COMPLETE THE RACE! From a bunch of hobos trying to survive to a kingdom. I need my Anor Londo :slight_smile:


Then add the Aetherials and chtonics invading in the first expansion. So much potential. Soooooo much potential. Don’t let it end up another generic city builder with more complexity. A good meal is a good meal but eat it every day without any spices or desserts and even a good meal becomes stale.

If Aetherial behemoths starts attacking the walls one day I’ll seriously buy 100 copies and gift them around to support the game. It’s not a loss for people who want the boring mundane realism either, as it could be an optional toggle like pacifist. This way no one loses. Don’t want to deal with aetherground in your farms? Play w/o the Grim Dawn event happening lategame.

I love the game already as is but man does it have untapped potential.

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i can see crate creating an easter eggy custom scenario featuring cameo grin dawn celebrities. heck, they already added meme lord scorv as cameo!

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Yeah that’s it . you got a point here. after developing our town to a certain point the last tier unlocks and the game moves forward into the endgame as well with a proper script and a real-life/medieval goal

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Personally, I don’t think a leader/hero/general flows well with the game. Even the oxen cart is hard to keep track of, even though that fits a city builder much better. If such a character is introduced, I hope you can deactivate playing with it - why would I need a general when on a chill pacifist run?

If it were up to me, I’d increase the challenge via bigger yearly fluctuations in food production, making producing a surplus hard enough, but storing it for the lean years super important. As it is now, the whole mechanic is kinda irrelevant. Setting up efficient farming isn’t really needed either.
I’d make it much harder to gain those vast sums of gold via trade, especially while trade isn’t super interesting with prices not adapting to demand and supply of your town and ‘a market beyond’. As it stands, you can easily get any resource via trade, but it doesn’t feel as satisfying as setting up your own production (which may not even be possible depending on your map). Currently, the military seems like the main reason the player would even need that much money.
Rat populations should always remain while you’ve got food and waste around, and rat catchers should only be able to keep it reasonably low - while having a very high risk for infections.

Those are the kind of challenges that make Farthest Frontier special to me. Fending off some raiders via your tower defense game is fun for a while, but not exactly as unique as the complex farming and spoilage mechanics.

All of that would be more important to me in terms of challenge than upping the military side of FF.
And unless the hero is like El Presidente and upping a buildings efficiency, it would lean into the military side of things mostly. And even microing El presidente from building to building doesn’t sound like long-term gameplay fun to me.

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If and when it needs a hero will be after the game works. At the moment it doesn’t work very well. No need to add more to it yet.

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I wouldn’t mind a Scout sort of character to explore with without needing to make my poor citizens do it.

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I’ve suggested an opportunity modifier, through a system I named “legacy”. The point was progression through some kind of learning curve, development process and or merit system. This system “legacy” will allow colonists to develop a leadership system or class based system, based on the player’s priorities. While developing a colony, what the player prioritizes will reflect the classes the player unlocks first. This will allow the progression speed to be manipulated, in the progress fields prioritized. Once the player reaches a mastery or some milestone, the player than can force or direct actions based on those advances.

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Remember this is assuming your colony has the skills, to support the milestones of the legacy and you didn’t just rush a mastery and allow your colony to die in the process. Leaving the mastery unsupported and Unachievable. Like team work a leader can show you or guide you, though you’ll need that team to accomplish the goal. This also help developers avoid skipping vital parts of the game, reducing speed runners opportunities to break the system.

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YOU are the hero…

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While I understand the sentiment, clicking a mouse button and screaming ‘HURRY!’ at the monitor hardly qualifies one to be considered a hero.

Just a different kind of hero. :wink:

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Commander orders.

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I’m not opposed with the idea of a hero, but it’s a bit weird since at the start of the game it’s just a bunch of people escaping from oppressed lives, then suddenly a self proclaimed hero come to them. Different story if this hero is available from the start.

Instead of a hero, I think a personification of a deity is better suited for the game. I’m thinking like from a pool of chosen deity you can pick 1 of the deity, and that deity will give bonus equal to the current tier of your city. Then each time your city reach new tier, you choose another deity, but this deity will be a minor one, for minor deity you can pick only 1 or 2 of the bonus it gives. This way player can customize the religion and add flavor to the city.

So in other words, similar to how religion works in civilization 5. The deity pool can also be taken from GD universe :eyes:

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Do you mean in a similar way as it’s implemented in Floodland (if you’ve tried that or watched a video of it)? Sounds like it, if I understand you correctly.

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