I would like to share some suggestions for improving the terraforming mechanics and related gameplay features in Farthest Frontier. Currently, it is very challenging to efficiently build settlements in elevated areas, which limits strategic possibilities for players. I believe these ideas could contribute to a balanced and realistic terraforming system without negatively impacting the game.
1. New Terraforming Options
I propose expanding the terrain modification tools with the following options:
- Raise Terrain – Increase the elevation of a selected area.
- Lower Terrain – Reduce or deepen the elevation of terrain.
- Flatten Terrain – Level out uneven areas.
- Smooth Terrain – Create gentle slopes instead of steep cliffs.
Implementation:
- Ensure that terraforming does not cause visual glitches.
- Possibly restrict terrain modifications near buildings to prevent bugs.
2. Soil Fertility Based on Elevation
The current fertility system could be expanded to depend on elevation, adding more strategic depth to settlement planning.
Proposed Rules:
- Crops and fruit trees should not be growable in high-altitude areas.
- Water should not be available at high elevations.
3. Terrain Texture Changes Based on Elevation
The game could automatically change terrain textures based on height, distinguishing between lowlands, hills, and mountains.
Additional Adjustments:
- Steep cliffs should appear when terrain reaches a certain slope.
- Walking up terrain should not be possible if two large elevation differences are stacked.
4. Terraforming Costs and Resource Consumption
To balance terraforming, I propose adding material costs when raising terrain and introducing a resource extraction system:
- Clay – Used in lower elevations.
- Stone – Used in higher elevations.
Resource Extraction System:
- Lowering terrain yields clay or stone, depending on the elevation.
- Raising terrain should cost 20 clay/stone per tile of elevation increase.
5. Raider Attacks During Winter
I suggest enabling raids during winter (in the later stages of the game), making survival more challenging.
Balancing Options:
- Winter raids could be less frequent but more intense.
- Longer preparation time before attacks to allow players to plan accordingly.
6. NPC Movement on Frozen Water
During winter, NPCs and raiders should be able to cross frozen rivers and lakes, adding new strategic elements.
Implementation:
- Water should turn into a traversable zone during winter.
- Could affect city defenses, as raiders could bypass walls using frozen rivers.
7. Bandit Siege Mechanics and Tactics
To make raids more dynamic and strategic, the following mechanics could be introduced:
- Bandits should be able to use catapults from a distance in later game stages, including fire projectiles to set fields and pastures ablaze.
- If the city gate is closed, no one passes; if open, all can pass – no selective entry.
- Battering rams should prioritize walls unless soldiers are directly blocking them.
- Battering rams should be immune to arrows – making them more effective in sieges.
- Bandits should first target outer buildings and structures outside the walls before attacking the main town.
- Bandits should be able to set fields and food supplies on fire, increasing pressure on players to manage their resources carefully.
These improvements could significantly enhance the strategic depth of the game while maintaining balance and realism.
Thank you for your hard work on Farthest Frontier! I appreciate any feedback on these ideas.