Hi there,
I’ve been really enjoying Farthest Frontier and I’m really excited to see what’s coming next. After reviewing the road map provided, I think religious buildings would add another really fun mechanic on top of what I’ve already experienced. I’ve spent about 20 hours on the game and have reached Tier 3.5 and figured I’d throw out some suggestions on things I find lacking so far in the game.
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The farming mechanic is really cool, but there’s a very stark lack of diversity for available crops. For me this is the biggest miss for this game; there could be potatoes, corn, pumpkin patches, onions, etc. Fruit seems even more lacking in a game which could really use vineyards and wineries, or cotton & tobacco plantations. The arborist/orchard seems really underwhelming and, with two possible worker slots, my single worker in an arbor building was idling 70% of the time.
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There’s no sugarcane which would really flesh out the bakery from just making standard loaves of bread. I think ultimately what I’m asking for is, when unlocking new village tiers and building tiers that they expand on buildings you already own. Progression feels too linear where you build something and forget about it unless it has an upgrade. Villagers should be learning how to use new things in old applications.
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Relying heavily on the trading building to get heavy tools to create Iron tier buildings (or the flour mill) was more frustrating than a nuanced mechanic. I didn’t mind being gated to get cows through the trading post, but being cut off from actual game progression for some minor RNG feels odd. I think, at the very least, the Foundry should not require Heavy Tools but maybe it can be upgraded and then it can smelt gold bars whilst requiring Heavy Tools in that purchase?
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Desirability is a really interesting mechanic, but it encourages us to crowd as many houses as we can around hotspots of desirability. Not sure what I’m asking for here necessarily, but something about desirability doesn’t click for me. I think offering global desirability through services being offered such as the compost yard or having defenses from a barracks would be a good start. I also don’t necessarily want to build a marketplace, pub, theater, festival pole, etc. in every neighborhood cluster.
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Wainwright is listed as a Resource building but feels more like an Amenity & Services building. Also, where the heck are the oxen coming from to pull the wagons if I have to wait to trade and get a cow?
Minor nitpicks in no particular order:
Walls, fences are too expensive. Honey is only used for the brewery. The honey bonus for the apiary is neither clear nor intuitive. (Already suggested) More types of barn animals. (On the roadmap it appears) Stone availability is lacking. Resource buildings (or any buildings with produceable goods) should be able to be prioritized. Hunters retreating from a predator when they are full health. Having to move a hunter’s working area to pick up carcasses outside their working area. Building storage buildings such as the vault or granary should prioritize storing their specific material in that storage building and/or deselect the option to store it in more generic storage buildings.