New idea for the game

Hello,

First, I would like to reach out to you again to say how immensely grateful I am to you, because you have managed to create a game that is both balanced and, above all, coherent. While it is certainly somewhat stylized, it is also thankfully very comprehensive and geared toward realism, which is fantastic!

That being said, I would humbly and politely like to present my suggestions to you. They are primarily aesthetic in nature, but they would also introduce a little gameplay variety, since this game is so beautiful and fascinating to watch.

I do not know whether you have considered my previous suggestions regarding the addition of seas and rivers, with, of course, the possibility of building a maritime trade port, as well as adding the carpenter profession, which would allow us to build our boat or boats in order to carry out this maritime trade.

So, my new proposal is that carpenters should also be able to build lifting cranes for the purpose of handling large quantities of goods.

These lifting cranes would look very much like the one we can see in the magnificent fresco of the technology tree, in the manufacturing section. They would mainly require wood and a small amount of metal for the pulleys, as well as some linen for the ropes. These cranes would have to be placed directly next to historically compatible and coherent production buildings, such as sawmills and foundries. The buildings in question would need to be at level two, and the cranes would be connected to them, since they would require a worker belonging to the production building. This worker would be temporarily assigned to the crane in order to operate it and load the goods accumulated on a dedicated platform. Therefore, while loading the goods, that same worker would be unable to manufacture anything.

As for the quantity of goods, it would be three times greater than the maximum amount that a traditional cart can carry. This quantity of goods would accumulate in a dedicated storage area at the crane and, for balancing purposes, would replace the accumulation of goods in the standard storage area of the production building. If the player wishes to return to the original storage system, they could do so through the production building’s interface menu.

Obviously, once again for reasons of balance and consistency, the accumulated quantity of goods could only be loaded from the crane onto new carts equipped with two axles (like the one present when our settlement is founded). This type of cart would require unlocking a new building that would be almost identical to the one used for traditional carts. These carts would automatically move into the loading area as soon as the quantity of goods accumulated by the production building reaches its maximum capacity.

Finally, these carts would transport the goods to the port, where they could be loaded onto a merchant ship. As for the cranes, they would be considered buildings; however, they could not be repaired by builders. They would have a reasonable lifespan, but it would not be infinite. Eventually, they would become damaged, at which point a construction request would have to be made to the carpenters.

A few technical improvement suggestions:

  • Add a heat-haze effect at the top of the glassworks chimney while it is operating.
  • Add animations of villagers sitting down at the tavern’s outdoor tables while they are eating and drinking.
  • Add an animation of the blacksmith using the forge’s bellows.
  • Add an animation of soldiers training at the barracks while they are stationed there.

That’s all! I hope these suggestions are of interest to you. Thank you very sincerely for your time and consideration, and I hope you have a wonderful day.

Kind regards.

Would it work better to have it as an upgrade or tech unlock to the wagon shop? Making it so that one can cover a larger area or small industrial zone.

Hello,

That could work, but it would require adjusting the size of the cart building model. If the player doesn’t want to upgrade it, an upgrade icon will always be displayed, which isn’t a big deal, but it might still be annoying. Ultimately, it’s up to them to decide what’s best.

Best regards.

I have a serious confession to make: Farthest Frontier is insanely addictive. I sank around 50–60 hours into it when I first bought it, took a break for a few weeks, came back recently, and I’ve already put in another 80+ hours in recent weeks.

It’s an incredible game, but as settlements reach late-game sizes (500–700+ villagers), the sheer amount of manual micromanagement becomes overwhelming and exhausting. To help bridge the gap between fun and logistical frustration, I’ve put together a few Quality of Life (QoL) suggestions regarding livestock, farming, and logistics that I believe would greatly improve the overall player experience:

1. Livestock & Farming

  • Seasonal / Scheduled Animal Slaughtering:
    • The Problem: Automatic slaughtering based on strict herd limits happens year-round, generating unplanned raw meat spikes that often rot due to temporary smokehouse or firewood bottlenecks.
    • The Proposal: A “Seasonal Planning” tab in barns/coops allowing players to schedule slaughtering (e.g., “Slaughter X animals during Autumn/Winter”) or pause automatic culling in Spring/Summer.
  • Direct & Targeted Field Fertilization:
    • The Problem: Assigning compost from the Compost Yard becomes tedious when hunting visually through dozens of crop fields on large maps.
    • The Proposal: Add a “Request Compost” button directly inside the Crop Field UI, or a simple dropdown list in the Compost Yard displaying all fields with their current fertility percentages.

2. Wagon Logistics

  • Dedicated Wagon Routes: Allow players to lock specific wagons to production sectors (e.g., “Livestock/Smokehouse Route” or “Mines/Smelter Route”) so vehicles don’t cross the entire map for low-priority goods while food spoils.
  • Cargo Transport Priorities: A global priority panel where players can set cargo categories (Perishable Food, Firewood, Ores) to High, Medium, or Low priority for all wagons.
  • Smart Return Loads (Backhauling): Improve wagon AI so that after dropping off materials at distant outposts, wagons automatically pick up nearby raw resources (foraged food, coal, timber) for the journey back.

3. Storage & Warehouse Management

  • Storage Filter Presets & Copy/Paste: Add “Copy/Paste Storage Settings” buttons alongside one-click presets like “Only Perishables”, “Only Industrial Goods”, or “Only Fuel”.
  • Local Stock Target Buffers: Introduce a target stock slider per item inside warehouses (e.g., “Keep a maximum of 200 firewood locally and haul any excess to the central storage”).
  • Impending Spoilage Alerts: A warning icon over Root Cellars/Granaries when more than 200 units of food are set to spoil in under 30 days

Does none of the options in the compost yard work for you? There are several options you can choose from to get compost on to the fields that need them most.

Mawaury, I’m not sure why you believe there’s so much micromanagement required. As for compost, I’ve always left the compost option at the default and they automatically put it where needed. Most important is to have sufficient composters, 1 for each 75-100 people, and research sheet composting. I think you’re making the game more complicated than necessary.

As for food rotting, that was a fact of life before refrigeration even up to the early 1900’s. If you have enough food after your spoilage losses don’t worry about it. Build a cooper to reduce spoilage and also research wax sealed barrels. You’ll never eliminate it; honestly it would be historically unrealistic if you could.

As for dedicated wagon routes based on production sectors, it’s an interesting idea but I think too restrictive. It could result in wagons sitting idle because there’s nothing to haul on their route when they could be helping on another route. As for setting hauling priorities, if you always have enough wagons waiting to haul anything, then there’s no need for priorities. I occasionally check my wagons and if I don’t see at least 25% waiting for a task I build more.

Thanks for taking the time to share your perspective! You raise some very fair points especially regarding wagon idle times and the importance of food spoilage as a core realism mechanic.

However, I think the need for these features becomes much more apparent when scaling up to late-game settlements (750+ population with 15+ barns/coops) and trying to optimize production:

  1. Seasonal Slaughtering & Realism: I completely agree that food spoilage belongs in the game and shouldn’t be eliminated! My main issue isn’t spoilage itself, but the unplanned spikes caused by automatic culling year-round. Historically, seasonal winter slaughter (winter slaughtering) was standard practice precisely to preserve meat during cold months and avoid feeding herds through winter. Having a way to schedule culling in Autumn/Winter would actually be more historically accurate and prevent 15 barns from flooding the logistics network all at once.

  2. Compost UI Convenience: Automated composting works fine for general gameplay, but when fine-tuning specific high-yield crop rotations on specific fields, targeted composting is crucial. A simple “Request Compost” button on the field UI doesn’t force anyone to micro-manage, but it drastically improves convenience for players who like to optimize their soil fertility directly.

  3. Wagon Priorities vs. Fleet Size: Building more wagons works up to a point, but during critical harvest windows or sudden winter firewood shortages, having a simple priority toggle for essential goods (like perishable food or fuel) ensures the fleet responds to emergencies before low-priority goods. Making routes or zone assignments optional would give players control without hurting those who prefer a hands-off approach.

Appreciate the discussion it’s always interesting to see how different playstyles handle late-game logistics!