Hello Crate,
First of all, I’m a huge fan of Farthest Frontier and I’m thankful for what you’ve done with the game, it’s a great work. I’ve enjoyed this city-builder realism game for hours, your game is perfect!
I wrote this topic on your forum to share with you some ideas that I think would be cool if they were added to the game. My ideas are based on historical facts.
Professions and buildings:
- Enhance the maps by adding some rivers and water coast in order to build a seaport and create a maritime trade system to increase the number of goods in the game like coffee, tea, salt, gemstones, cocoa, silk, sugar, and oranges.
- Include the necessary carpenter’s job for the building our boats and sails for more realism.
- And some expensive goods like a big bell. We could craft it with a level 3 upgrade of the foundry, and adding some people dedicated to this task. The production process of bell-making would be a long crafting time (only be crafting once or twice a year) and need a lot of iron farming. The carpenter’s job could include lifting cranes and catapults crafting as the same as the bell-making mechanic. This would allow for diversification in the colony’s financial development strategies, as well as being pleasing to the eye.
- Add an alternative to the standard sawmill next to the water, a water-powered sawmill. It’ll produce more wooden planks and a new type of big wooden planks to be useful for the carpenters in the colony. This water-powered sawmill would be equipped with a large rotary saw to cut the logs lengthwise, and it’ll be crafted by the blacksmith in the large tools section. Finally, this new type of sawmill will require, for logical and realistic reasons, but also for the balance of the gameplay, to be only refueled with logs by carts (already presents) and the sawmill will only be able to operate with at least two people and will have its efficiency reduced during the summer if there is a drought. Obviously, it would be wonderful if all the elements and steps were modeled and animated (such as the circular saw rotating and cutting the wood along its entire length). Everything I propose integrates and coincides well, after, the developers are masters of choice of course.
- Regarding the potter, I propose that we add a search called “Porcelain” in the technology tree which, as its name suggests, allows the potter to make porcelain (more luxurious product) and can be sold more expensive, but it will take a little longer to manufacture.
- Add new job roles like luthier, barber, watchmaker, jeweler, winemaker, dyer (about him, i propose a little gameplay, when we have a purchase order for a banner from the merchant, we have to select colors and patterns ourselves in time.), and glazier (regarding the glazier’s profession, this can also be achieved by upgrading the glasswork to level 2 and adding dedicated personnel to this glassworks, as mentioned above).
- Add wooden bridges in a first version and tiny candle streetlights.
- Economy dynamic upgrade: shortages and stock surpluses, linked to the merchant’s prices economy.
- Regarding carters, in their menu interface, it should be possible to choose between allowing them to choose their own routes or designating two or three production sites that they must visit as a priority, as well as the locations where they must deliver the goods.
- Add copper to craft more cooking tools.
Social and events:
- Add a safety factor within the colony that could affect the resident’s happiness.
- As soon as we upgrade the town hall to level four, an economic system becomes active. In the professions category, we can see that each resident with a profession requires a monthly salary (for example: 3 gold coins for farmers, 4 for manufacturers, 5 gold coins for craftsmen, 10 gold coins for teachers, etc.). They must be paid with gold coins. For balance reasons, a gold bar will be equivalent to fifty gold coins and will need to be processed through the foundry or a dedicated building. If residents do not receive their wages for the last two months, they may revolt and stop working, and they will no longer be able to buy the goods they need for their level of housing until the situation is resolved. This will decrease their happiness. This proposal would complement the game’s current economic system by making it more realistic, but also with the aim of providing more challenges, as at this stage I find it becoming a little too easy and repetitive.
- Add multitudes of events in the colony like fairs/parades to increase happiness, and on the other side, revolts and protests if the level of happiness is not good.
On a diplomatic side:
- Establish relations with other colonies (modeled or not) like exchange trades, wars, and treaties.
- Add new, varied quests to diversify the colony’s objectives.
Various technical improvements:
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Add some new animations of the characters in the working places, like in the foundry, glasswork, and in the fields - the farmers using the scythe during the grain harvest.
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Add a rippling effect caused by heat escaping from the chimney of the glassworks furnace when it is in operation.
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Add of an animated ember texture during the operation of charcoal kilns.
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Add animation for soldiers training.
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Add a rotation animation for the large wheel found in underground mine buildings.
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Add the effect of rain during a storm.
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Add animation for tavern customers drinking beverages.
That is all for my ideas. I hope that they’ll catch your interest, and if not, I’ll still be happy to play and enjoy your game, which is my favorite game discovery of 2025. I wish you a happy holiday season and, most importantly, the best in your personal and professional life to all of the Crate Entertainment employees.