[Proposal] Horses in *Farthest Frontier* — From Cavalry to Civilization

:racehorse: [Proposal] Horses in Farthest Frontier — From Cavalry to Civilization

Hi Crate devs and fellow town-builders,

I’m a long-time fan of city-builders, especially medieval and pre-industrial settings where scarcity and primitive technology shape every decision. Over the past year, I’ve played many standouts in the genre—Foundation, Manor Lords, Kingdoms Reborn, Bellwright, Norland, Frostpunk, Dawn of Man, and the Anno series from 1404 to 1800. Each has its strengths, but Farthest Frontier combines balance, beauty, and depth better than most, especially in its well-paced late game. This proposal focuses on one area where the game could surpass them all: integrating horses into the broader economy and town life.

Farthest Frontier already excels with livestock systems, yet horses remain limited to military use. Many games skip horses entirely or use them only for visuals, but here the foundation exists to make them functional, valuable, and immersive across multiple tiers. With a few well-placed mechanics and visual upgrades, horses could become a distinctive late-game feature—boosting productivity, prestige, and realism in ways no other city-builder has achieved.

Tier-by-Tier: Proposed Horse System Expansion

Tier II – Military Use Only (Keep As-Is)

Current Functionality: Horses are produced at the Horse Ranch and used to train mounted soldiers.

  • No change proposed.
  • Optional: Add the ability to trade (sell) horses at the Market.

Tier III – Economic Integration Begins
:brick: Upgrade Wagon Shop → Wheelwright

  • Upgrade cost includes: iron, bricks, planks… and horses (1).
  • Horses are spent and bound to the job.
    Visual Upgrade (Important!)
  • Oxcarts become horse-drawn wagons.
  • 50% speed increase over cattle-drawn carts.

Work Camp Integration

  • Assign a horse for a 50% efficiency boost.
  • Horse appears in the camp’s animation loop.

Optional: Plow Efficiency

  • Farms could gain a plowing bonus with horses or oxen.

Tier IV – Prestige Housing and Town Immersion

:horse: Horse-Assigned Homes

  • Upgrading to Tier IV --large home to manor-- requires 1 horse.
  • Adds tax revenue bonus.

:stars: Visual Upgrade (Important!)

  • Riders appear in town.
  • About 20–30% population representation for immersion.

Tier V – Horse Culture Matures
:train: Prestige Carriages

  • Add a second horse to Tier IV homes for carriages.
  • Additional tax bonus.
    Visual Upgrade (Important!)
  • Occasional carriage animations for late-game charm.

These ideas are offered with deep appreciation for the work that’s already gone into Farthest Frontier. The game is already a standout in the genre, and the care taken with its balance, visuals, and pacing is evident. Expanding the role of horses would not only add historical authenticity but also enrich the player’s sense of a living, evolving settlement. I share these suggestions in the spirit of admiration for what you’ve built, and excitement for what Farthest Frontier can continue to become.

John Fierce

9 Likes

I like the idea of plowing for the farmers. This will get quicker ready and start faster with planting and harvesting. This must be a bonus to yield or shorter work timeline. So you have little more space in the timeline section to add more crops.

Prestige carriage would be very good for long distances. Like building a little station with carriages where people get in and get out. This for a faster transport from work to home. Also i like to be that it is a better precaution to not get frostbite or die because of the cold. The carrariages should nerfe that aspect.

4 Likes

Yes! Had not even considered that aspect, and love it. :+1:

1 Like

We definitely want to do more with horses some day, just wasn’t in scope for 1.0

6 Likes

Something like this would be wonderful - Thus far raising horses seem pretty dull, once you have all your cavalry needs met.