Some suggestions for ya

Just wanted to take a moment to say thank you for an amazing game, look forward to what’s in the pipeline! Finally a city builder that focuses/leans into the survival aspect of it. Now I know some of what I am going to say has probably already been talked about, but I wanted to throw my two cents into the mix. So here is my wishlist and thoughts:

More wild animals:
Turkeys

Crops:

Love the farm system in this game, i just like to see more choices and a crop or two that can be used for trading. Do not want to overload the system, just needs a few more crops to round it out.

Some suggestions

  • Potatoes
  • Pumpkins/Melons
  • Tomatoes
  • Corn - can be milled to make cornmeal, which can be used for bread.
  • Sugar Cane - can be milled to make sugar.
  • Tabacoo

Decorations:

  • Fountain (small, medium, large)
  • Scarecrow - can be placed in fields, prevents crop event in area.

New crop event/disease

  • Crows - crows eat your fields

New resources:

  • Silver
  • Gemstones
  • Sugar
  • Tobacco
  • Cigars

New Professions

  • Mason/Stoneshaper - turns stone into statues
  • Tobacconist - turns tobacoo into cigars.

Livestock

  • Chickens - doesn’t use the barn system. produces meat and eggs.
  • Pigs - doesn’t use the barn system, is another location your compost yard has to visit. produces a lot of meat and nothing else. Huge desiribiity lost
  • Sheep - uses the barn, produces meat and wool. Wool can be used for clothing like flax.

New Buildings

  • Panhandler - Uses the fishing radius mechanics, select a water area, and a villager will go panning for resources, iron, gold, coal, etc.
  • Training Grounds - units will go there and train, used to gain a basic combat education making them better in combat. Similar to the education system but only for those in the military professions, or to provide your villagers with better combat training.
  • Gemtone mine - harvest gemstones used to make jewlery or gems to trade.
  • Jeweler - uses gold or silver and gems to make jewelery a luxury item
  • Winery - takes grapes/berries to make wine.
  • Vineyard - used to grow grapes
  • Paper mill - turn wood into paper.
  • Printing press - need heavy tools, turns paper into books.
  • Library - need books to build, increases desiribility.
  • Bank - increases gold gain of nearby buildings, increases desiribity, becomes a target for raids. Cannot be placed near other banks, distance is required.
  • Quarry - can place anywhere but terrian effects output of stone. Hilly/mt areas best, much slower process of gathering stone, but takes longer time to deplete. Injury risk is higher, small chance to find iron, gold, etc. Think small drops.
  • Chapel/Church - desiribity

My current thoughts on the game:

I personally feel like the paved road should be moved later, and a cobberstone (mix of stone and dirty texture) should be the next upgrade from dirty roads. Also, please do not go down the route of brick roads.

You gain the ability to mine iron, but can’t use it till you upgrade to the next tier. I feel like moving iron camps to the same teir as the buildings that need it would feel better. True you can mine it easy and trade it, but to me, would feel better if you unlocked the ability to mine iron when you actually need it.

I think they don’t want to introduce things coming from the Americas, so no potato, no pumpkin, no tomato, no corn, no tobacco.

Many of your other suggestions have been coming up already and are something many of us are asking since long time, maybe we will see some of them really implemented at a certain point, hopefully. These common suggestions include more livestock like chickens, pigs, sheeps, new usage for eggs, gemstones, wineyards. Good idea to have a library and paper, but let’s see if they consider them suitable for the game.

Shelters and Homesteads could have chickens and other fowl, and then we can influenza outbreaks!

If you think of the fun of the game, it would be okay to add a way to acquire seeds and unlock new items by interacting with random basic crops for farming around you when you start farming.

I dont see where potato, pumpkin, tomato, corn and tobacoo are “americans”.

I wouldn’t mind seeing “natives” just town centers, not npc vilaggs that are expanding, but small town center like places and opening a new profession “guide” that you can send to them to start relations with them. Interactive hubs, that can go either way. Good relations after a while would open the door for trading (basic stuff like food, seeds, crude weapons), and if it goes bad, small raids that would target your farms, fishing etc, not what the bigger raids target to apply pressure. Relations could see-saw. Raids wouldn’t target them, but maybe if relations improve, small bandit raids and they could ask for help. Not sure how big the map is yet, but I could see something like this.

I like the maps that are in, but I wouldn’t mind seeing more biomes. I haven’t explored all in game yet, but tundra, savahana i wouldn’t mind seeing. I also would like to see, down the line, more map customization, maybe the maps that are ingame now are “styles” and we can chnge the biome type.

They are because they all came from the “New World”, i.e. they weren’t things that could be found in Europe until they were imported from the Americas.

Not staring an arguement, just trying to understand and point a few things out.

Sources:
Dev response on churchs
Timeline of Food - Wiki

So in the dev post a dev was quoted:

“We’ve intentionally left faith ambiguous in [Farthest Frontier] even if churches are a ‘staple’ of medieval Europe, which is another thing we’ve deliberately left vague,” Zantai continued. “The setting for the game is inspired by certain time periods and places, but it is not set in those places. The player can decide whatever suits them.”

Now I get they were talking about religion and churchs, but the last part of that. The player can decide whatever suits them, can be applied to food ie those from americas.

Now I tried to find a general time period for the game, and couldn’t find one, so based off perseving information i found. Using tin cans to preserve was first used around 1810. So using that as a baseline, I am thinking anything up to 1800s is probably within the setting of the game. So taking a look at the wiki post about the timeline of food:

Prehistoric Times:
Rice - around 8,200-13,500 give or take. So rice could be added. Seems it was widely used.

Neolithic:
Figs - Jordan Valley - Figs could be added as a new growable tree, or found out in the wild.
Squash - Mexico
Bananas - could see it being a trade only item.
Potato - earliest domestication was in the Lake Titicaca - Bolivia/Peru. So not america.
Olives - new growable like figs. Can be used ot make olive oil
Sheep - western asia.
Grapes - grown and used for wine in East Europe and Asia.
note Beans - begin to be cultivated in the americas.

4000-1 BCE
Watermelon - central africa, later Egypt.
Pigs - domesticed from wild boar.

1-1000
Cucumbers - France

1000-1500
Butter - or a form of it “bog butter”
Cucumbers - started cultivating in Great Britain

16th - 18th century
Potato - Spanish conquerors first see them.
Late 16th century-17th century: Cucumber, along with maize, beans, squash, pumpkins, and gourds are cultivated by Native Americans in what is today southern United States and, later, the region of Great Plains.
Watermelons are widespread in europe, as a minor garden crop.
Potato cultivation spreads to the netherlands. germany, British royal society sponsers the cultivation of them. 1700s, russia gets them. Potatos first introduced to North America.

So to sum up:
Rice, watermelon, potato, figs, olives, grapes/wine, cucumbers could be added.
Bananas - an import only fruit
Pigs - domesticed from wild boar. Maybe add a tamer and can tame wild boar? That how we get pigs?
Sheep can be added.
Just some thought.

1 Like

Just a few notes on your summary, because we’ve debated this a LOT over in the CivFanatic forums:
The game doesn’t have ‘tin cans’, it has sealed glass containers for preservation/storage, and glass (cast or fabricated, not ‘blown’) dates back to around 1500 BCE, with the first book on glass-making found catalogued in a library dating to 650 BCE. Even glass blowing to fabricate containers faster and easier was discovered in the Phoenician cities about 100 BCE.
Figs and Olives both have the same problem: they are not suitable for the ‘north European’ biome represented in the game. Thick fir trees and snow-covered winters are NOT compatible with Olive trees or figs. BUT I have argued that an addition I would like to see would be a choice of biomes similar to the old Settler 6 game, in which your map could be Scandinavian (cold, evergreens, short growing season), normal (current valley and lakes styles), Dry (Mediterranean, year-long growing season but a lot of land too dry to grow much) and Desert (very little arable land with water). Adding new plants and animals suitable to the different biomes and climates would be a very nice touch, and that’s where the figs and olives - and millet, oats, sweet potato, and exotics like camels, elephants, or aurochs could be added.
The wine grape specifically seems to have originally been native to the Caucasus mountains and used for wine production by about 6000 BCE. The grape spread rapidly, was in Sicily by 4000 BCE and all over the Mediterranean basin by 2000 BCE. Earlier wine, evidence discovered in China from 7000 BCE, was made from fermented ‘ordinary’ grapes, rice, and other plants like Hawthorne. The wine grape is notoriously selective in its preferred growing sites: hillsides with the right amount of sun, water, and types of soil, so perhaps the game could have ‘cheap’ wine made from rice and hawthorne, and Luxury/Export wine from Vitis vinifera if your map has or can be Terraformed to have the right conditions for it.

The biggest thing you left out that I would add would be Salt. It is an absolute requirement for humans to exist, was a major trade item for those that had salt pans or mines, and could be used to add value to almost any foods and as a preservative for meats of all kinds.

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