Hi,
Been enjoying Farthest Frontier so before I start chipping in, keep up the good work!
One area of the game I feel could do with some attention though is concerning general maintenance of a settlement, particularly when the player gets to mid-game and beyond with larger settlements.
What I’m talking about here are the repetitive actions the player must perform in order to keep things running smoothly. Off the top of my head, here is a short list of examples:
- Clear crop fields of disease.
- Fertilize crops.
- Repair broken structures.
- Manually perform trades.
- Manage production limits.
- Moving resource collection zones.
Now I’ve seen a few of these elements posted in other topics along with requests for automation and while I’m totally on board with this, I can also understand that these systems are the bread and butter of a settlement management sim so we want the player to engage with them.
I’d therefore like to suggest a compromise…
Around the mid-game point when villagers are acquiring an education, I believe there should be a selection of ‘specialist’ roles which, if worked, will provide global benefits to the settlement including automation.
One thing this would achieve would be to add phases to the game so during initial colony development the player would need to take a more hands on approach to management but once they hit the mid-game, they have the option to automate elements of this allowing them to focus on things like defense.
Implementation…
Besides the individual automation systems, I think the general concept of specializations could be implemented by having a unique building for each specialist which, when selected, gives the players options for automation in that particular specialty. For QOL, these could all be linked to a page on the town center building where all specialists and things like production limits could be managed.
To add some balance, the devs could set high requirements for the construction of these buildings and/or education level requirements for operating them.
Ideas for specialists…
Horticulturalist - Automates the care of crops - Replace crops with work slots for a season to cure disease. Fertilize crops if below % fertility.
Engineer - Automates the repair of structures after a raid. Allows building of bridges if bridges feature were added.
Market Mogul - Automate trades.
Logistician - Controls production limits. Automatically moves resource collection zones for hunters/gatherers/etc. within a larger area (could just operate a larger area technically) if no resources have been found recently. Could also manage internal caravans between stockpiles in the settlement if this features were added.
Just some thoughts, feedback welcome.
