Why play games : I wanted to experience running a real medieval village. When you create a trading post, you have to send a diplomat and a negotiator to the lord. A system that automatically finds out how the foreign merchant knew. Do you think this is correct? A strange system that does not allow for individual farm management. A carriage system where cows are automatically created. A system in which items stored at the trading post do not rot. This isn’t fantasy, it’s trash.
Farthest isn’t meant to be a real medieval village. It’s a fantasy world so things could and do work differently there.
Because it’s fantasy, it doesn’t matter what you do. What does this mean? It’s weird, but if it works, you mean it doesn’t matter? This is such a garbage idea.
YOU have no intention of listening and no intention of fixing it.
I have nothing to do with the game’s development. I’m a volunteer moderator on the forum, that’s all.
Not sure why you seem to think things have suddenly changed with the game. It’s always worked like this since it came out in early access back in 2022.
I was patient because it was early access. However, I was angry when I saw that a religious and military system that could be developed later was introduced.
The game always had optional combat, but Crate has made a lot of changes to it with the latest patch. Religion was something that a lot of people wanted in the game so Crate listened and gave them the Spirituality system.
Then maybe this isn’t the game for you and you should move on.
Also, don’t play Early Access games, it doesn’t seem to be your thing, especially if it frustrates you when it moves in a direction you don’t like.
That’s what I do - not play early access games because of some bad experiences I’ve had.
There are many simple things, such as building a church and pilgrims will , and similarly, building a theater will allow circuses to come to town. Pilgrims and circuses come to town to do their own thing and have a beer and a meal in the pub. Increased Beer Imports. Growing need for theaters. It would have been enough to make it impossible to achieve 100% spirituality without holy relics. They just make a lot of trash and can’t even do what’s really necessary.
Sorry but our goal is to create fun gameplay, not necessarily a 100% realistic simulation. Some things that are realistic would be incredibly tedious in a game or are just not technically practical to fully simulate.
I would suggest checking out Manor Lords, which is closer to a historical simulation than we’re aiming for with Farthest Frontier, although I’m not sure any game is going to provide all the detail you seem to expect.
And this may be a reason to build roads outside the village as well. Because individual farms cannot be managed, villages cannot be created here and there. I really don’t understand why the farmer designation system was created this way. Just make it the same as The other thing
I play games for fun. A system that is out of touch with reality or inconvenient takes the fun out of it. In other people’s opinions, there will be many players who want to play like reality. I want to manage a medieval village myself. I hope you think carefully about what direction you can take in the future to make the game more fun.
Wait, first it isn’t “realistic” enough, and now you want circuses in the middle ages?
Edit it to gypsy or minstrel.
You want to micro one cow over the other or what?
While I understand that this may not be a game that you’re personally happy with, that certainly doesn’t make it bad or trash. There is an incredible number of games out there that I personally don’t like, but based on the fact that others do buy them, play them, and seem to enjoy them, I have to assume that to some, they are good. Games are like any form of entertainment, subject to personal tastes.
As for historical realism, there is literally next to nothing in this game that is realistic to the Medieval or early middle ages periods. First off, most of the more populous parts of the world in the Medieval age were under some form of feudalism. Which means that there is no such things as a group of villagers simply trotting off and starting their own village. For starters, there is no such thing as unclaimed lands. All lands belonged to the lord whose fief they were in. Now, assuming a lord did give permission for some of their citizenry to found a new settlement, the lord would determine who went, where it would be, what would be built, and where it would be built. So if you’ve even watched the intro to the game or read it’s description on Steam, it is abundantly clear that this is not meant to represent any real Medieval setting. Getting further into realism, hunting and fishing on your lord’s lands were illegal, it was poaching. Even if the lord gave permission, it came with a set condition of when, where, and how much you could do. The same went for cutting trees. The lord determined what would be farmed, how large the fields were, and how much of the produce each year would have to be returned to the land owner as payment for the right to farm it in the first place. This was the tenant farm system through much of feudal Europe and Asia. Businesses, including markets, could only be launched by the approval of the lord, and all markets belonged to the lord on whose lands they were, including all revenue from said markets. In most feudal states, it was illegal for peasantry to own weapons or raise troops beyond officially designated militias. As soon as your village hired it’s first tower guard or light infantryman, the local lord would send their own troops to squash the budding rebellion, and probably increase your taxes for good measure.
Movement of peasants was tied to the whims of the landowners. It had nothing to do with nice houses or happiness levels, but rather where a lord chose to place farmland and open it up to tenant farmers. And once you did accept a tenant farmer role, leaving the land largely relied on the agreement and the landowner’s allowance. While some crafters may have moved from place to place, it was because they could only find work where their particular trade was required, like stone masons. But most people never went more than a days journey from where they were born. And any trade between communities was handled by the lords, with all profits being kept by them.
Perhaps as the player you are thinking that you play the role of the lord who owns these lands, so you can let them start their own village and keep the rewards of their labours, and even raise their own troops. But then you would have a liege lord of your own, who would dictate how much you owed them in taxes, the minimum and maximum size of your military force, and how often your military would have to be away serving your liege, with you at it’s helm. The only way you wouldn’t have a liege lord is if you were a king or emperor in your own right, in which case the majority of your time would be spent arbitrating disputes between your vassals, inspecting your lands, and maintaining relations with your neighbors. Not running a small village.
Outside of the feudal system, there were the more basic realities of life. Infant mortality was exceedingly high, with the majority of children dying before the age of five. Disease and injury were rampant, and there were virtually no medicines or medical treatments that had much effect in rural communities. The average life expectancy of those who did reach adulthood was less than half of what it is in Farthest Frontier.
In short, if you added any significant amount of realism based on actual life in Medieval Europe or Asia, I doubt most people would find it enjoyable. Farthest Frontier is entirely a work of fiction with a handful of elements from dark ages, Medieval, and early middle ages spread across a variety of real world cultures. And that’s perfectly fine. Games are meant to be fun. And the reality is that those were not fun periods of history. But if there is an actual historically accurate game out there that appeals to you more, I encourage you to enjoy it.
To the folks at Crate, great job coming up with a fun, entertaining fictional world. Although, wine would be nice.
Cheers
I agree with most of your opinions. It can’t be exactly the same as reality. But the religious system is too childish. It would be more interesting if outside merchants, bard priests, visited the village. i am angry. Because it seems like they are focusing on creating something new, leaving aside problems that can be easily fixed. Nowadays, even if beer is made, it is not well consumed and the risks are too great. Babies are not always 100% satisfied because they cannot wear clothes. The problem with the farmer designation system is the most serious. To specify and cancel harvesting of trees and stones, you must click them one by one. It seems like they have no idea what to patch first.
Isn’t it holding down control in Harvest mode to deselect harvesting? (While the appropriate things are checked)
I don’t know what you’re talking about. Pressing cult in harvest mode has no effect.
You use H or the Harvest icon and then drag your cursor over an area you want to harvest things from. To cancel that you use H or the Harvest icon, hold down the Shift key and then drag your cursor over the area. It’s been in the game for a long while.