Last day of October and we dont have any news?
Itās been in public playtesting for most of October.
https://forums.crateentertainment.com/t/farthest-frontier-v0-9-1-playtest-changelog/131022
Wow, that a great news. But how can i participate in this public playtesting?
Edit: ok, stupid me i found FAQ
It seems you went too far. What real connection can there be between the birth rate of livestock and the number of shepherds in the herd? Do shepherds inseminate cows?
The real connection would be the relationship between humans and domesticated animals. The herders protect the herd among their other (supposed) duties, so that more calves become useful animals instead of falling to predators or starvation. There has always been a pretty direct relationship between numbers and effectiveness of āherdersā or shepherds and the health of the herd or flock
As an aside, the two developments that made the biggest difference in pastoral economies (herding) were horseback riding and domestic dogs. A man on a horse can watch and protect 4 - 5 times more animals (sheep or cattle) than a man on foot, and a man with a trained āherdingā dog can control and protect 2 - 3 times more animals than a lone man on foot. If they want to make herders more effective, give them the option (with the coming horse and mounted troops) of herding while on horseback.
Well now, maybe horses and horse breeding/training could be an interesting mechanic in the game if thereās a number of new features that can use them. Thinking, as well as for cattle herders, they could be used for upgrading wainwrights, as well as what I believe was announced for raising sheep and mounted soldiers? Guess they could upgrade farms too?
Oxen were more often used as draft animals for plows, but if the game designers want to keep each animal with a separate set of uses, they could keep the ox cart for the wainwrights, but use horses to pull plows (which would have to be made from iron, so another use for the foundries and blacksmiths) which would allow larger fields serviced with fewer workers. The mounted herders for the cattle would have the same effect - fewer workers needed if they were mounted rather than on foot.
This would effectively make the horses the mechanism for more efficient food production (cattle and fields both) while oxen (carts) remain the means to speed up movement of goods and resources across the map.
Unfortunately, since they havenāt mentioned any such thing, I suspect any application of the horse to agriculture and cattle herding will have to wait for a post-release DLC of some kind.
Hear! Hear! Very eloquently put. Iāve been thinking much the same.
My thinking for carts was that they could start with oxen by default, but something like a trained Work Horse can be slotted in to upgrade that particular cart, and in a similar way they can also be slotted into a farm field.
Maybe a Stable building could have an upgrade. Level 1 it can have a particular amount of breeding horses that donāt get used anywhere else, and we can imagine are bred with each other (1 horse a year per 2 breeding horses at this stage) and later with horses slotted in other buildings (1 horse a year per breeding horse). It can require a large section of land for both grazing and for running around (training is reliant on it being available and empty). Maybe fruit trees can be planted by arborists (outside of their harvest circle) in small numbers for a bonus.
Level 2 it can hold more breeding horses, increase training rate, and also train War Horses, used by the mounted Soldiers.
To drop back briefly into History Mode or a moment here, there are a couple of things about medieval horses that the game could (but doesnāt have to) use:
Working Horses had to be mature - at least 4 or 5 years old - or they risked being injured and rendered worthless by long hours of repetitive work - like hauling plows or wagons. Even if the game telescopes the time a bit, that means it should take at the least more than one year to get a working horse from a breeding pair.
The military horses were very expensive - as in, many times the cost of a cow or a working horse - not because they were big and expensive to feed, but because they required several years of training by experienced horse warriors before you dared to take them into combat. If the horse got spooked by all the noise and pointy things coming at him, both the horse and the rider were probably not coming out alive. Again, that implies that it should take some time to produce mounted warriors, even if not the 4 - 5 years or more that were common in reality.
Making useful horses a product of a building is a very good idea, and in keeping with the rest of the gameās design (or you could speed it up by buying a horse already trained at the Trading Post from a horse trader, who will charge you a pretty penny for every hoof). I suggest that ābasicā working horses could come from a Horse Barn or Stable, which would, like the other barns, include a small corral as well as grazing area. That would produce the basic plow and cart-hauling horses.
Military horses would require either an upgraded Stable or separate āHallā with an indoor rink for training and getting the horses used to loud noises and scary things before they meet them in battle. Battle horses might also require a separate pasture with planted alfalfa for gazing. Alfalfa as part of their food makes horses ālivelyā - it provides extra energy and helps them gain weight, making them strong enough to carry an armored man all day. Since it doesnāt provide food for people, it was another part of the expense of warhorses - they took land away from feeding your population.
Compared to cattle and oxen, then, horses potentially are going to cost a lot more in resources (and time) to obtain and keep. The advantage in combat is obvious, especially in a medieval context (the armored mounted warrior is almost the symbol of the Middle Ages, after all!) the advantage of the working horse would have to be carefully calculated in the game, as in much faster and easier plowing, ability to maintain larger fields with fewer workers, herd more cows with fewer herders, etc. If they are also to be applied to hauling the carts carrying resources, those would also have to be given an appreciably better speed to make their carts more efficient and compensate for (potentially) their greater cost overall.
BUT while we are certainly getting hoses and mounted warriors Sometime Soon, I suspect a full fledged set of horse rules, stables, and other mechanics might be further away: thereās been no indications of any new structures or buildings or mechanisms even hinted at.
No, but since they said chickens are coming, itās very likely that there would be, as the chickens alone would require a coop
Big fan of the crate team, Keep up the AMAZING work you doā¦
I donāt think its ok to have someone driving the wagon while intoxicated ?? could cause injury or worst death ?
I want to guide my people morally, spiritually and emotinallyā¦
XX
Fun Fact: āDrunk drivingā is mentioned as far back as classical Rome as the cause of injuries and death among people in the city. It was one of the reasons that Imperial Rome did not allow any carts or wagons into the city until after dark when the pedestrians were mostly off the streets!
Can anyone help me? I have in Steam still downloaded version v0.9.0a, while it says that there is an update to v0.9.0p7. what to do?
Welcome to the forum.
v0.9.1 is currently in playtesting, itās not fully released yet so your version is the current one.
Make some new buildings and technologyļ¼Donāt waste your time to fix bugs, it is alright now!
Why is this on a gaming postā¦
If you read the rest of the post, youāll find out