Hi, I’m opening a new thread to explain better my complex ideas for a solid and enduring late game experience.
So far, most of us agree there is a problem with game longevity after you reach tier 4. To be really honest, this is not a bias on FF’s developers, but it’s a sort of “hardcoded” bias of this specific type of games: I play city-builder games since Caesar III and I know how hard could be keeping players engaged once your city reaches a certain level. So here are my ideas which could double (and perhaps triple) the game’s longevity, giving also very challenging experiences. Some ideas have been already explained, by me and also by others.
Sorry for the length.
EARLY-MID GAME
Involving more resources and objects can help adding depth starting from mid game, and some of them will become progressively more important in late game, as explained later in this post. Here is my list.
Raw resources
Gemstones (extracted from rare gemstone deposits and/or imported); grapes (useful to make wine - can be possibly also included in the Food group, but in its own category).
Food
Onion (root vegetables); plum, cherry (fruit); walnut, chestnut (nuts); confectionery (made from flour and honey - and possibly milk or eggs - can be made in bakery; advantage is that confectionery is a very long lasting food).
Produced materials
Wool (from sheeps); marble (imported, useful to build marble statues and/or other decorative items/buildings).
Usable materials
Wine (produced in a new building - same usage of beer, pub can serve both); jewelry (made from gold ores and gold+gemstone, luxury item); wool coats (produced in tannery or in a new building - same usage of pelt coats, villagers can have one or another); silk robes (imported, luxury item); ivory wares (imported, luxury item); incense (imported, luxury item).
Crop field
Onion
Orchard
Plum tree; cherry tree; walnut tree; chestnut tree.
Livestock
Chicken (small amount of meat, eggs); sheep (medium amount of meat, wool, milk); pig (high amount of meat, possibly small amount of pelt).
New building
Wineyard; winemaker; jewelry factory; marble decorative buildings.
MID-LATE GAME
Mid-late game could include more upgrades for some buildings, like the rat-catcher (and, please, make it nice so you can mix well with houses and other brick-made buildings), the basket shop (same as the pervious one, let’s have a brick-made shop), the market (you can turn it into a grand building for tier 5 cities), and the storage buildings.
Tier 5 houses will need at least 3 luxury items.
LATE GAME
Late game could become the most interesting aspect of the game (instead of the typical deadline of city-builder games) by adding some intriguing features.
At first, when you turn your town center to tier 5 (maybe at 800 population), it could be renamed into Government Palace, giving it a grand-design and making it really feeling like a large residence for government, with a dome, green areas, etc. (there’s plenty of space for this in the current “town center” building area). This palace can unlock several high-level services, which are needed to transform your city into a true capital.
These new buildings are high schools (or universities), which give a boost in efficiency especially for high-level workers like medicians (citizens attending them are required to spend 3 more years at education - you can manage how many citizens can be educated at high level by managing the number of schools as usual); court houses, where justice is run and which requires someone who is educated only at high school/university, and which helps a lot in reducing criminality; bath houses, which use wood to heat the water and keep higher the health and especially the happiness.
Another important thing is public street lighting. Buildable candle lantern poles can be placed at roadside (and plaza-side, if technically possible), which won’t require a free cell available (collision-less). They provide light so they could give a +1 desiderability on a very small radius. You should be able to rotate the lantern pole so it will always be placed at the edge of the cell: this can be done by placing the mesh pivot at the center of the cell and the object itself at the edge (or at the corner). They might require 1 wood plank + 1 candle to be built, and (auto)maintenance could be consuming 1 candle once per year, when durability falls under 50% or so. This helps also to prevent abuse of lighting poles, because you have to keep materials available to maintain them (at 0% their light puts off and desiderability bonus vanishes, and you need to replenish them to make them lighting).
Once you have all of the above set up, your city is enough powerful to start exploring nearby regions to make colonies. An option to explore another map should be eventually given, which is “connected” to the city as “child map”, with which you can exchange resources and citizens, and which is randomly generated in a way to include some special resources not available - or which were available in low quantity - in the main map (for example, child maps could be richer in gemstones, making things easier to maintain a wealth and rich capital and grant a good colony development). Also map wildlife/raiders can be set differently (one could be a “pacifist-like” map, so with no predators and raiders, another could be a “vanquisher-like” map, and so on).
Depending on game development and the engine limit, developers could set the max number of available child maps to 2: in fact, maintaining 3 living cities (1 capital and 2 colonies) could be challenging enough for players, considering that you have to take care of all of them in the same way and at the same time, so you have to switch constantly between maps. Stats for maps (population, gathered resources) should be obviously shown independently for each map, but you can set resources to be exported (actually exchanged, for free) between maps using carts (see below).
To start new child maps (command available in the Government Palace), you need at least 1 high school/university, 1 court house (with a magistrate, meaning with work slot filled), 1 bath house and 10 lighting poles built.
To reach new maps, you can select a number of citizens (maybe from min 10 to max 30), resources (preserves and confectionery are particularly helpful here), and materials like stone, wood, planks, etc. To send them, you need to build storage carts (you could send the cart available since the beginning, if you still have it, or build new ones - we need storage carts to be buildable, maybe in a max number of 2 or 3, in the wagon shop or in a new custom building). Then, fill the storage carts with everything needed, and go start the new colony. Storage carts can be used also to exchange resources between the capital and the colonies. A cart could take maybe half month to reach the other map, and up to 1 month if you send it during winter.
I don’t know how much if this can be implemented, but I think if this is really possible, Farthest Frontier could become close to something which would look like the ultimate city builder game.