Introduction: So, You’ve Decided to Suffer Gloriously π
Welcome, Governor π
Ah, there you are! You, the discerning connoisseur of digital hardship. π§ The ambitious masochist who looks at a game described as a “village survival simulation” and thinks, “Yes, I’d like to simulate the myriad ways a group of pixelated peasants can succumb to dysentery π€’, bear attacks π», and their own baffling logistical incompetence.” Welcome. You’ve come to the right place.
Let’s be clear about what you’ve purchased. Farthest Frontier is not a city-builder in the traditional sense. It’s not a gentle pastoral fantasy where you paint with cottages and cobblestone. It is a disaster management simulator π₯ where the primary disaster is your own burgeoning settlement. The game’s customizable difficulty, which ranges from “Idyllic to Brutal,” is less a slider and more a dial for controlling the precise flavor of self-inflicted pain you wish to endure. You’ve chosen to become the governor of a small band of exiles who, having fled their troubled homeland, have decided the best course of action is to establish a new life on the razor’s edge of starvation, disease, and periodic raider-led home invasions. βοΈ Your job is not to build a city. Your job is to postpone its inevitable, spectacular collapse for as long as possible.
This guide is your companion in that noble, and frankly, hilarious struggle. It’s written for the player who understands that true satisfaction comes not from easy victory, but from snatching a hard-won, barely-stable equilibrium from the jaws of chaos. π¬ You’re the kind of person who doesn’t just want to build a town; you want to build a town that works, despite every effort by the universe and its own inhabitants to tear it apart.
The Guiding Philosophy – Why, Not What π€
Countless guides will tell you what to do. “Build a Hunter’s Cabin.” “Plant a 5×5 field.” “Construct a wall.” This is rudimentary. A trained monkey can follow a build order. π You, however, are an aspiring potentate of the pixelated peasantry, and you require a deeper understanding. This guide is dedicated to the why.
Why do your villagers ignore the perfectly good stockpile of logs next to the saw pit and instead embark on a three-day pilgrimage to the opposite side of the map to chop down a single, emotionally significant sapling? π€·ββοΈ Why does building a single compost yard crater the property values of an entire neighborhood like a medieval housing market crash? π Why does your seemingly robust food supply vanish into thin air the moment you look away? π¨
The answer to all these questions, and the single most important mechanic you must internalize, is this: in Farthest Frontier, every single item has a physical presence and must be moved by a real villager in real time. πΆββοΈβ‘οΈπ§± There are no magic depots. There are no teleporting resources. If a villager needs a log to build a house, another villager must physically chop a tree πͺ, pick up the log, carry it to a stockyard, and then a builder must walk to that stockyard, pick up that same log, and carry it to the construction site. Every step of that process takes time. β° Time spent walking is time not spent working. Inefficiency isn’t just a minor inconvenience; it’s a cumulative tax on your entire economy that, if left unchecked, will lead to ruin.
This guide won’t just give you strategies; it’ll teach you to think like the game’s simulation. π§ It’ll train you to see your town not as a static collection of buildings, but as a living, breathing, and deeply flawed logistical network. Once you understand the why behind your villagers’ often-suicidal decisions, you can begin to design a system that gently, benevolently coerces them into being productive members of society instead of aspiring marathon runners. πββοΈ
A Note on “DLC” ποΈ and Game Version π₯οΈ
Before we plunge into the abyss, a quick clarification. You may have heard whispers of DLCs or expansions. As of the game’s official 1.0 release on October 23, 2025, Farthest Frontier has no traditional paid DLCs in the way one might expect. π Instead, the game evolved dramatically during its Early Access period. The features that might feel like expansion content in other titlesβa sprawling 142-point Tech Tree π³, game-winning Monuments ποΈ, new industries like paper π, new animals like chickens π and horses π, and advanced military options like cavalry and siege weapons π₯βwere all integrated into the core game as part of its development roadmap to the full 1.0 version.
Therefore, this guide is written for the complete, feature-rich 1.0 version of the game. All content, from the most basic forager’s shack to the most advanced military monument, is treated as a core component of the grand, strategic puzzle you’re about to undertake. Now, straighten your governor’s sash, take a deep breath, and let’s begin. The suffering is about to get glorious. β¨
Chapter 1: The Art of Not Dying Immediately (The Early Game: Years 1-5) β°οΈβ‘οΈπ
Strategic Philosophy: Frontier Triage π©Ή
Welcome to the frontier. It’s cold π₯Ά, it’s full of bears π», and your entire civilization consists of a dozen shivering souls with questionable survival skills. Your first five years are not about prosperity, beauty, or civic pride. They are about triage. Every decision, every villager’s action, every single log chopped must be ruthlessly prioritized to answer one question: “Will this help us survive the first winter?” βοΈ Anything that doesn’t directly contribute to food, water, shelter, or warmth is a fatal luxury. The goal isn’t to build a town. The goal is to build a functional, barely-surviving outpost that can limp, bleeding and frostbitten, into its second year. Forget aesthetics; embrace the brutal efficiency of a refugee camp.
Section 1.1: Reading the Tea Leaves (and the Overlays) βοΈ
Before you make the single most permanent and impactful decision of your entire gameβplacing the Town Center ποΈβyou must become a master surveyor. The initial patch of revealed terrain is your entire world, and reading it correctly is the difference between a promising start and a swift, ignominious restart. π The game provides you with divine sight in the form of overlays; using them isn’t optional.
- Press ‘F’ to view the Fertility overlay π±. Green is good π, yellow is mediocre π, and brown is where dreams of agriculture go to die π€.
- Press ‘I’ to view the Water/Irrigation overlay π§. This shows underground water supplies, critical for well placement and mitigating droughts later on.
- Press ‘F4’ to cycle through Resource views π, which will highlight deposits and show their remaining quantities.
With these tools, you must assess your landing site with the cold, calculating eye of a battlefield commander. π§
- Hostile Fauna (Avoid at All Costs) πΊ: Your immediate concern is Wolf Dens. Do not be brave. Nuh-uh. π« Don’t think, “Oh, a little danger adds spice.” A wolf den near your starting location isn’t a challenge; it’s a “game over” screen in waiting. Your initial villagers are slow, unarmed, and apparently delicious. They’ll be picked off one by one while trying to gather wood, and you’ll watch, helpless. Settle as far from wolf dens as the visible map allows. Boars π are also aggressive but are less of an immediate existential threat and can be hunted later.
- Benign Fauna (Prioritize for Food) π¦: Your lifeline is protein. π₯© Locate Deer herds and enhanced Fish shoals (the ones with fish jumping out of the water π). These are your primary, reliable food sources for the first year. A 50% bonus from an enhanced fishing spot makes it as valuable as a deer herd. Settling a significant distance from either of these is a bold declaration of your intent to starve.
- Strategic Resources (Prioritize for the Future) π§±: Wood and Stone are everywhere, but the real prize is a nearby Clay deposit. Clay is the gatekeeper to Tier 2 advancement. Without it, you can’t make Pottery, and without Pottery and Bricks (which also require clay), many crucial building upgrades are locked off. π Being forced to travel halfway across the map for clay in year 10 is a logistical nightmare you can avoid now. Iron π© and Coal πͺ¨ are less critical initially, as charcoal can substitute for coal, but having them nearby is a significant long-term advantage.
- Terrain (Non-Negotiable) ποΈ: Settle on flat land. The “Flatten Land” tool exists, but it is a trap. πͺ€ It consumes an immense amount of laborer time for very little gain. Every hour a villager spends moving dirt is an hour they aren’t gathering food, chopping firewood, or building a life-saving smokehouse. Find the flattest, most open area that meets the other criteria.
The placement of your Town Center is the single most impactful click you’ll make. It’s the gravitational center π of your settlement for the next hundred years. Every resource path, every commute to work, every trip to the market will originate or terminate relative to this point. The core simulation of villagers physically moving goods across the map means that an inefficient placement doesn’t just make the early game harder; it imposes a permanent, compounding “inefficiency tax” πΈ on every single action your villagers will ever take. This decision isn’t about finding a “good” spot. It’s about finding the least bad spot that minimizes the future travel time between the three zones of existence that will define your city: the residential/service core (around the Town Center), the resource extraction zones (forests, mines, clay pits), and the food production areas (farms, hunting grounds, fishing spots). Choose wisely, for this single click will echo through the ages.
Section 1.2: The Sacred First Year – A Litany Against Starvation π
Once you’ve chosen your holy ground, the race against time begins. β³ The following build order isn’t a suggestion; it’s a liturgy. Deviate at your peril. For each step, the strategic why is more important than the what.
- Pause the Game (Spacebar). βΈοΈ The first and most important act of any aspiring deity is to stop time. Your villagers will immediately start wandering off to do unproductive things if you don’t. Freeze them. Assess. Plan.
- Build a Firewood Splitter. π₯ Not food. Not houses. Firewood. Your villagers need it to heat their homes in winter. Without it, they get sick, they stop working, and they die. A firewood deficit is a “potential mass-death event”. Place it near your initial cluster of trees but pointedly away from where you plan to build your houses. It radiates negative desirability π , and you must begin managing this from your very first building.
- Build a Hunter Cabin. πΉ While the splitter is being built, task your laborers to chop 4-5 trees and gather one node of stone (for the well). Then, place a Hunter Cabin. Fishing is also good, but hunting is strategically superior at the start. It provides not only Meat π₯© but also Hides and Tallowβthe foundational resources for your first two industries: shoes and soap. Place the cabin building itself conveniently, then use the “Retarget Building Work Radius” tool to move its work area directly over the deer herd. π¦
- Build a Well. π° Place this in the heart of where you intend to build your first houses. It provides clean water (preventing the dreaded dysentery π€’), a water source for fires π₯, and a small, crucial desirability bonus π that will seed the growth of your first residential neighborhood.
- Build Shelters. π Build just enough for your starting population (typically 3-4 shelters, as each holds four people). Cluster them around the well to benefit from its desirability and water access. Don’t build them in a tight, perfect grid. Leave a one-tile gap between some of them. You’ll thank yourself later when you need to squeeze in a small garden or shrine to boost desirability for that crucial first housing upgrade.
- Build a Forager Shack. π This is your source of dietary variety and, more importantly, your only source of Medicinal Roots and Herbs πΏ. Scurvy is not a joke, and having a small stockpile of herbs can mean the difference between a minor illness and a plague.
- Build a Smokehouse. π¨ Raw meat and fish spoil with alarming speed (2-3 months π€’). A smokehouse converts them into smoked equivalents that last a full 24 months π₯°. This building isn’t a luxury; it’s your primary defense against catastrophic food waste. Place it near your hunters/fishers but, again, away from your housing, as it carries a desirability penalty.
- Place your First Crop Field (5×5). πΎ Find your best patch of high-fertility land (using the ‘F’ overlay) and lay down a small 5×5 field. Internalize this now: this field will not feed you this year. It takes a long time for laborers to clear and till the land. Its purpose is to begin the multi-year process of soil preparation. For your first year’s crop rotation, if the soil is weedy or rocky, the best choice is a cycle of Maintenance – Clover – Maintenance. This invests the entire year into improving the soil, setting you up for a much better harvest in year two or three. π±
Section 1.3: Your First Winter – A Cold, Hard Education π₯Ά
As the leaves turn and the first snow threatens, your first great test arrives. βοΈ Winter isn’t merely a change in scenery; it’s a systems check. It doesn’t introduce new problems so much as it brutally exposes the existing flaws in your logistics. Your villagers, being simulated entities who value their lives, will spend more time seeking warmth and food. If your firewood storage is a long walk from their homes, or your smokehouse is a continent away from your root cellar, the increased travel time required to meet these basic needs can trigger a catastrophic cascade failure. π
This is the game’s first great “death spiral.” π΅ Villagers spend so much time walking to get firewood that they don’t have time to chop more wood. They spend so much time walking to get food that they don’t have time to hunt or smoke more meat. Production grinds to a halt as everyone huddles in their homes, slowly consuming the last of the resources until nothing is left.
Surviving the first winter is therefore a direct measure of the logistical efficiency you established in the first three seasons. Before the first snowflake falls, pause the game βΈοΈ and ask yourself:
- Firewood: π₯ Do I have at least 50-100 firewood in storage? Is the Firewood Splitter fully staffed and close to a stockyard that is itself close to the residential area?
- Food: π² Do I have at least 4-6 months of food stored? Is it preserved (smoked)? Is my Hunter’s Cabin staffed and supplied with arrows?
- Clothing: π Have my villagers started making any basic Hide Coats? While not essential for the very first winter, a lack of clothing will lead to more sickness and reduced productivity.
If you can answer “yes” to these questions, you may just live to see the spring. π· If not, enjoy the show. There is a certain grim beauty to watching your first settlement freeze to death because you placed the woodpile ten tiles too far away. Consider it a learning experience. A very, very cold one. π₯Ά
Chapter 2: From Hovels to Homesteads (Foundations of a Thriving Town: Tiers 1 & 2) π β‘οΈποΈ
Strategic Philosophy: The Logic of Logistics π§
If you’ve survived your first winter, congratulations. π You’ve passed the entrance exam. Now, the real work begins. The transition from a desperate survival camp to a functioning town is governed by a single, immutable principle: the logic of logistics. Every resource in this gameβevery log πͺ΅, every hide, every single carrot π₯βhas a physical form and must be moved from point A to point B by one of your villagers. Time spent walking is the single greatest enemy of productivity. πΆββοΈ= π Therefore, your primary goal as a town planner is to minimize the total distance your citizens must travel to live their lives and do their jobs. This chapter will teach you to see your town not as a collection of buildings, but as a network of pathways, a grand choreography of supply and demand where every step counts.
Section 2.1: The Principles of Urban Planning (Or, How to Stop Your Villagers from Walking Themselves to Death) πΊοΈ
As your population creeps past 30 and you unlock the Tier 2 Town Center, the temptation to build willy-nilly is strong. Resist it. π« Haphazard placement is the path to ruin. A well-planned town is an efficient town, and an efficient town is a prosperous one. There are several competing philosophies for town layout, each with its own merits.
- The Centralized Core π―: This classic design places your most important storage buildings (Storehouse, Root Cellar, Granary π¦) and your Trading Post in a tight cluster around the Town Center. The strategic reasoning is twofold. First, it creates a high-traffic logistical hub where goods are consolidated before distribution. Second, and more importantly, these buildings are the primary targets for raiders. βοΈ Grouping them together makes them far easier to defend with a single, heavily fortified perimeter. π‘οΈ The downside is that this central point can become a massive traffic jam if not managed with good road networks and multiple access points.
- Specialized Industrial Districts π: Certain buildings are noisy, smelly, and generally unpleasant neighbors. The Saw Pit, Tannery, Smokehouse, Compost Yard π€’, and later, the Blacksmith and Foundry, all radiate a powerful aura of negative desirability. π The strategic imperative is simple: quarantine them. Create a dedicated “dirty” industrial zone, preferably on the edge of your settlement, far from your planned residential areas. This preserves the property values of your housing, which is essential for upgrades and tax income. π°
- Advanced Concept: Production Pods π‘: As your town grows, you can evolve from a single industrial district to multiple, hyper-specialized “production pods.” A forestry pod π², for example, might consist of a Work Camp set to harvest trees, a Stockyard set to only accept logs, a Saw Pit, a Firewood Splitter, and a Charcoal Kiln, all in one tight cluster deep in the woods. The raw material (logs) travels a few feet to be processed, and the finished goods (planks, firewood, charcoal) are stored right there, ready for a wagon to pick them up. This drastically reduces travel time for the workers in that specific production chain, creating pockets of extreme efficiency.
- The Power of Roads π£οΈ: Do not underestimate roads. A simple Dirt Road provides a significant speed boost π¨ over rough terrain for a negligible cost. Later, upgrading to Cobbled Roads is expensive in stone but provides a massive, permanent buff to your entire town’s logistical throughput. Roads aren’t an aesthetic choice; they’re a direct investment in villager efficiency. A crucial but easily missed trick is to hold the Shift key while laying roads, which allows you to draw perfectly straight diagonal lines π, saving space and creating more direct routes.
Section 2.2: The Desirability Engine – Turning Happiness into Gold πβ‘οΈπ°
Desirability is not a fluffy, feel-good mechanic. It’s the cold, hard engine of your mid-game economy. βοΈ The strategic chain is simple and unbreakable: high desirability is a prerequisite for upgrading Shelters into Homesteads and beyond. Upgraded houses accommodate more villagers and, most critically, generate tax revenue πͺ when serviced by a Market. Therefore, every point of desirability you generate is a direct investment in your town’s treasury.
- Positive Influences (The Good Neighbors) π₯°: Your goal is to create overlapping zones of positive desirability.
- Services: The core of any residential block should be a Market π, a School π«, and a Healer’s House π§ββοΈ. Later, a Pub πΊ and Theater π will become essential. These buildings provide large-radius desirability bonuses that form the foundation of a high-value neighborhood. A key early-game trick is that these buildings provide their desirability bonus even when they are not staffed. π€― You can build a school long before you have an educated teacher to run it, simply to benefit from the property value increase.
- Decorations: These are your primary tools for fine-tuning desirability. While small gardens π· and shrubs are nice, the heavy lifters are the Large Park π³ and Large Statue πΏ. A single Large Park can elevate an entire block of houses into the upgrade threshold. Remember that variety is key; stacking multiple parks has diminishing returns, but a park, a shrine, and a statue working in concert will have a powerful cumulative effect.
- Negative Influences (The Bad Neighbors) π : As discussed, industrial buildings are toxic to property values. The Compost Yard π€’ is the worst offender, with a massive negative radius, followed closely by the Charcoal Kiln, Tannery, and Smokehouse. Keep them far, far away from any building you hope to upgrade. Use the desirability overlay (press ‘G’) when placing any new building to see its projected impact.
The interplay of these forces creates a powerful feedback loop that can either propel your city to wealth or drag it into a death spiral. π΅ High desirability leads to upgraded houses, which generate more tax income. This income funds the construction of more services and large decorations (like Theaters and Large Parks), which in turn boosts desirability even further, allowing more houses to upgrade. This is the virtuous cycle π that fuels a prosperous late-game economy.
Conversely, neglect can be catastrophic. Imagine a large, Tier 4 city where the single, central Theater π falls into disrepair π because you’re short on builders or gold. Its desirability bonus vanishes. Suddenly, dozens of surrounding Manors fall below their 65% desirability threshold and become abandoned. ποΈ The displaced residents cram into other available housing, causing overcrowding. Overcrowding and stress lead to a massive disease outbreak. π· Happiness plummets π, causing a drop in productivity and immigration. Tax income from the abandoned manors disappears, making it even harder to afford the repairs for the Theater that started the whole mess. This is a “cascade failure,” a death spiral triggered by a single point of failure in your desirability network. Managing desirability isn’t just about making things look pretty; it’s proactive economic and social management, and the key to long-term stability.
Section 2.3: Forging the First Chains – The Birth of Industry βοΈ
With your town’s layout planned and your desirability engine starting to hum, it’s time to build the foundational industries that will lift your people out of the mud. Each of these Tier 1 and 2 production chains solves a critical problem and provides a global buff to your settlement’s efficiency.
- Chain 1: The Path to Mobility πββοΈ (Hides -> Tannery -> Cobbler Shop π)
- Why it’s critical: Shoes aren’t a luxury item; they’re a fundamental productivity tool. Villagers without shoes are more susceptible to foot injuries and diseases like tetanus, but more importantly, they move slower. Equipping your entire population with shoes is equivalent to giving your entire logistical network a permanent speed boost. π¨ Every trip is shorter, which means more work gets done per day. This chain should be one of your first priorities after securing food and firewood. The Tannery processes the raw hides from your hunters, and the Cobbler Shop turns them into shoes.
- Chain 2: The Burden Eased π§Ί (Willow -> Basket Shop)
- Why it’s critical: Like shoes, baskets are a global productivity upgrade. A villager equipped with a basket can carry more items per trip. This directly translates to fewer trips needed to stock a building, clear a field, or deliver goods to a market. Your foragers will gather the necessary Willow (found near water π§), and the Basket Shop weaves them into these essential tools.
- Chain 3: The Framework of Civilization ποΈ (Logs -> Saw Pit -> Planks)
- Why it’s critical: If logs are the bones of your settlement, planks are the muscle. Almost every building beyond the most basic shelters requires planks for construction or upgrades. A steady, reliable supply of planks from a Saw Pit is the absolute prerequisite for advancing to Tier 2 and beyond. A shortage of planks will bring your town’s development to a grinding halt. π
- Chain 4: The War on Spoilage β³ (Meat/Fish -> Smokehouse π₯)
- Why it’s critical: As established, raw protein spoils in a mere 2-3 months. π€’ The Smokehouse extends this to a comfortable 24 months π₯°, effectively multiplying your food security. This isn’t just about preventing waste; it’s about building a buffer. A large stock of smoked food is your insurance policy against a harsh winter, a failed hunt, or a sudden influx of immigrants.
These four chains form the industrial backbone of a successful Tier 2 settlement. By prioritizing them, you’re not just producing items; you’re investing in system-wide efficiency that will pay dividends for decades to come. π
Chapter 3: The Dirt-Stained Professor (Mastering the Land) π¨βπΎ
Strategic Philosophy: The Earth Gives, and the Earth Takes π
You’ve survived. You’ve even, perhaps, achieved a modicum of stability. Now it’s time to become a master of the land itself. The environment in Farthest Frontier isn’t a static backdrop; it’s a complex, dynamic system of resources, fertility, and ecological balance. Treating it as a simple warehouse to be plundered will lead to short-term gains followed by long-term collapse. π Clear-cutting a forest for a quick infusion of logs π«π³ will leave you with a barren wasteland and no wood for future generations. Planting nothing but high-yield wheat year after year will turn your fertile fields into sterile dust. π€ This chapter is about learning to manage this system. It’s about understanding that for everything you take from the earth, something must be given back.
Section 3.1: The Tao of Tillage – An Exhaustive Guide to Farming πΎ
Prepare yourself, for we’re about to descend into the glorious, mud-stained minutiae of what the developers rightly call the “Most Detailed Farming System Ever”β’. Farming isn’t a fire-and-forget activity in this game. It’s a multi-year, multi-variable optimization puzzle that will reward your attention to detail with overflowing granaries overflowing π and punish your neglect with famine. π
The Three Pillars of Soil Health π±
Every crop field is defined by three core statistics, which you can see in its UI. Mastering your farms means mastering these numbers.
- Fertility: π This is the lifeblood of your soil. Every crop has a “Fertility Dependence” rating; the higher it is, the more its yield will suffer in poor soil. Most crops drain fertility with each harvest, some quite dramatically (looking at you, Wheat π ). Your primary long-term goal is to keep this number as high as possible.
- Weed Level: πΏ Weeds grow constantly and choke out your crops, directly reducing your yield. Some crops are better at suppressing weeds than others, but without active management, your fields will eventually be overrun.
- Rockiness: πͺ¨ New fields are always rocky. This also reduces yield. The only way to remove rocks is to assign farmers to a “Field Maintenance” task. Getting rockiness to 0% on all your fields should be an early priority.
Crop Rotation Theory: Beyond the Template 1οΈβ£-2οΈβ£-3οΈβ£
The game uses a 3-year crop rotation system. You’ll find many guides offering simple, effective templates. We’ll go deeper. To truly master farming, you must understand the principles behind a good rotation, allowing you to adapt to any situation.
- The Principle of Balance βοΈ: For every action, there is an equal and opposite reaction. For every crop that drains fertility, you must plan a corresponding crop or action that restores it. High-yield crops like Wheat ($fertility: -8$) π΅ and Leeks ($fertility: -6$) are powerful but demanding. They must be balanced within the 3-year cycle by nitrogen-fixing crops like Clover ($fertility: +3$) π₯°, Peas ($fertility: +1$), or Beans ($fertility: +1$). A rotation of Wheat-Wheat-Wheat isn’t a farming plan; it’s a soil suicide pact. β οΈ
- The Principle of Control π§Ή: Weeds are entropy, constantly working to turn your orderly fields into chaotic wilderness. You must fight back. This can be done by dedicating one of the three slots in a year to Field Maintenance π¨βπΎ, where farmers will actively remove weeds and rocks. Alternatively, you can incorporate crops with high natural weed suppression, such as Buckwheat ($weed change: -10$) πͺ or Rye ($weed change: -6$), to keep weed levels in check while still producing a harvest.
- The Principle of Diversity (Disease Management) π§βπ¬: This is the most subtle and most deadly aspect of farming. Diseases like Wheat Rust and Pink Root Rot π€’ accumulate in the soil over time. Planting the same crop, or crops susceptible to the same diseases, year after year in the same field is an open invitation for a plague that can wipe out your entire harvest. The strategic solution is twofold: rotate crop types (e.g., a grain πΎ, then a root vegetable π₯, then a legume π±) and ensure that adjacent fields aren’t growing the same crop in the same year. This creates a “firebreak” π₯ that prevents a disease from spreading from one field to the next and devastating your entire agricultural sector.
The Farming Tetrahedron: A Multi-Variable Problem π
Choosing what to plant isn’t a simple question of “what has the highest yield?” It’s a complex, four-dimensional trade-off. Imagine a tetrahedron, where each vertex represents a key consideration:
- Vertex 1: Yield π: The raw amount of food produced. Leeks and Wheat are kings here, but they come at a high cost to fertility.
- Vertex 2: Stability π±: How much a crop impacts soil health. Peas and Beans have lower yields but actually improve fertility, making them cornerstones of a stable, long-term system.
- Vertex 3: Labor π: How much work is required. Fast-growing crops like Turnips can be harvested multiple times a year, providing a lot of food but requiring farmers to be constantly busy. Long-growth crops like Rye or Wheat require less active management but occupy a field for most of the year.
- Vertex 4: Spoilage & Utility π₯«: What can you do with the harvest? Greens like Cabbage and Leeks have high yields but spoil very quickly. π€’ Root Vegetables (Turnips, Carrots) last longer. Grains (Wheat, Rye, Buckwheat) are the champions of longevity; when stored in a Granary, they can last for years and can be processed into high-value secondary products like Flour (for Bread π) and Beer πΊ.
The “best” crop rotation, therefore, isn’t a static template. It’s a dynamic plan that answers the needs of your settlement. Do you need a massive, immediate infusion of food to prevent starvation? A double-Turnip year might be the answer, despite the fertility hit. Do you need to build up a massive food reserve for a growing population? Dedicate several fields to a stable grain rotation. Is one of your fields struggling with low fertility and high weeds? Sentence it to a full year of Clover-Maintenance-Clover to heal the soil. A true master farmer doesn’t just plant crops; they read the state of their fields and their settlement and prescribe the appropriate agricultural remedy. π§ββοΈπΎ
Advanced Techniques for the Agrarian Savant π§βπ¬
Once you’ve mastered the basics, you can begin to layer in advanced systems for truly spectacular results.
- Soil Mixture π§ͺ: Each crop has an ideal ratio of clay to sand. By clicking on the soil mixture bar in the field’s UI, you can task farmers to add one or the other. Matching the soil to your chosen crops can provide a flat +10% yield bonus, a significant boost when applied across multiple large farms.
- Compost π©: The Compost Yard is one of the most powerful buildings in the game. It collects waste from houses and barns and, over time, converts it into compost. Applying compost to a field provides a massive, immediate injection of fertility, allowing you to sustain more demanding, high-yield rotations.
- Cattle Grazing π: Setting a barn’s grazing area over your crop fields during their fallow periods (when Clover is planted, for example) will cause the cattle to fertilize the soil, providing another significant boost to fertility. A synergistic system of farms and barns can create a self-sustaining cycle of extreme fertility. β»οΈ
Section 3.2: From Deer to Dairy – The Protein Ladder πͺ
Your settlement’s source of protein will evolve as it grows, climbing a ladder of increasing complexity and efficiency.
- Rung 1: Hunting and Foraging (Early Game) πΉ: This is your starting point. Hunter Cabins and Fishing Shacks are reliable but limited by the local animal populations. Over-hunting a deer herd will cause it to migrate away or be wiped out entirely π¨, and fish stocks can be depleted with overfishing (though they do recover over time). This source of protein is labor-intensive and can’t support a large population.
- Rung 2: Animal Husbandry (Mid Game) πππ: This represents a major leap in food security, but also in logistical complexity. You must first acquire domesticated animalsβCows, Goats, or Chickensβfrom a traveling merchant, which requires a functional Trading Post and gold. π° You must then build a Barn or Chicken Coop (which have significant negative desirability π ) and dedicate farmland to growing fodder like Hay or use root vegetables to feed them through the winter. βοΈ
- The Payoff (Late Game) π: The investment is substantial, but the return is game-changing. A well-managed herd of cattle provides a steady and enormous supply of Meat, Hides, and Tallow that will vastly outpace what your hunters can provide. More importantly, cows produce Milk. π₯ Milk can be processed by a Cheesemaker into Cheese π§, which has the longest shelf-life of any food in the game at a staggering 36 months! π€© A robust dairy industry is the cornerstone of ultimate food security, creating a massive, non-perishable buffer that can sustain your city through any crisis.
Section 3.3: Sustainable Extraction – Don’t Foul Your Own Nest β»οΈ
While your farms can last forever if managed well, the mineral and forest resources of the map are finite. A truly long-term strategy requires a plan for sustainability.
- Finite Resources (The Ticking Clock) β³: Stone πͺ¨, Coal, Iron Ore π©, and Gold Ore deposits will eventually run out. This is a fundamental pressure that forces your settlement to expand its reach. You’ll have to build remote Mines and Work Camps, which introduces immense logistical challenges of transporting goods over long distances and protecting remote workers from raids. Ultimately, the depletion of on-map resources will force you to rely on trade to import what you can no longer mine yourself.
- Renewable Resources (The Managed Systems) π³:
- Wood: Trees will regrow naturally from surrounding mature trees, but if you clear-cut an entire area, you can halt this process. π« The advanced strategy is to practice sustainable forestry. Place your Work Camps in a permanent location and use the decorations menu to plant new trees each winter (at a cost of 1 gold each) π². This creates a managed, renewable forest that provides a perpetual source of logs without having to constantly move your logging operations further and further away.
- Fish: Fish populations will recover over time if an area isn’t fished. π For large bodies of water, you can simply build multiple Fishing Shacks and their work areas won’t significantly overlap. For smaller lakes, a strategic approach is to periodically disable a fishing shack for a few years to allow the population to rebound.
- Forageables: Wild plants like Berries π, Medicinal Roots πΏ, and Nuts π° replenish each year in their respective seasons, but the harvestable items will perish if not collected before winter. An efficient forager operation is key to maximizing this free, renewable bounty.
By treating the environment as a partner to be managed rather than a resource to be stripped, you can ensure the long-term viability and resilience of your frontier settlement. π
Chapter 4: The Gilded Cage (Advanced Economics & Trade: Tiers 3 & 4) π°ποΈ
Strategic Philosophy: From Survival to Surplus π
The mindset that got you through the first brutal decadeβscarcity, conservation, making doβmust now be discarded. π« The goal is no longer to have enough; it is to have a ludicrous, obscene, and frankly irresponsible surplus. In the advanced stages of the game, your economy is a weapon. βοΈ You’ll learn to forge specific, high-value goods in immense quantities, not for your own people’s consumption, but to be dumped onto the open market in exchange for a river of gold that will fund your grand ambitions. πΈ Welcome to the gilded cage, where your greatest challenge is no longer starvation, but managing immense wealth.
Section 4.1: The Merchant is Your Best Friend (and Worst Enemy) π€
The Trading Post is the heart β€οΈ of your global economic ambitions. In the early game, it was a lifeline for acquiring essential items you couldn’t produce, namely Heavy Tools (required for windmills, blacksmiths, and more) and Cattle π. In the late game, it becomes the primary conduit for your wealth. Upgrading it to a Trading Center is a top priority, as it attracts more frequent and wealthier merchants with more valuable goods.
- Mastering Market Dynamics π: The economy isn’t static. Prices for goods fluctuate with demand ππ, and each of the six merchant classes has a different portfolio of goods they’re interested in buying and selling. A Hunter merchant might pay a premium for your excess Hide Coats π§₯, while a Luxury merchant will gladly take all the Pottery πΊ and Candles π―οΈ you can produce. Learning which merchants buy what allows you to anticipate their arrival and prepare your goods accordingly.
- The Fine Art of Arbitrage π§: One of the most potent, and often overlooked, mechanics of trade occurs when two or more merchants visit your Trading Center at the same time. Because prices are randomized, it’s entirely possible for one merchant to be selling Tools for 80 gold while another is buying them for 110 gold. π€ If you have a substantial float of gold already sitting in your Trading Post, you can buy out the entire stock of the first merchant and immediately sell it to the second for a massive, risk-free profit. This is the frontier equivalent of high-frequency trading, and it’s glorious.
- The Annual Trading System – A Doctrine of Discipline ποΈ: The two traders assigned to your Trading Post can only move so many goods. Showing up to a merchant with goods still in your main town storage is a recipe for missed opportunities. π€¦ A disciplined, proactive approach is required. A highly effective system involves using the seasons to your advantage:
- Late Summer/Early Autumn (Post-Trade Season) π: Transfer any gold earned from sales out of the Trading Post and into your main Vault for safekeeping and to pay for city services. Transfer any goods you purchased into your main town storage.
- Early Winter βοΈ: This is your preparation phase. Based on the goods you plan to export next year, begin transferring them from your town storage into the Trading Post. A full transfer of 500 heavy planks can take a long time, so starting early is key. At the same time, transfer your “trading float”βa large sum of gold π°βfrom your Vault into the Trading Post so you’re ready to buy any opportunities that arise.
- Spring/Summer (Trade Season) βοΈ: When the merchants arrive, you’re ready. Your goods are already at the post, and your gold is ready to be spent. This logistical discipline maximizes your ability to buy and sell everything you need before the merchant packs up and leaves for another year.
Section 4.2: Identifying Your Cash Cows – Key Export Industries ππ°
To generate the gold needed to fuel this economic engine, you must specialize. A map’s random resource distribution isn’t a bug; it’s a feature that nudges you toward a specific economic destiny. Trying to be self-sufficient in everything is a trap of mediocrity. πͺ€ The path to true wealth lies in identifying your local advantages, creating a massive surplus of two or three high-value goods, and using the gold from their export to import everything else you need.
- Early & Mid-Game Exports π: Before your heavy industry is online, you can make a tidy profit from finished goods produced from basic resources. Shoes π, Hide Coats π§₯, Baskets π§Ί, Pottery πΊ, Candles π―οΈ, and Beer πΊ are all excellent early-to-mid-game exports that merchants will readily buy.
- Late-Game Powerhouses πͺ: Once you have access to mines and advanced manufacturing, your export potential explodes.
- Glassmaking: If your map is rich in Sand and Coal, a dedicated glass industry can be incredibly lucrative. π
- Heavy Tools & Weapons: A fully developed iron industry can produce a surplus of tools βοΈ and weapons βοΈ, which command very high prices.
- Luxury Goods: Furniture ποΈ, high-end clothing π, and other luxuries are always in demand by the wealthier merchants who visit your upgraded Trading Center.
Your town shouldn’t be a jack-of-all-trades. It should be the undisputed pottery king πΊπ of the known world, the glassmaking capital of the frontier, or the brewery whose beer is sung about in taverns a hundred leagues away. Embrace this economic specialization. Lean into your map’s strengths, dominate the market for a few key goods, and let the river of gold solve all your other problems. πΈ
Section 4.3: The Gold Engine – Taxes, Upkeep, and Financial Ruin πΈ
All the gold in the world is useless if your expenses outpace your income. A large, advanced city is a hungry beast π², consuming a shocking amount of gold each month in upkeep costs.
- Sources of Income π:
- Trade: As detailed above, this will become your primary engine of wealth. π€
- Taxes: Your second major income stream comes from your own citizens. Upgraded houses, from Homesteads to Manors, generate tax revenue πͺ when they’re within the radius of a Market. This is why managing desirability to facilitate house upgrades is a core economic activity.
- The Specter of Expenses π»: Upkeep costs are the silent killer of prosperous cities. Every Soldier in your barracks πββοΈ, every Guard in a tower πΌ, every Healer in a hospital π§ββοΈ, and every actor in your Theater π draws a monthly salary from your treasury. A single barracks full of elite soldiers can cost hundreds of gold per month. As you build more services to keep your large population happy and safe, these costs stack up alarmingly.
A crucial skill for any late-game governor is the ability to read your town’s annual report and forecast your budget. π If you see your gold reserves dwindling, you must act. The easiest way to cut costs is to temporarily disable buildings π«. If there are no raids on the horizon, you can empty your barracks and towers to save on soldier and guard salaries. If your population is healthy, you can reduce the number of healers. This constant balancing act between providing services and managing their cost is a central challenge of late-game empire management. Fail to manage your balance sheet, and you’ll find yourself in a new kind of death spiral: bankruptcy π, where you can’t afford to pay the very soldiers you need to protect your gold from the raiders who have come to steal it.
Chapter 5: When Push Comes to Shove (A Treatise on Frontier Violence) βοΈ
Strategic Philosophy: An Unbreakable Defense is the Best Offense π‘οΈ
For those who choose to play with invaders enabled, combat is an inevitability. As your town grows in wealth and renown, it becomes a glittering prize β¨ for the more aggressive elements of the frontier. Your goal isn’t merely to survive these raids. Your goal is to engineer a defensive system so comprehensive, so lethal, and so psychologically demoralizing that the annual raider invasion becomes less a threat and more a form of spectator sport. πΏ An unbreakable defense is the ultimate expression of your mastery over the frontier, turning would-be plunderers into a convenient, if messy, source of loot and target practice. π―
Section 5.1: Know Your Enemy – Raider Psychology 101 π§
Raiders aren’t a mindless horde. They’re a predictable algorithm of greed and violence, and you can exploit their programming.
- Targeting Priorities π―: Raiders have a clear and consistent target list. Their primary objective is Gold. π° They’ll make a beeline for your Vaults and your Trading Post. If they can’t reach your gold, or after they’ve looted it, their secondary targets are storage buildings containing valuable materials: Storehouses, Armories, Foundries, and Blacksmiths. Food storage is a tertiary target. They’ll generally only attack houses or defensive structures that are directly in their path to one of these high-value targets.
- Pathfinding Logic πΊοΈ: This is their greatest weakness. Raiders prefer to follow roads and will always choose what their AI perceives as the most direct path to their target. They’ll attack gates that block this path. They are, in essence, lazy. π΄ They won’t go searching for a weak point in your wall if a gate presents a more direct route.
- Threat Escalation π: Don’t get complacent. The small bands of poorly armed thugs that trouble you in the early years are just a prelude. As your town’s prosperity and population grow, so too will the size and sophistication of the raids. Raiders will begin to appear with better armor, heavy weapons, and eventually, devastating siege weapons like battering rams π and catapults π₯ that can make short work of your walls.
This predictable behavior is the key to your entire defensive strategy. Since you know what they want (gold) and you know how they think (path of least resistance), you can stop thinking about defending your entire town. Instead, you can focus on defending their targets and manipulating their pathfinding. You won’t build a wall to keep them out. You’ll build a carefully constructed path to guide them directly into a meat grinder. π₯©
Section 5.2: The Architecture of Agony – Defensive Design π°
A truly masterful defense isn’t a single wall, but a series of interlocking systems designed to slow, funnel, and annihilate the enemy. This is the principle of defense-in-depth.
- The Outer Layer (The Filter) π¦: This layer isn’t meant to stop the enemy, but to guide them β‘οΈ. A simple Palisade Wall or even a series of fences can be used to create a large outer perimeter. The key is to leave one or two heavily fortified openingsβyour gatehouses. The AI will see these gates as the easiest way through and will naturally funnel themselves towards your prepared killing fields, rather than spreading out to attack the wall at random points.
- The Middle Layer (The Kill Box) π: This is where the magic happens. Your main gatehouses shouldn’t be simple doors. They should be the entrance to a “kill box” or “death labyrinth”βa long, winding corridor π made of stone walls, with another gate at the far end. The path should be lined with Lookout Towers πΌ on both sides. Raiders will enter the first gate and begin running down the corridor toward the second gate, all while being peppered with arrows πΉ from multiple towers. The towers should be placed so that their fields of fire overlap, ensuring no part of the corridor is safe. They should also be positioned to protect each other from melee attackers.
- The Inner Layer (The Citadel) π: Even the best defense can be breached. A final, heavily fortified stone wall should enclose your absolute most critical assets: the Town Center, the Vault, the Trading Post, and your most important storage buildings. This citadel is your last stand. π‘οΈ If a handful of raiders break through the kill box, they’ll be met with another wall and the concentrated fire of your last-ditch defenses, giving your army time to mop them up before they can touch your gold.
- Advanced Tower Placement π: Towers receive a damage bonus based on elevation. Don’t place your towers flush with your walls. Instead, place them one or two tiles inside the wall. This slight elevation allows them to shoot over the wall, increasing their damage and effective range. It also protects them from being immediately swarmed by melee units who breach the wall. An upgraded tower has significantly more range and damage, making upgrades essential against late-game armored raiders.
Section 5.3: The Professional Army – When Towers Aren’t Enough πββοΈ
Towers are magnificent against lightly armored raiders, but they struggle against heavily armored units and are almost useless against siege weapons. π₯ For these late-game threats, you need a professional, standing army.
- The Barracks and the Cost of Security πΈ: A Barracks allows you to recruit villagers into full-time soldiers. πͺ This is a massive commitment of gold, as each soldier has an upfront recruitment cost and a continuous monthly upkeep. An army is a luxury of a wealthy state, but a necessary one for surviving the harshest difficulties.
- Unit Composition and the Importance of Equipment π: An unequipped soldier is just a very expensive villager waiting to die. π The effectiveness of your army is almost entirely dependent on their gear. Your Blacksmith and Armory must be working overtime to produce Swords βοΈ, Crossbows πΉ, Shields π‘οΈ, and Platemail Armor π¦Ύ. A small contingent of well-equipped heavy infantry can hold a breached gate against a force many times its size, while a poorly equipped mob will break and flee. πββοΈ With the addition of the Military Stable, you can also field powerful Cavalry units π, perfect for flanking maneuvers and quickly running down enemy archers or siege weapons.
- Advanced Battlefield Command π£: Don’t let your soldiers fight on their own. You’re their commander.
- Control Groups (Ctrl + #): Assign your infantry to group 1οΈβ£, your archers to group 2οΈβ£, and your cavalry to group 3οΈβ£. This allows you to issue orders to specific unit types instantly.
- Attack-Move (Alt + Right-click): Use this command to order your troops to advance while engaging any enemies they encounter along the way. This is your standard “advance and attack” order. π₯
- Tactics βοΈ: Use your heavy infantry to form a shield wall and plug a breach in your defenses. Position your crossbowmen behind them or on elevated terrain to rain down death. Use your cavalry to sally out a side gate and smash into the enemy’s vulnerable siege weapons before they can reach your walls.
- Taking the Fight to Them (Raider Camps) ποΈ: A proactive defense is the best defense. As you explore the map, you’ll uncover Raider Camps. These are the source of the raids. Assembling your army and marching out to destroy these camps is a high-risk, high-reward mission. The camps are well-defended, but destroying one will prevent all raids for up to a year π and yield a bounty of valuable resources and potentially powerful relics for your Temple. Eliminating all raider camps on the map is a major step toward securing your dominion over the frontier.
Chapter 6: The Inevitable Cacophony (Managing a Megalopolis: The Late Game) π€―
Strategic Philosophy: Taming Complexity π§
If you’ve reached this stage, you’re no longer a governor. You’re the manager of a sprawling, chaotic, and deeply interconnected ecosystem. ποΈ Your town of 500, 1000, or even 2000 souls is no longer a simple machine with predictable inputs and outputs. It’s a living organism, prone to sudden fevers, clogged arteries, and existential crises. Your job is no longer to build, but to maintain π§βπ§; to anticipate the second- and third-order effects of every decision; to prune, tweak, and rebalance the complex, interlocking systems that keep your city from collapsing under its own weight. This is the art of taming complexity.
Section 6.1: The 500+ Population Challenge π¨βπ©βπ§βπ¦
Crossing the threshold of around 500 citizens marks a fundamental shift in the game’s challenges. The strategies that worked for a small town will buckle and break under the strain of a metropolis.
- Food Security at Scale π: Hunting and foraging are now quaint hobbies, utterly irrelevant to the survival of your city. Your population lives or dies by the output of massive, hyper-optimized agricultural complexes. πΎ You’ll need multiple, large farm blocks, supported by a network of barns and cheesemakers, all working in concert. Your target for food reserves should be a minimum of 12 months’ supply. ποΈ This massive buffer is your only insurance against a widespread crop disease, a severe drought, or a sudden baby boom that adds 50 new mouths to feed in a single year.
- The Labyrinth of Labor π·ββοΈ: With over 50 distinct professions π§βπΎπ§βππ§ββοΈ, balancing your workforce becomes a full-time job. The Professions menu (hotkey ‘P’) is your new best friend. The most common mistake at this stage is to over-specialize, leaving you with a critical shortage of basic Laborers. Laborers are the red blood cells π©Έ of your city, transporting goods and performing essential construction. Without a healthy pool of them, your entire economy will suffer from logistical anemia. Furthermore, advanced buildings like the Hospital π₯, Apothecary Shop π§ͺ, and Library π require educated workers, making a robust school system non-negotiable for a functioning late-game society.
- The Tyranny of Distance (Goods Distribution) πΆββοΈβ‘οΈβ‘οΈβ‘οΈ: In a small town, a single central market can service every home. In a megalopolis, this is impossible. Villagers on the outskirts will spend all their time walking to the central market to stock their homes, tanking their productivity. π The solution is to decentralize. You must build a network of smaller, localized service hubs, each with its own Market π, Well π°, Root Cellar π¦, and Storehouse. This ensures that goods are distributed efficiently across your entire city, preventing localized shortages of food, soap, or pottery that can cause happiness to plummet in one neighborhood even while the city as a whole has a surplus.
Section 6.2: Endgame Spirals and How to Survive Them π΅βπ«
The death spirals of the late game are more insidious and complex than the simple starvation cycles of the early years. They’re often the result of a small problem in one system cascading into a city-wide catastrophe.
- The Resource Cliff π: This occurs when a critical, non-renewable resource deposit, such as your last iron or coal mine on the map, is depleted πͺ«, and you have no alternative supply chain in place. Suddenly, your production of tools, weapons, and heavy tools grinds to a halt. π Your soldiers can’t get new swords, your builders can’t get new tools, and your entire industrial base seizes up. Prevention: Constant vigilance of your resource deposits and a proactive transition to a trade-based economy. π° Long before your last mine runs dry, you should have established a profitable export industry capable of generating enough gold to import the raw materials you’ll inevitably need.
- The Cascade Failure (Desirability Collapse) π: As described in Chapter 2, this is when the failure of a single key desirability building (like a Theater π) due to lack of maintenance triggers a domino effect. Desirability drops, houses are abandoned ποΈ, overcrowding leads to disease π·, happiness plummets π, tax income vanishes πΈ, and the city enters a downward spiral. Prevention: Redundancy. A city of 1000 people shouldn’t rely on a single Theater. Build multiple, overlapping service and entertainment buildings. If one goes down for repairs, the others can pick up the slack, preventing a catastrophic drop in desirability.
- The Great Plague π·: A major disease outbreak like cholera or the bubonic plague is terrifyingly effective in a dense, late-game city. π€’ It can easily infect hundreds of villagers, crippling your workforce for years and leading to a massive death toll. Prevention: A multi-pronged public health strategy. This includes comprehensive waste collection via Compost Yards π©, city-wide pest control with multiple Rat Catchers π, a steady supply of Soap π§Ό, and a distributed network of Healer’s Houses π§ββοΈ and Hospitals π₯ to ensure the sick can be quarantined and treated quickly.
- The Stagnation Trap π: At a certain point, your city becomes so large that the number of deaths from old age β°οΈ each year begins to approach the number of new births πΆ and immigrants. Your population growth slows to a crawl and can even turn negative. This makes it incredibly difficult to recover from a major disaster like a plague or a devastating raid. Prevention: Aggressive pro-growth policies. This means constantly building new, desirable housing π to attract immigrants and ensuring your citizens’ happiness is kept as high as possible to encourage births. You must have a significant surplus of available housing at all times; immigrants won’t come if there’s nowhere for them to live.
Section 6.3: A Monument to Your Suffering – The Endgame Defined π
For a long time, the “endgame” of Farthest Frontier was simply the existential challenge of keeping your massive, teetering city from imploding. The 1.0 release, however, introduced a tangible set of goals in the form of Monuments. These are pinnacle, end-game structures that require a colossal investment of resources but provide powerful, city-wide bonuses and trigger a formal victory condition π (though you can continue playing after building one). They provide an answer to the question, “What’s the point?”
- The Civic Monument ποΈ: The choice for the master builder and urban planner. Its construction unlocks an expanded selection of decorations and, more powerfully, reduces all future construction and relocation times by a staggering 80% ποΈ. It’s a monument to efficiency itself.
- The Economic Monument π: The ultimate goal for the trade baron. It increases the storage capacity of all storage buildings and Vaults. More importantly, it causes traveling merchants to arrive with “deeper purses” π° and special requests for premium goods, supercharging your export economy.
- The Military Monument βοΈ: The final triumph for the warlord. It causes your soldiers to gain veterancy 100% faster ποΈ, turning them into elite killing machines. It also unlocks a unique ability: you can actively taunt raiders π, calling down progressively stronger and stronger armies to test the limits of your perfectly engineered defenses.
Choosing and building one of these monuments is the ultimate expression of your settlement’s identity and your success as a governor. It’s the final, crowning achievement, a testament to the thriving, resilient, and impossibly complex civilization you’ve carved out of the unforgiving wilderness. You haven’t just survived; you’ve conquered the frontier. πͺ
Appendices: The Grand Ledger π
Appendix A: The Architect’s Almanac (Building Data) ποΈ
This table provides a comprehensive overview of the buildable structures in Farthest Frontier, essential for strategic planning of city layout, economic forecasting, and desirability management.
| Building | Tier | Size | Build Cost (Work, Wood, Planks, Stone, Clay, Gold) | Upkeep (Gold) | Desirability (Impact / Range) | Occupancy | Prerequisites |
| Town Center | 0 | 6×6 | 40 W, 16 L | None | +10% / 200m | None | None |
| Shelter | 1 | 3×3 | 15 W, 4 L | None | N/A | 4 Villagers | None |
| Firewood Splitter | 1 | 2×2 | 15 W, 5 L | None | -5% / 30m | 1-2 Splitters | None |
| Well | 1 | 2×2 | 20 W, 5 L, 5 S | None | +2% / 30m | None | None |
| Hunter Cabin | 1 | 3×3 | 25 W, 10 L | 2 | Neutral | 1-2 Hunters | None |
| Fishing Shack | 1 | 3×3 | 25 W, 10 L | 2 | Neutral | 1-2 Fishermen | None |
| Forager Shack | 1 | 3×3 | 25 W, 10 L | None | Neutral | 1-4 Foragers | None |
| Smokehouse | 1 | 2×3 | 20 W, 10 L | None | -15% / 40m | 1-2 Smokers | None |
| Stockyard | 1 | 5×5 | 15 W, 5 L | None | -5% / 20m | None | None |
| Storehouse | 1 | 4×4 | 60 W, 25 L | None | Neutral | None | Stockyard |
| Root Cellar | 1 | 4×4 | 40 W, 15 L | None | Neutral | None | None |
| Saw Pit | 1 | 4×4 | 30 W, 10 L | None | -10% / 40m | 1-4 Sawyers | None |
| Market | 1 | 4×4 | 50 W, 15 P, 15 S | None | +8% / 80m | 2 Grocers | Saw Pit, Storehouse |
| Crop Field | 1 | 5×5 to 12×12 | Variable | None | Neutral | 1-7 Farmers | None |
| Town Center T2 | 2 | 6×6 | 40 P, 25 S | 10 | +10% / 200m | None | 30 Pop, 8 Shelters, Market |
| Homestead | 2 | 3×3 | 6 P | 1 | N/A | 5 Villagers | TC T2, 30% Desirability, 2 Food Types |
| Healer’s House | 2 | 3×3 | 80 W, 40 P, 20 C, 100 G | 25 | +4% / 150m | 1 Healer | TC T2 |
| Trading Post | 2 | 4×5 | 80 W, 40 P, 10 S, 15 L | None | Neutral | 2 Traders | TC T2, Storehouse, Saw Pit |
| School | 2 | 3×4 | 150 W, 60 P, 30 C, 150 G | 15 | +8% / 180m | 1 Teacher | TC T2 |
| Tannery | 2 | 3×3 | 40 W, 20 P, 10 S | None | -20% / 50m | 1-2 Tanners | Well |
| Cobbler Shop | 2 | 2×3 | 30 W, 15 P, 5 S | None | Neutral | 1-2 Cobblers | Tannery |
| Basket Shop | 2 | 2×3 | 30 W, 15 P | None | Neutral | 1-2 Basket Weavers | Forager Shack |
| Potter Building | 2 | 3×4 | 80 W, 50 P, 15 S | None | -10% / 40m | 1-2 Potters | TC T2, Storehouse, Clay Pit |
| Charcoal Kiln | 2 | 3×3 | 25 W, 10 L, 15 S | None | -40% / 65m | 1-2 Workers | Saw Pit |
| Foundry | 3 | 4×5 | 100 W, 25 P, 30 S, 250 G, 1 HT | 20 | -30% / 50m | 1-4 Foundry Workers | TC T3 |
| Blacksmith Forge | 3 | 4×4 | 100 W, 20 P, 15 S, 250 G, 1 HT | 15 | -20% / 50m | 1-2 Blacksmiths | TC T3 |
| Pub | 3 | 2×3 | 80 W, 50 P, 15 S | 10 | +4% / 150m | 1 Publican | TC T3 |
| Theater | 3 | 5×5 | 200 W, 150 P, 150 B, 1250 G | 30 | +5% / 300m | 2 Actors | TC T3 |
| Town Center T4 | 4 | 6×6 | 150 P, 150 B, 100 I, 3000 G | 100 | +10% / 200m | None | 250 Pop, 25 Large Houses, Theater |
| Library | 4 | 3×4 | 200 W, 80 P, 150 B, 1000 G | 25 | +10% / 150m | 2 Librarians | TC T4 |
Note: This is a representative sample. L=Logs, P=Planks, S=Stone, C=Clay, G=Gold, B=Bricks, I=Iron Ingots, HT=Heavy Tools, W=Work-hours. Desirability values are approximate base impacts. π
Appendix B: The Farmer’s Almanac (Crop & Animal Data) π©βπΎ
This appendix provides the critical data needed to master the agricultural systems of Farthest Frontier. Understanding these values is key to designing stable, high-yield, and disease-resistant crop rotations.
Part 1: Crop Data π₯
| Crop | Output | Base Yield | Fertility Change | Grow Time (Days) | Heat Tol. | Frost Tol. | Weed Supp. | Fertility Dep. | Spoilage (Months) |
| Peas | Beans | 6 | +1 | 91 | Low | High | None | Low | 16 |
| Beans | Beans | 8 | +1 | 125 | High | Low | Low | Medium | 16 |
| Turnip | Root Veg | 5 | -3 | 81 | Medium | High | Medium | Medium | 12 |
| Carrot | Root Veg | 8 | -3 | 98 | Low | High | None | Medium | 12 |
| Cabbage | Greens | 14 | -4 | 125 | High | High | Low | High | 8 |
| Leek | Greens | 17 | -6 | 158 | High | High | None | High | 8 |
| Buckwheat | Grain | 6 | -1 | 100 | High | Low | High | Low | 24 |
| Rye | Grain | 14 | -6 | 158 | High | High | High | Medium | 24 |
| Wheat | Grain | 16 | -8 | 158 | High | Medium | Low | Very High | 24 |
| Flax | Flax Fiber | 6 | -5 | 135 | High | Medium | None | High | N/A |
| Clover | N/A | N/A | +3 | 94 | High | High | High | Low | N/A |
Note: Yield is per tile at 100% fertility. Grow time is total planting, maturing, and harvest days. Tolerance, Suppression (Supp.), and Dependence (Dep.) are relative ratings. Happy farming! π±
Part 2: Common Crop Diseases π€’
| Disease | Primary Targets | Spread Risk |
| Bean Wilt | Beans, Peas | Low |
| Stem Rot | Buckwheat, Beans, Peas | Medium |
| Powdery Mildew | Beans, Peas, Buckwheat, Carrot | High |
| Aster Yellows | Wheat, Carrot, Buckwheat | High |
| Yellow Dwarfing | Wheat, Rye | High |
| Wheat Leaf Blotch | Wheat, Rye | Very High |
| Wheat Rust | Wheat | Extreme |
| Clubroot | Turnip, Cabbage | Low |
Note: This table highlights common overlaps. Rotating between different crop types (e.g., Grain πΎ -> Root π₯ -> Legume π±) is the best prevention strategy. Don’t let the rust get ya!
Appendix C: The Quartermaster’s Log (Production Chains & Items) π¦
This section illustrates the flow of resources through the town’s economy, from raw extraction to finished goods, and provides key data on the items themselves.
Key Production Flowcharts β‘οΈ
- Basic Clothing Production: π$Hides \rightarrow [Tannery] \rightarrow Leather \rightarrow [Cobbler\ Shop] \rightarrow Shoes$$Hides \rightarrow [Tannery] \rightarrow Hide\ Coats$
- Bread Production: π$Grain \rightarrow [Windmill] \rightarrow Flour \rightarrow [Bakery] \rightarrow Bread$
- Iron & Tool Production: βοΈ$Iron\ Ore + Coal/Charcoal \rightarrow [Foundry] \rightarrow Iron\ Ingots \rightarrow [Blacksmith\ Forge] \rightarrow Tools/Weapons$
- Luxury Goods (Pottery): πΊ$Clay + Water \rightarrow [Potter\ Building] \rightarrow Pottery$
Master Item Table π
| Item | Category | Lifespan (Months) | Produced By | Key Uses |
| Firewood | Material | N/A | Firewood Splitter | Fuel for homes & industry π₯ |
| Planks | Material | N/A | Saw Pit | Primary building material ποΈ |
| Bricks | Material | N/A | Brickyard | Advanced building material π§± |
| Iron Ingot | Material | N/A | Foundry | Crafting tools, weapons, upgrades π© |
| Smoked Meat | Food | 24 | Smokehouse | Stable food source π₯ |
| Cheese | Food | 36 | Cheesemaker | Most stable food source π§ |
| Bread | Food | 12 | Bakery | High-volume food source π |
| Beer | Luxury | 12 | Brewery | Fulfills Pub needs, happiness πΊ |
| Shoes | Clothing | 120 | Cobbler Shop | Villager speed, prevents injury π |
| Hide Coats | Clothing | 120 | Tannery | Warmth, protection π§₯ |
| Pottery | Luxury | N/A | Potter Building | Fulfills housing needs, trade πΊ |
| Tools | Good | 120 | Blacksmith Forge | Enables/boosts many professions βοΈ |
| Heavy Tools | Good | 120 | Blacksmith Forge | Enables advanced buildings ποΈββοΈ |
| Sword | Weapon | 120 | Blacksmith Forge | Equipping soldiers βοΈ |
Appendix D: The Tech Tree Deconstructed π³
The 1.0 release introduced a 142-point Tech Tree, fundamentally changing town progression from a linear tier system to a flexible, strategy-driven path. This appendix provides an overview and strategic analysis.
Tech Tree Overview πΊοΈ
The tree is divided into several branches, broadly corresponding to different aspects of your settlement:
- Farming & Food Production π: Unlocks advanced farming techniques, new crops, food processing buildings (e.g., Preservist), and efficiency upgrades.
- Industry & Extraction π: Unlocks advanced mines (Deep Mines), higher-tier production buildings (e.g., advanced Blacksmith), and resource processing improvements.
- Commerce & Services π°: Unlocks the Guild Hall, advanced Trading Post features, and upgrades for service buildings like the Market and Theater.
- Military & Defense π‘οΈ: Unlocks advanced soldier types, better armor and weapons, stronger walls, and upgrades for defensive towers.
- Civic & Housing π : Unlocks new decoration types, Monuments, and policies that can be enacted at the Town Center to fine-tune your city’s rules.
Strategic Tech Paths π§
Instead of unlocking everything, you should focus your limited knowledge points π‘ on a path that complements your strategy.
- The “Economic Rush” Path π€:
- Focus: Prioritize technologies that boost trade and production of high-value goods.
- Key Nodes: Advanced Trading Post, Pottery, Glassmaking, Brewery, advanced Blacksmith for Heavy Tools.
- Philosophy: Your goal is to get a powerful export economy online as fast as possible. Use the resulting gold to buy whatever you need, including military equipment, rather than producing it all yourself.
- The “Defensive Turtle” Path π’:
- Focus: Prioritize military and defensive technologies above all else.
- Key Nodes: Fortified Walls, Tier 3 Lookout Towers, advanced Barracks, Platemail Armor, Crossbows.
- Philosophy: Create an impregnable fortress early. This strategy is ideal for players on higher difficulties with aggressive raiders. Economic development is secondary to ensuring absolute security. π‘οΈ
- The “Agrarian Perfection” Path π¨βπΎ:
- Focus: Unlock every possible farming and food production advantage.
- Key Nodes: Advanced Crop Rotations, Soil Management, Arborist upgrades, Barn upgrades, Cheesemaking, Preservist.
- Philosophy: Build an agricultural powerhouse that can support a massive population and is immune to famine. A huge surplus of food, especially long-lasting cheese π§ and preserves π, becomes its own form of security and a valuable trade commodity.
The Tech Tree is a powerful tool for strategic expression. By carefully choosing your path, you can tailor your settlement’s development to your preferred playstyle and the unique challenges of your map. Good luck, Governor! π
Disclaimer:Β This is an unofficial fan work, all trademarks and copyrights forΒ Farthest Frontier belong to theΒ developer Crate EntertainmentΒ & publisherΒ Crate Entertainment.
Find the game here! Farthest Frontier β Crate Entertainment



Leave a Reply