Farthest Frontier

Farthest Frontier

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KO Aug 28, 2022 @ 5:55pm
Housing people near their professions/jobs
Hello, so I'm a fan of city building games and playing FF has been a great experience so far. I like the seemingly randomness/natural of AI feel to it, with just some oddities and quirkiness mixed in to keep things interesting.

As for the topic, my settlement is currently at 300ish pop and just starting to get tier 3 houses. The way I do my maps is I spread my settlements early on so that I have my main town which I plan on having the highest tier housing, and to have a few smaller settlements outside the main to sort of support the higher tier houses. ( Its okay for me to have 200+ pop and still be in tier 1 since I'm busy expanding. )The farther settlements currently are in tier 2 with school, healer, rat catcher, market, small industries like firewood, planks, cobbler, tannery, compost pile, hunters foragers fishers, etc

The problem I'm having is that the more "villages" I make farther outside, the harder it is to manage things, specifically stocking houses. The jobs of people in my new smaller settlement tend to be located very far and thus not having enough time to stock things up( this is just my observation ). An example, the people in my new shelters will find work in my main town which is very far away even though there is work to be found nearby.

I do not like the idea of having a temporary shelter because I want to make everyone thrive and the settlement look alive and beautiful. I hope someone can help me on this if anyone has a quick fix. Thanks!
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Showing 1-10 of 10 comments
Sivaas_ Aug 28, 2022 @ 6:22pm 
As far as stocking the outskirt villages, all I can think to do is provide them their own hunter/s, forager/s and fisherman along with a root cellar and smoke house. They'll stock those nearest them. As far as the villagers going to the main to work, I've had this issue and tried relocating houses, moving them around to be closer to their work. It doesn't work at all. It won't even be the same villagers in the house after it's been relocated. So, I feel that pain. The temp shelter is for the work camps and along roadways for villagers to seek shelter in from the weather on their way to and from gathering along distances from their primary homes... from my understanding.
KO Aug 28, 2022 @ 7:00pm 
The problem that results in this is that the houses that have workers doing far away work, will not have time to stock on different kinds of goods. I have a house that have no water even, yet the individual workers in that house have their own food, water, etc
Zenstrive Aug 28, 2022 @ 11:21pm 
plan to build your outskirt houses around a market, a school, and a healer house, and make a well nearby. Also build gardens between houses.
ZombieMaster Aug 28, 2022 @ 11:24pm 
this was what i was just talking about in a post i made. sadly even when i have resources they need right next to them they go halfway across the map to get them instead. and yes they need to implement a way to have the villagers move next to the jobs they take
Razz Aug 29, 2022 @ 12:08am 
Yes, we need job que so we can assign workers.

For now, take that citizen and remove him from his job. by clicking on the building. Sometimes you have to remove all the workers in that building. Then wait a minute and re-populate the work structure.
SgtScum Aug 29, 2022 @ 1:19am 
Temp shelters are the mechanic the op is looking for even if he doesn't like the looks. That way you can make a nice neat main town that houses all of your villagers and gains the max desirability bonus from them. As others have said if you have distant industry ops then drop one of each t1 food gatherer a well and smokehouse and root cellar then enough temp housing to allow everyone in that area to have a bunk. The food production will keep them fed and working and the temp homes will allow them to shelter when it gets too cold to work. This keeps them focused on their tasks instead of taking long walks back to town.
KO Aug 29, 2022 @ 3:46am 
Originally posted by SgtScum:
Temp shelters are the mechanic the op is looking for even if he doesn't like the looks. That way you can make a nice neat main town that houses all of your villagers and gains the max desirability bonus from them. As others have said if you have distant industry ops then drop one of each t1 food gatherer a well and smokehouse and root cellar then enough temp housing to allow everyone in that area to have a bunk. The food production will keep them fed and working and the temp homes will allow them to shelter when it gets too cold to work. This keeps them focused on their tasks instead of taking long walks back to town.

The temp shelters kinda hint the direction the devs are going. But I do hope that they make it more flexible. I can understand it if the intention is to have just 1 main town with all the services going into feeding it and then walling off to defeat armies kinda like what the main screen image is like. But on large pacifist maps, its nice to have large open spaces between villages each having their own "local" economy at the same time integrating with the "capital" so to speak.
WhocareZz Aug 29, 2022 @ 3:53am 
Originally posted by KO:
Originally posted by SgtScum:
Temp shelters are the mechanic the op is looking for even if he doesn't like the looks. That way you can make a nice neat main town that houses all of your villagers and gains the max desirability bonus from them. As others have said if you have distant industry ops then drop one of each t1 food gatherer a well and smokehouse and root cellar then enough temp housing to allow everyone in that area to have a bunk. The food production will keep them fed and working and the temp homes will allow them to shelter when it gets too cold to work. This keeps them focused on their tasks instead of taking long walks back to town.

The temp shelters kinda hint the direction the devs are going. But I do hope that they make it more flexible. I can understand it if the intention is to have just 1 main town with all the services going into feeding it and then walling off to defeat armies kinda like what the main screen image is like. But on large pacifist maps, its nice to have large open spaces between villages each having their own "local" economy at the same time integrating with the "capital" so to speak.

Temp shelters are OK as a temporary solution, but for final release I would hope they have improved AI enough so that it will be able to have a multi town map. No point playing a large map otherwise…
Sarke Aug 29, 2022 @ 4:04am 
It would be nice to be able to set the maximum distance someone will go to find work or resources. This way they won't go between "settlements", but stay near where you want them.
KO Aug 29, 2022 @ 7:05am 
Originally posted by Sarke:
It would be nice to be able to set the maximum distance someone will go to find work or resources. This way they won't go between "settlements", but stay near where you want them.

Yes, and maybe like when you build new houses, only those who are laborers(no jobs), can get in first. And only then will he try to find work nearby. If the work is too far away, they will just stay as laborers/builders.
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Date Posted: Aug 28, 2022 @ 5:55pm
Posts: 10