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In the meantime, I just build a temp house, 1 well, 1 firewood splitter and 1 forager near the mine to make sure they have enough basic stuff.
Totally agree
It would make it somewhat more manageable to branch out small settlements away from the main town area.
That sounds nice, yes :)
I've started around 6 maps already, almost all of them I reached 700+ people. But late game starts to get tedious due to some micro managing that just does not work good (like the wood and the soldiers/guards).
Also, the default amount of farmers can be manipulated if you pay attention to how tasks are lined up. A farmer takes a short time to seed and then another time to harvest and transport. Everything in between means they idle (if not helping with another field).
You can drag crops around to set which month they start. If your crops are lined up in such a way that there is little to no down time, you can often get by with much less workers than what the game defaults at.
3 10x10 fields rarely need 15 farmers total. For example 3 wheat fields with off years being clover and a field maintenance can be reduced down to 1 farmer each. Or 3 total, instead of 15.
thank you for your input, I agree with most points having tested the game extensively. The foundation of the game are not the buildings, all building games have them and they simply represent a tile in which numbers are moved forth and back. Villagers, goods, money and prosperity are the typical numbers.
Before big changes are made the "number moving" needs to be be addressed. Anything you build needs a solid foundation, the foundation in Farthest Frontier are the villagers, they move all the numbers in the game.
Example: A builder will gather 1 wood which his friend just chopped and travel 50 miles with that piece of wood to a remote house. That builder could have walked 10 meters to a stockyard and gathered all the wood needed to make just one trip, instead you might see several builders doing the same trip.
My example applies to all stages of "number moving" in Farthest Frontier, all goods/food manufacturing need to be placed in the correct order for your villagers to not constantly haul the lesser number.
If villager AI is addressed then you all of a sudden have a totally different game on your hand, one that definitely needs rebalancing. Villagers are idiots in Farthest Frontier, they do the very basics without considering distances, amount hauled and where to get their needed goods.
++++
or allow us to assign ppl to houses if they cant switch on their own.
This one is awesome :)
Agree, the wagon drivers always seem to die first.