Farthest Frontier

Farthest Frontier

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Market - 2nd person
Hello - I have played almost 500 hours of this game and absolutely love it. However there are some things I cannot find an explanation for:

1. What is the advantage of having 2 villagers in the Market vs. 1?
2. Are you able to click on a person and assign them directly to something like mine stone or cut down a certain tree? I have clicked on many people but there is no functionality - kinda like when you have troops and send them out to a barbarian camp - Not sure what to do with this?
3. I cannot figure out how to increase my tax base. I seem to build too many watchtowers, but my taxes never keep up. How do I earn more money from each house? With all the expenses I am always heavy negative. Do you suggest that I do not sell things like baskets, pottery, and candles to the traders that come and instead somehow make them all available for town consumption (as I understand it?)
4. It is super annoying in this new update when a villager runs into a barbarian encampment it slows down from 3x to 1x EVERY SINGLE TIME. How do I turn that off?
5. Is there a way to know or better track food consumption - like I build 3-4 fishing huts along a river and 2-3 hunting lodges around, but as I continue into the game I keep dropping to 0 for food. Does everything count towards the meat symbol or just proteins? Like could my people live on bread and veggies that I grow only? Open to suggestions or maybe I am just playing wrong.

Thanks for any and all help with these things!

Nate
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Showing 1-3 of 3 comments
1. They can stock markets/houses faster.

2. When you build a production building then workers are assigned automatically. As for trees, etc, initially you use the Harvest (H) or Clear (C) icons to select these and then your villagers will start to gather them. Once you get work camps then the workers in those will automatically cut trees, gather stone and when upgraded they'll plant new trees as well.

3. Of course your markets should have these things available for housing. They're needed to upgrade your housing to the next tier. Make sure all your housing is covered by markets' working areas since they gather in your income from them. If a house isn't within that area they won't be earning you any income.

4. Can't far as I know. It just happens. Just have to put it back up to x3 again.

5. You can see food consumption in your annual reports. And no, only meat/fish count as proteins. You also have grain, dairy, etc. They could live on just bread and veggies, but to upgrade housing you need more different food types each time.
Dr. Grant Jan 24, 2024 @ 8:20pm 
1: If you are super LEAN and only stock your markets as soon as a trader arrives and usually keep zero workers.

2: I don't think so the best practice is to only assign resources to gather when you absolutely need them, or else keep them fairly limited in scope. Then when there is a resource that you absolutely need like stone you can select it and make priority, But I admit this process could be improved upon.

3: The only way to increase your tax base is by building more houses in market areas, and leveling them up. In the early game it's easiest to build houses as fast as you can keep them fully stocked. But as soon as you can upgrade them you should. Other than that, you just have to build fewer money consuming things, until you can afford them. Sometimes selling excess pottery can pay for two or three more labor intensive services (if you find the right buyer.)

4: I think that's just a DEV thing that they need to fix.

5: Food is all about diversity, over time your hunting lodges and gathering huts will drop to zero as your village grows, you can wither change their gathering areas or build new ones. (I personally prefer building new ones (easier to keep track of)) But Near the end game you should strive to have a variety of food types. It seems to help your villagers avoid scurvy but is also a requirement for the higher tier houses. Additionally, if a blight or other environmental disaster affects your city you are more resilient to the effects.

-Diversity prevents collapse!

Additionally I want the DEVS to implement total positive or negative fertility rates based on farm crops.

Madea Fleecesteeler I did not read your responses before answering my own, but it seems like we have a lot of similar or complementary ideas! Keep up the good work, I like your style!
MedeaFleecestealer Jan 24, 2024 @ 11:31pm 
You know you can see fertility of individual crops by clicking on the field when they're being grown; it show at the bottom of the screen and you can add clay or sand to help improve the fertility of that crop assuming you have those materials available.
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Date Posted: Jan 24, 2024 @ 9:38am
Posts: 3