Farthest Frontier Early Access & Gameplay

Farthest Frontier Early Access & Gameplay 37 - steamsplay.com
Farthest Frontier Early Access & Gameplay 37 - steamsplay.com

This guide is in beta at the moment and is just a rough draft. As the game matures, it will become more detailed with math for farms and other tidbits.
 
This is STEAM EASTERLY ACCESS, so expect bugs and glitches. There are still missing features and the game is incomplete. As the game evolves, I will regularly make changes to this guide. This is version 7.05d.
 
 

Game Tips and Tricks

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Apiaries are best placed around arborist buildings. They can be used on farm plots as well, but for now, orchards are the best. They can also be used around blueberry bushes. Place the beehives near the blueberry bushes.
 
 
You want to ensure maximum production. Keep the distance between storage, home, and work as short as possible. It's not good for the worker to have to travel to another town in order to find the material they need. He or she is wasting their time walking.
 
 
Groups of 3 should be used to build farm plots. One farm should always have clover for one year. This helps to maintain fertility.
 
 
Certain farm choices are worse than others for fertility. The worst farm choices can reduce fertility rates by as much as 10 points. This means that it may take 2 clover plantings just to get the soil back on track. One planting of wheat can cost you between 0-10 fertility and one planting of clover can cost you anywhere from 0-10 fertility. Clover can cover the opposite spectrum, 0-10 to +10. It all depends on how much +/-5 you add.
 
 
Early game wood/stone setup = camp, shelter, and well. At the moment, the checkbox to remove mature tree is unchecked. To avoid clearing an area, keep moving the circle.
 
 
Don't compromise on wells. Villagers use them for putting out fires.
 
 
Once you have built a farm plot, and have a couple producing food for it, set the three-year schedule to work and clover for all three years. Keep your fertility rate high.
 
 
Use the F key for locating farm plots. The greater the area's fertility, the darker it will be.
 
 
 

Keyboard Shortcuts

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Starting in the Town Center, and finding a Location

It will show you a parcel that you will call home when the game begins. You will not be able to stop the clock until you have placed the center.
 
 
To find good locations, use the directional keys.
 
 
First, let's look at fertility. Many farms will require it. The overlay can be accessed by pressing the F key. Scout the area to identify areas with high fertility rates. Make a mental note.
 
 
Farthest Frontier Early Access & Gameplay - Starting out the Town Center and finding a Location - 4D106C5
 
 
Let's look at water as it is vital for any functioning society. Turn on the overlay by pressing the I key. Also, look for good places to drop wells.
 
 
Farthest Frontier Early Access & Gameplay - Starting out the Town Center and finding a Location - F992463
 
 
Let's look at the desireability of the land. This metric is used by housing to determine the housing upgrades/tier system.
 
 
Farthest Frontier Early Access & Gameplay - Starting out the Town Center and finding a Location - A23C190
 
 
During the mapping phase, be sure to note water/lakes/ponds edges, clay nodes, iron, and other valuable resources. Stone and wood are also of primary concern.
 
 
Once you have found an area that meets all of the above, you can start to build the Town Center.
 
 
Farthest Frontier Early Access & Gameplay - Starting out the Town Center and finding a Location - 9EA6415
 
 
It's time to gather materials like wood or stone to build our first buildings. There are three things you need to think about immediately. To survive long-term, we need food, water, as well as housing.
 
 
 

The early years

So you have found a new place for your people. They are going to make you a statue. A memorial statue for the heroism, bravery, and sacrifice you gave to get us out of this land of the lost. Ohhh?!?!?! Ohhh!?!?!?
 
 
It seems like it is time to get back to work. We have 3 goals to achieve in a very short time. Food stocks, housing, fresh water.
 
 
The Town Center has been placed. Now it is time to expand. Let's start by putting 1 main road, just to give the town an axis. A main street per se.
 
 
Considerations to make when planning the layout of your town
 
1 – Water for wells.
 
2- A place for noisy and dirty business, away from the most desirable parts of town.
 
3 – A place where homes appreciate in value and are free from pollution, noise, dirt, and pollution. Prime real estate.
 
4 – A section dedicated to food growing and gathering.
 
5 – Where should storage be placed to reduce travel time.
 
6 – Where are all the natural resources you need for your growth?
 
 
Hopefully, your TC is in a place where you can build housing near it. This will increase its value and make it more desirable. Sometimes, you can start with a large X for roads and assign each quadrant to an area of the economy.): Housing, production, storage (, food (), support buildings (schools and healers, etc.
 
 
Farthest Frontier Early Access & Gameplay - The early years - D21CEB6
 
 
Place everything in a different order when you're laying out your town. Space everything out because we will find new things as we research and unlock them. Plan ahead!
 
 
The town has a place for WATER, 4x HOUSES being constructed, and a HUNTERS LODG for food. All three of these must-haves. There is also a place for a fishing house. We have a limited time to get enough food to last the winter. A foragers' hut is also necessary. It will provide us with a variety of food, and the population will require these different foods later.
 
 
As the first snow starts to fall, let's look around the town to see how far it has come in a year. We have added storage, 2x farms plots, and a gatherer's hut. The food is a little tricky as the homes must have enough food to survive the winter. The town's food supplies are in desperate need.
 
 
Farthest Frontier Early Access & Gameplay - The early years - FA0E2A2
 
 
I collected more wood, stone, and sand to build a fishing hut. 1 of the farm fields is complete and growing some veggies. The second field is almost ready to go. We had to build a fence north to stop deer from raiding the farms.
 
 
This is the foundation of a town's ability to continue growing for the foreseeable future.
 
 
Farthest Frontier Early Access & Gameplay - The early years - D537767
 
 
There is going to need to be a balance between growth spurts, and having to add support type buildings. Because as the population grows so do their needs. Feeding 50 people is a different thing than feeding 500. One healer can only see so much patients in a single day.
 
 
 

You have many UI elements and control options.

The majority of popup windows have useful controls on the panel. Some are very useful and can be used for our purposes.
 
 
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Screenshot from the Town Center Information Screen
 
You may be attacked by wild animals or raiders as soon as you start your military career. To alert your residents that they need shelter, you can ring a bell. Residents who have shot arrows outside the Town Center are eligible for a bonus.
 
 
The requirements for upgrading this building are also listed.
 
 
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The Professions Screen
 
All your jobs can be monitored from one location. You can hire or fire with very fine controls. You can fine-tune your economy or move people around to better jobs. Some job sites can house 2-6 residents. You can turn off slots that you don't want, as long as your town is small enough to allow for more workers.
 
 
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Inventory
 
 
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Happiness // The Needs
 
 
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Zones of Influence

There seems to have been a lot of confusion regarding the building range circles and their purpose. I've heard of some very strange claims that they do.
 
 
When you are in building phase and deciding on where to build, every building will have a yellow line around it. The catchment area of the building shadow you place at a site is the circle that extends beyond it. It will interact with all buildings in the area. Any building outside of this area will not be able to interact with it. Buildings located outside of this area often require a family member to travel from their home to drop off or obtain something, and then return to store it. Some buildings interact with only a few buildings, while others have small circles (markets). Others interact with many buildings and have large circles (marketplaces).
 
 
This is a positive influence for a building. Notice the green outlines in the buildings around it.
 
 
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This is a negative influence upon other buildings. Notice how they outline with red?
 
 
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Here is a list of the effects that a market has on you.
 
 
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It is possible for a small circle to be too close to a marketplace, and the house may not have access to that market.
 
The house in question is actually within the market's reach, so the market will grant access to the house.
 
 
If a circle around a building serves a purpose, it will cover the house regardless of whether the circle is in the same area as the building.
 
 
Some items are unique and have additional functions.
 
For example, a blueberry bush can be moved to another location and replanted.
 
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Are you unhappy with the way your neighborhood looks? Let's change it. Select a building like a forager's house and click the button to the right. Pick a new spot and place the building. Wait for the labor needed to clear the new site so that the building can move. You can technically move your entire community a little at a time. It will just cost you a lot of labor.
 
 
 

Farm plots and the Fertility & Soil mechanics

Farming is the lifeblood of the world. Food would be scarce if there were no farms. People will have difficulty keeping food warm in winter.
 
 
You can adjust the soil's fertility by adding sand or clay over time. You must have a soil affinity for the crops you plan to plant. Otherwise, you will get inconsistently low yields.
 
 
After the farmers have finished tilling their fields, you will receive a schedule for 3 year. (fig 1 –
 
 
Farthest Frontier Early Access & Gameplay - Farm Plots and the Fertility and Soil mechanics - ECF76D8
 
 
Selecting the year row will display a popup window. You can then choose what year to do. This window contains 2 maintenance options and a variety of crop plants. Each plant needs to be matched with the soil's fertility level in order to get the maximum yield. The trick is to make sure you are at the top of the fertility scale at the end. Aim to make at least a break even. (fig 2 –
 
 
Farthest Frontier Early Access & Gameplay - Farm Plots and the Fertility and Soil mechanics - C1555D6
 
 
Also, a compost yard should be set up so that you can add fertilizer to the plots.
 
 
After looking at these screens, we now have 2 systems: fertility of soil.
 
 
For top harvests, soil compatibility matters. Look at figure one's bottom. You will see a multicolored s*rip, with red, yellow and green. This scale will show you the preferred soil type for your crops. The further you are from the sweet spot the lower your yield will go. I try to plant the same crop on this plot so that I don't have too much to do with the clay/sand.
 
 
I tend to make three plots in a group, decide what each plot should grow, and then set the soil. Each plot is unique so the crops will be different. Alternately, you can put it in the winter so that spring the mixture will be added. If the compost is available, it can also be used in the spring.
 
 
The fertility is also a part of the farm mechanic. So soil compatibility was one thing, but soil fertility was another. Both are important and must be taken into consideration if you want to reap the benefits of each year's crop.
 
 
Farthest Frontier Early Access & Gameplay - Starting out the Town Center and finding a Location - 4D106C5
 
(figure 3 –
 
 
You will notice that the F key gives you a fertility overlay. It shows where the good soil lies. This is where your farms should be located. I have yet tested for orchards.) In the very beginning phase, you should at least start a small farm plot of 5x5x6x6. It takes them a whole year to build so start it early. If you have deer or other animals nearby, put wooden fencing around the area to protect them. They will be happy to share your reward for all their hard work.
 
 
You will have a few good years of growth if it is planted on very fertile soil.
 
 
The trick is to keep it where it is and not let it get any worse. You must use the hoeing skill until rocks or weeds are gone. Your ground will stay fertile for many years if you plant clover, and be careful what crops you choose to plant. Depending on what crops you grow, you may need to leave a field open for growth or let it fallow for two out of three years.
 
 
One more metric is worth noting. A stat called Impacts Fertility can be found at the bottom in fig 2. This number is often damaged by crops. It means that it lowers your fertility by sucking all the nutrients, such as wheat. Take a look at that whopping -5, and then add another -1 or -5 to that. A single wheat crop can remove 10 points. You will need at most 2 clover plants to fix the soil's deterioration. To really make a difference, you should grow 3 crops of wheat in 3 years.
 
 
The game treats all grains as one when they leave the fields and reach storage. Here are three types of grains: wheat, buckwheat, and rye. To see the most destructive impact of wheat on fertility, check out this graphic.
 
 
This is my field after it had been built. I added the first crop to plant and now need to add the second.
 
 
Farthest Frontier Early Access & Gameplay - Farm Plots and the Fertility and Soil mechanics - 820E92C
 
 
All those weeds, rocks! The maintenance option to hone the field will reduce these two negative metrics. If you have sufficient food production from hunters, fishermen, and a forager's hut, I would recommend growing clover and hoe in the first two or three years to keep the weeds down and the rocks low. This will increase your yields.
 
 
Farthest Frontier Early Access & Gameplay - Farm Plots and the Fertility and Soil mechanics - FD348CB
 
 
After two years of hoeing clover and clover, the second year was set to grow spring peas. Then back to clover. You can safely eliminate the hoeing operations from your schedule and add food there now. You should be careful to not undo all of that work within a few years. Each year, add clover and a crop of clover. This will result in consistent high yields.
 
 
The crop info screen will show you another metric, weed suppression. Some crops will prevent weeds from growing fast while others will stop them from growing cold. It's all a delicate balance.
 
 
1 – Make three fields of 5×5, 6×6 or 10, 10×10. Early game small fields are the best. Later game it is okay to build larger fields. To prevent disease from spreading, rotate different crop types across the field. It can move from one field into another if the crop types are the same. ROTATE these crop types each year.
 
 
Apiaries are an additional mechanic to be aware of. Place one in the middle a field to help farmers tend to the hives. They are not considered food. However, you can sell honey on the market to help your business get going. You will need the wax to make candles for your community. Additionally, traders can buy any overstock.
 
It is said to increase crop yields. However, I haven't seen any evidence. You can also put apiaries near your arborist fruit trees farms or if you collect your blueberries in a patch near your foragers huts.
 
 
 

You will find icons on the maps

There are many icons that show where various resources can be found, including wildlife and plants. These icons can be used to help you save your life. Resources that are not readily available, such as coal, iron, or any other resource that could limit our growth and prevent us from having to travel outside our hamlet to find the items we need, are the ones we are most interested.
 
 
We need raw materials in order to produce items that can be used for 3 purposes. 1 – employment, 2- population needs, and 3 – trade excess in gold
 
 
Look out for these icons
 
 
Clay
 
 
Farthest Frontier Early Access & Gameplay - Icons found on the maps - 025AF77
 
 
Coal
 
 
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Deer
 
 
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Fish
 
 
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Gold
 
 
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Iron
 
 
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Sand
 
 
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Willow Bush
 
 
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Worker Slot empty
 
 
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Wood and Stone

*** Important ***
 
Wood and stone are subject to changes. We will add or correct any errors.
 
 
The current plan is to build 1 temporary housing, 1 work camp and 1 well (to light fires) in an area close to the resources that you need stone and/or wood.
 
 
The stone will expire soon, but a future update should fix it.
 
 
It will grow back faster if you don't clear-cut wood in an area. I cut only mature trees and trees below the footprints for construction. I move the circle on my work camp around so that in a couple years, I can put it back for a year. I rotate my areas.
 
 
The wainwright is going to bring supplies to the temperature house (soap will include in a future update) so that the villagers don’t have any to do while they work at Camp.
 
 
 

Water and its missing interactions

Crate initially tried to do water stuff, like bridges. They have stated that water-related buildings have been put on hold by some difficulties they did't go into details about.
 
 
Zantai (Dev) said it most likely will end as a dlc later.
 
 
 

Issues or bugs

It appears that there is a problem with building integrity. They aren't getting fixed and eventually they fail because of condemnation.
 
 
Hunter lvl2 building traps are stuck at default 4.
 
 
Sometimes it seems like stuff stops moving. The builders or laborers are just fumbling about.

 
 

Written by mikeydsc, IFIYGD

 
 
This is all for Farthest Frontier Early Access & Gameplay hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
 


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