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    Farthest Frontier

    Beginner's Guide: Difference between revisions

    Content added Content deleted
    (→‎Creating Map: Layout improvements)
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    '''''NOTE:''' Gathering buildings do NOT need to be placed physically on/close to the vegetation and wildlife since their work areas can be moved without moving the building itself at any time. This is a good strategy to maximize potential output of your Forager Shacks.''
    '''''NOTE:''' Gathering buildings do NOT need to be placed physically on/close to the vegetation and wildlife since their work areas can be moved without moving the building itself at any time. This is a good strategy to maximize potential output of your Forager Shacks.''


    === Basic Housing === [[File:Well placement.png|thumb|When placing a well, you can see the effective radius by shelters being highlighted in green, you want to make sure all your houses have well coverage]]
    === Basic Housing ===
    '''1. Place 6 [[Shelter|Shelters]]''' somewhere away from undesirable buildings such as Smokehouses and Firewood Splitters.
    '''1. Place 6 [[Shelter|Shelters]]''' somewhere away from undesirable buildings such as Smokehouses and Firewood Splitters.


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    '''''NOTE:''' See [[City Layouts]] for more advanced examples and ideas.''
    '''''NOTE:''' See [[City Layouts]] for more advanced examples and ideas.''



    [[File:Well placement.png|thumb|When placing a well, you can see the effective radius by shelters being highlighted in green, you want to make sure all your houses have well coverage]]


    '''2. Place a [[Basic Well|Well]]''' near your shelters (press I for moisture overlay) and gathering district if you have many buildings there. Wells are necessary for consumption (as important as food) and in production lines such as Tanneries. They are necessary to put out fires so it's a good idea to ensure wells cover your settlement.
    '''2. Place a [[Basic Well|Well]]''' near your shelters (press I for moisture overlay) and gathering district if you have many buildings there. Wells are necessary for consumption (as important as food) and in production lines such as Tanneries. They are necessary to put out fires so it's a good idea to ensure wells cover your settlement.
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    * Continue harvesting trees and stone
    * Continue harvesting trees and stone


    === Early Logistics + Storage ===
    === Early Logistics + Storage === [[File:Early fort.png|thumb|Fort that protects storage buildings and town center]]
    '''1. Build a [[Storehouse]] and [[Root Cellar]]''' near your town center, you'll want to enclose these off with walls/towers shortly so keep them close together. An example of a space efficient build is the [[File:Early fort.png|thumb|Fort that protects storage buildings and town center]]
    '''1. Build a [[Storehouse]] and [[Root Cellar]]''' near your town center, you'll want to enclose these off with walls/towers shortly so keep them close together. An example of a space efficient build is the early game fort (see picture at right).
    Early game fort (see picture at right).


    These buildings will be the primary target for raiders so you want to make sure they will be easy to defend. You will also want to make sure they are relatively close to your housing area so that your market and settlers have easy access to food and supplies.
    These buildings will be the primary target for raiders so you want to make sure they will be easy to defend. You will also want to make sure they are relatively close to your housing area so that your market and settlers have easy access to food and supplies.


    '''Build a [[Stockyard]] and [[Saw Pit]]''' near a heavily wooded area. You can also move your firewood splitter here, as you'll want this to form your production district (firewood is necessary for a lot of things) so try to find a wooded area relatively near clay/sand/coal
    '''2. Build a [[Stockyard]] and [[Saw Pit]]''' near a heavily wooded area. You can also move your firewood splitter here, as you'll want this to form your production district (firewood is necessary for a lot of things) so try to find a wooded area relatively near clay/sand/coal


    '''Build a [[Market]]''' in your residential district. You will want to build homes around its effective radius (and build more markets and more houses as your settlement grows). The Market will provide a small but steady stream of gold from selling supplies to your citizens that will fund your early defences.
    '''3. Build a [[Market]]''' in your residential district. You will want to build homes around its effective radius (and build more markets and more houses as your settlement grows). The Market will provide a small but steady stream of gold from selling supplies to your citizens that will fund your early defences.


    '''Eventually your Town Center will be able to upgrade''' once you reach 30 population, and have built a [[Market]], which you can upgrade using stone and planks
    '''Eventually your Town Center will be able to upgrade''' once you reach 30 population, and have built a [[Market]], which you can upgrade using stone and planks

    === Basic Amenity Production ===
    === Basic Amenity Production ===
    [[File:Fletcher Menu.png|thumb|The production ratio for fletchers (like most production builds that produce multiple items) can be adjusted, you will want to switch higher production of ammo than bows]]
    [[File:Fletcher Menu.png|thumb|The production ratio for fletchers (like most production builds that produce multiple items) can be adjusted, you will want to switch higher production of ammo than bows]]
    Line 170: Line 170:
    ** A good rule of thumb is each villager consumes ~35-40 a year
    ** A good rule of thumb is each villager consumes ~35-40 a year
    ** An efficient hunter will generate ~400 meat a year, and a fishing shack 250-350 fish a year
    ** An efficient hunter will generate ~400 meat a year, and a fishing shack 250-350 fish a year





    == Mid Settlement Guide (Tier 2) ==
    == Mid Settlement Guide (Tier 2) ==

    Revision as of 04:11, 22 September 2022

    Welcome to Farthest Frontier! This guide will detail how to create a stable start for your settlement and set you up for success.

    Please note, this guide is a work-in-progress -- If you have any feedback or see something that's incorrect, either sign up for a Miraheze account and start editing or join the community discord to chat with the wiki team directly and suggest changes.

    A well-defended and supplied early settlement

    Creating Map

    See World Generation page for more advanced details

    You can leave default Trailblazer settings for a good experience of all the game has to offer, though it is advised to keep the map biome type as Idyllic Valley or switch to lowland lakes/plains for your first run.

    Other map biomes come with sizeable setbacks for new players like uneven terrain or intentionally limited resources.

    Placing your Town Center

    Upon loading into a new map, an initial area will be scouted by the villagers, revealing strategic information about resources and climate that will be helpful in choosing a settlement site.

    The player will need to place the Town Center before anything else can be done. While anywhere within the initially explored area is valid as a starting placement, this decision cannot be easily un-done.

    It is in the player's interest to do some further scouting of the visible area and identify potential good sites to begin building their settlement. Once a Town Center is placed, the explored area is hidden behind 'fog of war' so making a mental note of critical resources is suggested prior to placement.

    What to look for:

    Hostile Animals (avoid)

    • Wolf dens will destroy your villagers in the early game if you settle close to them, so try to steer clear
    • Boars will turn aggressive and will attack your villagers, but can be hunted for food (not automatically)

    Neutral Animals (Nice to have)

    • Deer herds, which are an excellent early game of food and will provide important resources like hides and tallow.
    • Enhanced Shoals of fish. While fish can be gathered around any water body, enhanced fishing spots provide a 50% bonus, which makes them on par with deer herds.
    Example of highly fertile land

    Land Considerations (preferred)

    • Flat land (most helpful) will make it significantly easier to expand your settlement. The Flatten Land tool (T) may be used, but it is high labor cost.
    • Fertile land using the fertility view (F). Settling near high fertility land will make farming easier. More details below in food production.
    • Irrigation Quality affects likelihood/severity of droughts that can damage your crop yields and well replenishment rates for your village. While not critical in early game, it can negatively impact your settlement in the long run
    • Bodies of Water provide opportunities for fishing as a food source, as well as a higher chance for several critical early resources (Willow, Medicinal Roots, Blueberry Bushes) to spawn.

    Strategic resources (preferred)

    • Clay deposit (most helpful). This will allow you to produce pottery and with brickmaking is important for construction/building upgrades
    • Coal Deposit. This will allow you to mine Coal which is necessary for metal/brick/glass industries. You can substitute coal with Charcoal made from Firewood so this is not immediately necessary
    • Iron Deposit. You will be able to mine these to produce iron ore, which will be more important later.

    Hotkeys to aid in site assessment:

    • Press F4 to toggle between different resource views (switch to see quantity of resource deposits)
    • Press F to toggle the fertility view
    • Press I to toggle the irrigation/moisture overlay


    NOTE: Exact position of the town center itself isn't critical, it has limited utility beyond safety during raids + a minor desirability boost + a quick-recall point for the camera with hotkey Z, so the primary goal should be finding a generally satisfactory area to begin your settlement.

    Early Settlement Guide (Tier 1)

    This stage involves setting up basic food supply for a settlement and providing the techniques for gathering/processing of resources required for a self-sustaining settlement. Strict placement of buildings isn't critical at this stage as most buildings can be moved later without disruption of settlement production.

    Harvesting menu where you select what you want to be included/removed from selection

    1. Cut down 4-8 trees as the town center is being built.

    Press H to bring up the harvesting interface, where you can enable/disable what you want to harvest. Drag to select all checked resources for harvest (you can hold shift and drag to unselect)

    Until Work camps are available to automate this process, the player will continue to have to mark Trees/Stones in order to gather the necessary resources for buildings

    NOTE: While trees in undeveloped terrain will grow back over time, avoid harvesting trees and bush around wildlife as this will prevent the wildlife from regenerating quickly.


    2. Place a Firewood Splitter to begin processing raw Logs into Firewood. Firewood Splitters should be somewhere near a large body of trees to minimize travel time, leaving plenty of space for other production buildings

    Firewood is a basic survival requirement of your villagers throughout the game, as they will need it to heat their homes during winter. Firewood is also used in the production process of many buildings, with Smokehouses being a prominent early-game example.

    Always monitor your firewood reserves and adjust the amount of workers employed making firewood production to ensure you keep up with demand as your settlement grows. Firewood deficits can lead to workplace shutdowns, cold-related injuries, and potential mass-death events during the coldest parts of Winter.

    Food Production - Hunting & Gathering

    Look out for deer herds in thick forest, as wooded areas increase the replenishment rate of the herd. This example will support 2-3 hunters without depleting
    Look out for deer herds in thick forest, as wooded areas increase the replenishment rate of the herd. This example will support 2-3 hunters without depleting

    1. Place 2 or 3 Hunter Cabins/Fishing Shacks depending if you have more deer herds or enhanced fishing spots nearby.

    While both buildings are reliable early-game food producers, Hunter cabins have the additional benefit of being an early source for Hides and Tallow, critical resources for later development.

    These buildings do not need to be placed directly on the water/deer herds, as their work areas can be moved after construction is finished. Try moving work areas on both buildings to optimize their yields.

    NOTE: Fish and Wildlife availability is based on the size of the body of water/tree cover of the Deer resource node. While overfishing/overhunting is possible, they will replenish over time!

    2. Place a Smokehouse near your fishing shacks/hunter cabins

    Fish and Meat will spoil quickly upon collection, lasting only 2 and 3 months respectively. To prevent waste, a Smokehouse converts these foods to their smoked equivalents, increasing their shelf-life to 24 months!

    Smokehouses process an equal ratio of smoked fish and smoked meat by default, which can lead to smokehouse workers traveling significant distances to stay true to this ratio.

    As settlements expand it's preferable to build two separate smokehouses, sited near either Fishing Shacks or Hunter Cabins and adjust production sliders to dedicate the Smokehouse exclusively to production of either Smoked Fish or Smoked Meat (see smokehouse page for more details).


    3. Place 1-2 Forager Shacks to supplement food and start collecting resources like Willow, Berries, Medicinal Roots and Herbs.

    Throughout the year, different plants can be foraged:

    • Herbs, Medicinal Roots, Greens and Berries replenish in the spring/summer
    • Hawthorne and Nuts replenish in the Fall
    • Mushrooms and Eggs replenish sporadically but primarily in Fall
    • Most forageables perish in Winter if not collected and will refill the next year

    NOTE: Gathering buildings do NOT need to be placed physically on/close to the vegetation and wildlife since their work areas can be moved without moving the building itself at any time. This is a good strategy to maximize potential output of your Forager Shacks.

    === Basic Housing ===

    When placing a well, you can see the effective radius by shelters being highlighted in green, you want to make sure all your houses have well coverage

    1. Place 6 Shelters somewhere away from undesirable buildings such as Smokehouses and Firewood Splitters.

    Due to how Desirability (Hotkey: G) works, it's recommended to concentrate your buildings in their own residential district(s) to get the largest benefit from Amenities and desirable buildings. Avoid building large blocks of Shelters too closely together as the Player will need plenty of space for parks and desirability buildings later on.

    NOTE: See City Layouts for more advanced examples and ideas.


    2. Place a Well near your shelters (press I for moisture overlay) and gathering district if you have many buildings there. Wells are necessary for consumption (as important as food) and in production lines such as Tanneries. They are necessary to put out fires so it's a good idea to ensure wells cover your settlement.

    Next steps

    • Build more Shelters as you get close to your occupation limit. Your population will not increase without Shelter capacity.
    • Continue harvesting trees and stone

    === Early Logistics + Storage ===

    Fort that protects storage buildings and town center

    1. Build a Storehouse and Root Cellar near your town center, you'll want to enclose these off with walls/towers shortly so keep them close together. An example of a space efficient build is the early game fort (see picture at right).

    These buildings will be the primary target for raiders so you want to make sure they will be easy to defend. You will also want to make sure they are relatively close to your housing area so that your market and settlers have easy access to food and supplies.

    2. Build a Stockyard and Saw Pit near a heavily wooded area. You can also move your firewood splitter here, as you'll want this to form your production district (firewood is necessary for a lot of things) so try to find a wooded area relatively near clay/sand/coal

    3. Build a Market in your residential district. You will want to build homes around its effective radius (and build more markets and more houses as your settlement grows). The Market will provide a small but steady stream of gold from selling supplies to your citizens that will fund your early defences.

    Eventually your Town Center will be able to upgrade once you reach 30 population, and have built a Market, which you can upgrade using stone and planks

    Basic Amenity Production

    The production ratio for fletchers (like most production builds that produce multiple items) can be adjusted, you will want to switch higher production of ammo than bows

    As resources and available population allows (with at least 6 laborers spare for resource collection), you can bring production of basic tools and clothing for your villagers.

    Near your hunters:

    • Build a Cobbler Shop, this will turn your hides into shoes for your citizen (and can be sold to merchants)
    • Build a Tannery, this will turn your hides into shoes for your citizen (and can be sold to merchants)

    Near your stockpile/firewood production area:

    • Build a Fletcher Building, which will produce arrows and bows for your hunters and later guards

    Near your foragers and storage area:

    • Build a Basket Shop, which will turn the willow gathered by your foragers into baskets for your laborers and builders
    Most storage buildings (like storehouse and root) seller lets you select what is allowed to be stored. You can take advantage of this by ensuring that food is stored in your root cellars close to your housing area and in some far away storehouse


    Fields

    Start your crops early as possible. Press the F key to bring up the Fertility overlay, and find a decently fertile and flat spot to put 1 field down. A small size of 5x5 or 5x6 (which only takes 1 farmer) is enough to get you started. Important to know the labor cost for "building" a field are pretty high.

    • If the ground is rocky and weedy, start with doing field maintenance
    • If it's early spring and your weeds and rocks are under control, start with some peas
    • If it's late spring and early summer grow some beans
    • If your fertility is low and weeds are high, start your first year prepping the soil by doing Maintenace-Clover-Maintenance

    Next steps: Pause the game for a moment at the end of each fall and when winter starts. Use this time to review your field and make any adjustments before next spring begins:

    • If fertility is below 60% - grow clover
    • If weeds and/or rocks are still high - more maintenance
    • If fertility is high and rocks/weeds are low, stop and read the in-depth Farming Guide to prepare your Settlement as you grow

    Next Steps

    • Monitor how many months of food you have left as your population grows. Six months of available food storage without spoiling is a good target.
    • Increase your food production if it is steadily dropping.
      • Place more hunter cabins if you have untapped deer and boar, and fishing cabins if you have more enhanced fishing spots
      • A good rule of thumb is each villager consumes ~35-40 a year
      • An efficient hunter will generate ~400 meat a year, and a fishing shack 250-350 fish a year

    Mid Settlement Guide (Tier 2)

    This is the longest and arguably the most challenging part of the game, as you will begin to see enemy raids and see stress on your food supply. It also has the most building options that will involve you setting up multiple production lines for different basic and luxury goods. This is also where the layout of your settlement will start to take solid shape, as your population grows and shelters begin to upgrade (at this point it is unadvisable to move them as they run the risk of degrading)

    Settlement Defense

    Fort that protects storage buildings and town center

    You will now need to build some defenses. Construct 2 Towers near your town center and storehouse and surround the compound with Wooden Walls to build a makeshift motte fort. Refer to the example Early game fort build for layout guidance. Once the towers are complete, garrison both with an additional villager to bring both towers to 2/2 employment


    Note: eventually you will get attacked by raiders. Once you get the notification, pause the game. Toggle the villager garrison button (bell) in your town center to make all villagers run to your town center fort. This + your 2 towers will be able to hold back most raids till later on.

    As the game progress you will need to build additional towers and eventually build walls to surround the rest of your settlement. Be careful with your garrisoning costs as each tower costs 5 gold a month in upkeep


    Now that you have your defenses built you should be relatively safe from material threats for a good while, but you are still at risk of running out of food/firewood so always keeps these monitored

    As a general guide, 4-5 hunters/fisheries (with a smokehouse) and a firewood cutter  will support a pop of 40-50 people

    Industry and Trade

    Build a Trading Post. This will allow you to see your surplus goods and buy things you are lacking (and eventually some heavy tools which will let you start your advanced industries).

    Build a Soap Shop to turn your tallow and herbs into soap. This will address your citizens sanitary needs and you can sell the surplus for good profit to merchants

    Start a secondary industry (or two) to improve the lives of your citizens and enable you to sell goods for gold to Traders (Merchant), depending on the resources available to you you can choose between many different industries at this point:

    Start Farming (more detailed guide available there). This will provide large amounts of sustainable and varied food, as well as things like Flax that can be turned into Clothes. Eventually you can grow Wheat to turn into bread, which is highly productive and the base grain is resistant to spoilage when kept in a Granary

    You should watch for each visiting merchant (usually early spring) and purchase a few sets of Heavy Tools when available. These are necessary for the metal industry, which in turn enables making your own heavy tools and in the construction of a Mill for breadmaking.

    Onwards to Victory

    You now have a thriving settlement, and the its future is up to you! Keep growing your settlement and upgrading your buildings. Keep up with your food production, defenses, gold economy and meet your citizens demands for luxury

    Some good long term goals to aim for:

    • Get your town center to T3, and eventually to T4 to unlock new buildings and upgrades
    • Start heavy industries:
      • Iron ore can be smelted with coal/charcoal into iron ingots which can be forged into weapons, armour, and are necessary for many buildings
      • Gold ore can be smelted with coal/charcoal into gold ingots for huge amounts of money
      • Brickmaking is necessary for many buildings/upgrades
    • Grow your settlement's population and fulfil your settlers increasingly complex demands to upgrade their dwellings, which will generate additional tax income
    • Establish a steady and long-lasting food supply.
      • Growing Grain (Wheat/Rye/Buckwheat) for the purpose of Breadmaking. Wheat will last for years in a Granary and can be milled/baked into large amounts of bread, which will feed large populations
      • Raise Livestock for meat and Cheesemaking. Fed grain/root-vegetables and grazed on pasture, Livestock can be milked, which itself can be turned into Cheese - which is a food type that basically does not spoil. Bread along with Cheese creates a food supply that both fulfils short-term food demands and long-term food stockpiling.

    Good Luck!

    Additional References

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