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    Farthest Frontier

    Food security, variety, and reliability

    Revision as of 17:04, 28 December 2022 by miraheze:farthestfrontier>Acks

    Overview

    The purpose of this guide is to go over a generalized roadmap to overall food security, variety, and reliability.

    The short, TLDR version of this guide is: Barns are the fast lane to food security.

    Important Concepts

    • Lifespan - All food items in Farthest Frontier is perishable and will only last for a fixed number of months before it spoils.
    • Preserving - Farthest Frontier includes a game mechanic for food preservation, thereby extending the lifespan of the food. This manifests in three ways:
    • Food Variety - One of the key requirements for house upgrades is food variety.

    Early Game

    When you first start up your game, you are going to have limited options for generating food. There are three starting buildings to facilitate this, and whenever possible, you should try to utilize all three:

    Crop Field are also available at the start of your game, but these take some time to get going and are usually best to do once you have the other three setup and going.

    For more information on Crop Field, please see the detailed Farming guide.
    

    Hunting

    Depending on your map, Hunting is likely going to be fairly critical to your early game play. The Hunter Cabin generates three critical resources:

    Animal Meat Pelts Tallow
    Deer 60 1 2
    Boar 240 4 2
    Wolves ??? ??? ???
    Bears ??? ??? ???


    When setting up a Hunting Cabin, you will most likely want to put these near spawn points for Deer. You can also put them near Boar, though everything except Deer fight back and you risk your hunters health. Wolves spawn at wolf dens and you do not want your city near these if you can avoid it when starting out. Bear are random and do not have clearly defined spawn points.

    For more information on Hunting, please see the Hunter Cabin page.
    

    Fishing

    Fishing requires one or more Fishing Shacks and a body of water. If you are on an arid map with no water, then fishing is not going to be an option for you.

    Once you have placed a Fishing Shack and set it's activity zone, the assigned worker will harvest fish with no further prompting or management.

    Unlike the Hunting Cabin, the Fishing Shack will only generate Fish. There are no other by-products created.

    For more information on fishing, please see the Fishing Shack page.
    

    Foraging

    The Forager Shack is a very useful building and should not be overlooked. In addition to generating food items, it can also generate materials used in other crafts and for medicinal purposes.

    For more information on foraging and what can be gathered by them, please see the Forager Shack page.
    

    Early Game Food Production

    Until you have built up your city to tier level 2, you should maximize the the number of food resource buildings your city can manage based on your population and available nearby resource nodes for each building type.

    As your city evolves, one thing that is required for houses to be upgraded is food variety. What this means is that if you for example only produced fish and no other food type, your houses would never be able to upgrade. One of the best sources for variety of food early in the game is the Forager Shack. While this gives you the potential for a much wider food variety, the products gathered by the Forager Shack typically have a much shorter lifespan.

    For more information on food lifespans, please visit the Resources page.
    

    One very import thing to note: Your villagers can not eat raw meat and fish. In order to get the benefit from these resources, it will be necessary for you to setup a sufficient quantity of Smokehouses. The Smoke House generates Smoked Meat and Smoked Fish. It is also important to note that raw Meat and Fish spoil much faster than when they have been smoked.

    For more information on preserving meat and some important information on Smokehouses, please visit the Smokehouse page.
    

    Mid Game - Phase 1

    Once you reach Town Center - Tier 2, the Barn is unlocked. The Barn is required for the production and management of Cows and is the key to true food stability.

    When you are looking to setup your first Barn, you can only acquire Cows from the Trading Post vendors. The minimum number of Cows to get started is 2 as you will want them to reproduce. Since you are still early in your game and your income is likely still relatively low, Cows can be relatively expensive costing 550-750 gold each. Buying an entire herd to max out your barn (10 cows) may not be financially feasible.

    When setting up your first Barn, it is important to bear in mind the food requirements for your Cows. During spring and summer, your Cows will graze in the designated grazing area you define. However, during the winter months, your herd will require that you provide feed. Cows can eat Grain and Root Vegetables

    Once you acquire your first two cows, you can leave them to breed for several years until your herd size maxes out. While a Barn without a full herd, will still produce Milk, it will not generate any Meat, Pelts, or Tallow. The herd size setting in the barn sets the limit at which cows start being butchered. By default this is set to 10. While you can change this value so that meat will start being generated at a lower herd size, it is important to factor in the negative impacts from this. The larger the herd size, the higher the birth rate of new animals and the more milk that gets generated per year.

    Summary

    A good way to get started is to setup a Barn, acquire 2 Cows, setup a small Grain Crop Field, and then let them reproduce until you have a full herd. Growing grain in this field rather than Root Vegetables will ensure that it all goes to your Cows since you will not be using Grain for anything else at this point. If you grow Root Vegetables, your villagers can potentially use this as a food source and your herd could end up low on fodder in the winter. Grain also has a longer lifespan in storage than Root Vegetables.


    Mid Game - Phase 2

    Once you have your first barn going and your herd is beginning to expand, you should spend some time adding Crop Fields. Crop Fields will help with your overall food production levels, increase food variety, and provide fodder for your Cows in winter. It is important to keep an eye on your crop outputs to ensure you can stay ahead of your population growth, Cow herd growth, Barn expansions, and the inevitable variability of crop yields due to weather, pestilence, or wildlife.

    The main point here is that it is important to plan ahead. If you are going to want to add a second Barn, it is a good idea to get the Crop Fields setup ahead of time to ensure you do not run low on fodder and food. REMEMBER: Herders are indiscriminate about how they stock a Barn with fodder. They will grab both Grain and Root Vegetables even if that leaves your villagers without a meal.

    For more information on Farming, please see our detailed Farming Guide.
    

    As you expand your village and add more Barns and Crop Fields, it is important to not overlook proper storage.

    You should begin building RootCellars as soon as you can in your game. Once you have RootCellars built, you should modify your other storage locations (Wagon, Storehouse, etc.) so they do NOT store your food. This will increase the overall shelf life of your food. RootCellars have the highest food preservation bonus of all storage buildings.

    It is also recommended that you also construct Granaries. Granaries are dedicated structures used for storing Grain and Flour. Granaries reduce the frequency of rats. This reduces the risk of materials to the rats and also improves overall population health by keeping rat populations low.

    With food storage comes rats. You will want to ensure that you have built at least one Rat Catcher building and set it's patrol radius to encompass your food storage areas. It is a good idea to keep these close together to make Rat Catcher coverage easier. You will also need Rat Catchers to cover your Markets and ultimately all of your houses.

    Another goal at this stage of the game should be to start manufacturing or acquiring Bricks. Bricks will allow you to upgrade your storage structures to level 2. Level 2 gives a bonus to how long food lasts in RootCellars and also allows for more overall storage volume in all storage structures (Root Cellar, Storehouse, & Stockyard).


    Finally as soon as you can get the cooper building and iron, you need to start cranking out the barrels. Each barrel in a storage building decreases the rate of decay by at least 5%. This includes root cellars, storehouses, and grain silos. Currently grain silos do not show you barrel numbers in the UI but there is a green icon that will show on them indicating if they are getting a bonus from barrels.


    Once your barns are max population, every year you will get new births. The surplus will auto slaughter and each cow slaughtered gives you 500 meat.

    I leave my barns on max pop (10 base / 20 when upgraded). The more cows you have in a barn the more births you will have. There is definitely a fractional variable birth rate so having max pop plus the inevitable rounding will ensure you get max meat per year.

    Grazing quality, having winter fodder, and overall animal health increase birth rate and by extension productivity.

    Having max pop also ensures maximum milk production which in turn means max cheese.

    Cheese is the longest lasting food source at 36 months. It is also an excellent source of revenue in surplus.

    The slaughter of the cows also gives you hides and tallow in addition to the meat. Long story short, once you have barns going, you can stop hunting / fishing if you want (though I do not).

    For food variety (directly impacts housing upgradability) I like to have at least one orchard and a few gatherers running to supplement with food variety (Gatherers also gather your herbs for soap and medicinal roots if you have these on your map). Having fruit from trees or gathering also reduces the instances of scurvy your villagers will experience. A sick worker is an unproductive worker. An unproductive worker is a resource sink.

    Farms of course are crucial for food stability. I grow a mix of peas, radishes, flax, and grains. I make sure to separate my farms so no two adjoining farms are growing the same crop families. This reduces crop loss due to rot / blight / disease.

    Grains and root vegetables can be used as winter fodder for your cows and of course also consumed by your villagers.

    Grain has shelf life of 24 months and flour has a shelf life of 16 months. I would advise that you not grind ALL of your grain into flour as you will want a fair amount for the cows. Grain is also used for beer production (Great for the pub bonus and also a good revenue source in surplus).

    Flour is only used for the production of bread (another great desirability bonus and food variety bonus). However, bread has a terrible shelf life of only 5 months. You will want to limit your bread production to minimize waste. Villagers are REALLY bad about using food in the order it will expire and will aim for a more "rounded" diet. IE they will only eat so much fast expiring bread while munching on the long lasting cheese :slight_smile:

    Finally we get to fruit / vegetable preservation. While this process will increase the shelf life of your produce, I personally find it a massive waste of resources. If you make the glass and sell it you can by 5x the food for that cash then you could preserve with it.

    If the devs update the game so that the glass used for preserving can be recycled, then this equation may change.


    The last thing to discuss is proper food storage. You should be making Root Cellars ASAP and ONLY storing your food in these. This will increase the overall shelf life of your food. You also need to get bricks ASAP so you can upgrade these to level 2 (Level2 gives a bonus to how long food lasts and also allows for more overall storage volume). Finally as soon as you can get the cooper building and iron, you need to start cranking out the barrels. Each barrel in a storage building decreases the rate of decay by at least 5%. This includes root cellars, storehouses, and grain silos. Currently grain silos do not show you barrel numbers in the UI but there is a green icon that will show on them indicating if they are getting a bonus from barrels.

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