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    Farthest Frontier

    Market: Difference between revisions

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    miraheze:farthestfrontier>Cosmic Sloth
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    {{Infobox_Building2_Portable
    {{InfoboxBuilding
    | subj = Market
    |name1=Market
    | img = File:Market.png
    |image1=[[File:Building_Market_T1.png|200px]]
    | category = Amenities & Services
    |category1=Amenities and Services
    | tier = 1
    |tier1=1
    | prerequisite = [[Saw Pit]]<br/>[[Storehouse]]
    |prereq1=[[Saw Pit]]<br/>[[Storehouse]]
    | size = 4x4
    |size1=4x4
    |cost1={{InfoboxCost
    | materials = 3 [[Planks]]</br> 10 [[Stone]]
    | upkeep = None
    | planks = 40
    | stone = 10
    | produced_item = [[Gold Ingots]]
    | occupancy = 1 [[Grocer]]<br/> 2 Grocers at Tier 2
    | upgrades_to = Market - Tier 2
    | desirability = Neutral
    }}
    }}
    |upkeep1=N/A
    |produces1={{Icon|Gold}}
    |occupancy1=1x [[Grocer]]
    |upgrade_name1=Market Square
    |upgrade_cost1={{InfoboxCost
    | planks = 50
    | bricks = 50
    | gold = 250
    }}
    |desirability1=Positive
    <!--TAB 1 COMPLETE-->
    |name2=Market Square
    |image2=[[File:Building_Market_T2.png|200px]]
    |category2=Amenities and Services
    |tier2=(upgrade)
    |prereq2=none
    |size2=4x4
    |cost2={{InfoboxCost
    | planks = 50
    | bricks = 50
    | gold = 250
    }}
    |upkeep2=N/A
    |produces2={{Icon|Gold}}
    |occupancy2=1-2x [[Grocer]]
    |upgrade_name2=N/A
    |upgrade_cost2=N/A
    |desirability2=Positive
    <!--TAB 2 COMPLETE-->
    }}
    __TOC__
    == Overview ==


    ===Description===
    The Market is a Tier 1 Amenities & Services [[Buildings|Building]] that generates [[Income]] in the form of [[Gold Ingots]] and provides [[Desirability]] for the player [[Settlement]].
    The Market is a Tier 1 Amenities & Services [[Buildings|Building]] that generates [[Income]] in the form of [[Gold Ingots]] and provides [[Desirability]] for the player [[Settlement]].


    Markets are critical to the availability of food and other materials to [[Shelter|Shelters]]. [[Villager|Villagers]] visit the Market for items to store in their Shelter. This reduces travel time for your Villagers. A Market begins by employing a maximum of 1 [[Grocer]], which can be upgraded in later Tiers.
    Markets are critical to the availability of food and other materials to [[Shelter|Shelters]], with the grocer stocking resources in villager [[Shelters]] for consumption and reducing the travel time required for villagers to meet resource needs.

    Markets begin with a limited set of resources that will be stocked and employ a maximum of 1 [[Grocer]], upgrading to a Market Square increases hirable maximum to 2 [[Grocer|Grocers]] and expands the categories of luxury resources that marketplaces will stock.

    ==Income==

    Markets generate 1 {{Gold}} (2 {{Gold}} after upgrade) on a monthly basis from the following Buildings within its radius:
    * [[Shelter]]
    * [[Hunter Cabin]]
    * [[Forager Shack]]
    * [[Fishing Shack]]
    * [[Barracks]]
    * [[Lookout Tower]]

    Market income is distinct from monthly income paid by [[Shelters]] at tier 2 (homestead) and above, as well as monthly income from consumed Luxury resources and beer consumed at Pubs.
    <gallery widths=320px heights=180px>
    File:Market Square area of effect.png|Example of a Market Square's area of effect
    </gallery>
    == Upgrade Information==

    * Radius of gold collection/desirability impacts increases slightly (~ 2 squares)
    * [[Desirability]] bonus generated for shelters by the presence of this building increases slightly
    * Monthly gold generated per building inside radius increases from 1 to 2
    * Maximum occupancy is increased to 2x [[Grocer]]
    * Luxury goods are now stocked at the Market Square

    ==Basic Strategy==
    When placing a Market, it has a workable radius (13 squares from center - 11 tiles from outer market edge) as an area of effect. Each Shelter within the working radius increases the monthly Income accordingly, but overlapping work areas from multiple markets will not generate more income for the same Shelter.

    While not strictly necessary for Shelter function and development, Markets should be placed in close proximity to as many Shelters as possible while leaving room for other Desirability generating Buildings, such as a [[School]], [[Pub]], or [[Bakery]].


    ===Basic Strategy===
    ==Gameplay Updates==
    * 0.8 - bugged delivery of food to villager homes was resolved, allowing grocers to serve the community as intended.
    When placing a Market, it has a workable radius (13 squares from center - <''verification needed''>) as an area of effect. Each Shelter within this radius increases the monthly Income by <''value''>. It's best to place a Market as close to as many Shelters as possible, but also leaving room for other Desirability generating Buildings, such as a [[School]], [[Pub]], or [[Bakery]].


    ===Gameplay Updates===


    {{Navbox Buildings}}
    [[Category:Buildings]]
    [[Category:Buildings]]

    Latest revision as of 19:06, 10 September 2023


    Overview

    The Market is a Tier 1 Amenities & Services Building that generates Income in the form of Gold Ingots and provides Desirability for the player Settlement.

    Markets are critical to the availability of food and other materials to Shelters, with the grocer stocking resources in villager Shelters for consumption and reducing the travel time required for villagers to meet resource needs.

    Markets begin with a limited set of resources that will be stocked and employ a maximum of 1 Grocer, upgrading to a Market Square increases hirable maximum to 2 Grocers and expands the categories of luxury resources that marketplaces will stock.

    Income

    Markets generate 1 Gold (2 Gold after upgrade) on a monthly basis from the following Buildings within its radius:

    Market income is distinct from monthly income paid by Shelters at tier 2 (homestead) and above, as well as monthly income from consumed Luxury resources and beer consumed at Pubs.

    Upgrade Information

    • Radius of gold collection/desirability impacts increases slightly (~ 2 squares)
    • Desirability bonus generated for shelters by the presence of this building increases slightly
    • Monthly gold generated per building inside radius increases from 1 to 2
    • Maximum occupancy is increased to 2x Grocer
    • Luxury goods are now stocked at the Market Square

    Basic Strategy

    When placing a Market, it has a workable radius (13 squares from center - 11 tiles from outer market edge) as an area of effect. Each Shelter within the working radius increases the monthly Income accordingly, but overlapping work areas from multiple markets will not generate more income for the same Shelter.

    While not strictly necessary for Shelter function and development, Markets should be placed in close proximity to as many Shelters as possible while leaving room for other Desirability generating Buildings, such as a School, Pub, or Bakery.

    Gameplay Updates

    • 0.8 - bugged delivery of food to villager homes was resolved, allowing grocers to serve the community as intended.


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