×
Create a new article
Write your page title here:
We currently have 230 articles on Farthest Frontier. Type your article name above or create one of the articles listed here!



    Farthest Frontier

    Market: Difference between revisions

    Content added Content deleted
    miraheze:farthestfrontier>Cosmic Sloth
    No edit summary
    miraheze:farthestfrontier>Cosmic Sloth
    No edit summary
    Line 6: Line 6:




    '''Basic strategy:''' 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]].
    '''Basic strategy:''' 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]].


    [[Category:Buildings]]
    [[Category:Buildings]]

    Revision as of 05:00, 14 August 2022

    Market

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


    Markets are critical to the availability of food and other materials to Shelters. 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.


    Basic strategy: 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.

    Cookies help us deliver our services. By using our services, you agree to our use of cookies.
    Cookies help us deliver our services. By using our services, you agree to our use of cookies.