On October 23, 2025, Farthest Frontier leaves its mirrion year Early Access and hits 1.0. Will you be playing the best Banished clone of all time or will you wait another mirrion year for Scammer Lords to be complete?
>>2175857based
If I wanted to play a tower defense, I would play Bloons. So I am going to stick with Manor Lords, which is an actual city builder.
>>2177593I'm gonna play both, chud!
>>2175857>the best Banished clone of all timeIt's Dawn of Man
>>2175857is it good yet?
>>2178161there are a couple graphical hitches but i'd give it an 8/10.cities of over 1000 are no problem for me with a 2600x. You could go over 3000 with a more modern processor.
They added diagonal walls.This is big.
What does it actually do better than Banished? I don't see why I should play FF over the original. Without having played it, I know it won't contend with Banished's music.
>>2175857Its a crate game.
>>2177593>an actual city builder>best you can do is a moderately prosperous villagebruh
>>2179552better graphicscrop rotationCOMBAT including horses and wild animal attacksdiagonal walls, cubic spline roadsmore supply chainsthe only thing worse than in banished is the lack of rivers.>>2177593why do people on this board have the most embarrassingly shitty critiques?
It kind of sucks UI is an abomination.
>>2179616what is "crate game"?
>>2179650Crate Entertainment is the developer of this game.They have exactly two titles: Farthest Frontier and Grim Dawn (an ARPG).
>>2179627Not really helping your case by leading with better graphics lmao, the most infantile reason to play any game. Appreciate the genuine response though. Crop rotation and a need for defence sound interesting. Will give it a shot, thanks.
>>2179552> I don't see why I should play FF over the original.you boomer niggas seriously play the same shit over and over and over again? fucking try new things for once you cuckservative finally!
>already fucking asinine complaint Every time. Fucking chronic whiners. This should categorized as a mental illness.
>deving 9000th city builder and not Grim Dawn 2
>>2181620>>2182232Crate have an extremely comfy aesthetic. I am happy to be in the timeline where we get a city builder by crate.
>>2179733what a gay post
im playing it right nowlove the graphics and the extremely comfy atmosphere. not sure how well the logistics will scale once i grow into hundreds or thousands of people.
>>2182375I would say it's extremely generic but fun
>the only good banished clonewhy is it so hard?
>>2183271>why is it so hard?you mean my benis?
>>2182375Cities in FF look like shit tho. Even anno has diagonal placing
>>2183271Probably because Banished hit right on target and it's hard to do better by more than 5% without spending a huge amount of time and money.
>>2183567FF is a small indie studio. They don't have the kind of budget for diagonal buildings. Even diagonal walls was a huge effort for them.sadly, i'm not even joking
>>2183567Technically it doesn't. It will, but not until November.
>>2182375is it? graphically it reminds me of titan quest 1
>>2183674it does if you download the demo, SMART GUY
>>2183615Foundation basically gives you map editor tools to create unique buildings on the fly. Soviet Republic is autismo simulator. Both made on a shoestring budget and have more interesting features than Banished+
I like the tech tree, early raids seem to be harder. Didn't play a whole lot pre 1.0 though
>starts causing my GPU to cook off alright what setting is hogging all the resources
>>2184870>Foundationtotally forgot about that game, guess it finally left early access after a gorillion years? did it turn out good? I was intrigued by the organic non-grid road aspect
>>2185425yeah aesthetically it's one of the most soulful banished clones on the market. worth a pirate
For people that have played the game what have you focused on building first after the basic needs stuff? All the other buildings i have no idea what i should prioritize.
>>2184838That is simply the demo, not the final product.I am of extraordinary intelligence. Perchance.
>>2183578Banished was amazing, i also really enjoyed Stonehearth, shame the devs where incompetent coders and where sniped by Riot to make a fighting game before they could finish and fix their LUA/RAM implosion issues.Would be neat to see some form of tourism, or a reason for people other than traders to visit your town in farthest frontier, maybe for entertainment, religious sites/artifacts so you could build inns/taverns for temporary visitors and travellers and boost income that way.There are some "policy"like nodes in the knowledge tree, but i would like to see that expanded on or made into an actual system of sorts, but no idea what would work or fit best..
The game does have a workshop page, while not everyone's cup of tea, a fantasy pack would be neat down the line, replacing wolf dens with goblin dens, make adventurers guilds, quests for nearby small stuff dealing with pests for small coin or scouting, attracting people to your town, for tourism or special building, maybe even a Rimworld like storyteller Ai spawning barbarian/Orc raids or making you amass your army to raid a lich tower before he undead walls you.Magic tower addition to the academy and paladins from the church etc. just shuffle it into the new knowledge tech tree, i know it might as well be a different game at this point but im just a sucker for this kind of stuff.
>>2186048I'm at 800 people on Normal difficulty. Top 2 things are food and research.- Food is the most important thing, which means you need fields. Start by making a few 6x6 fields (spaced out far enough to be later expanded to 12x12+fencing around each). I go 4-5 farmers per 12x12 field; as long as you aren't losing crops to frost or rot, you needn't add more workers than that. Try to make your farmer population and housing explode early on so that you have excess food to attract big immigrant waves.- As soon as you can, buy some chickens so that they can fertilize your fields. (Request them so you can buy ~5 of them ASAP) You can set the grazing area on one field that grows only clover, then once you've fully fertilized, weeded, and de-rocked it, grow crops on it and move the chickens to the next field.- Get an academy. Even without paper, it greatly accelerates your research.- Keep enough tools in reserve; a death spiral because of no tools sucks.After that, just keep slightly overproducing your needs so that you can sell them. Pottery, candles, soap, and anything wearable can be sold. Planks too. Just keep enough in reserve and don't sell for bad prices.- Until you hit tier 4, you only need one barracks. You can use your townsfolk to distract raiders while your army destroys them. When not being raided, clean up raider camps on the map because they generate knowledge when destroyed. (Lure the defenders out with your soldiers and kill them with your archers. When there are no more defenders, you can attack the towers with your soldiers while your archers run around in the back, attracting tower fire.)Traps1. Guard towers. #1 waste of money and manpower until you've hit tier 4. (And even then they suck but at least by then you can afford them). 2. Beer. It can cause more problems than it solves. It can wait until tier 4.3. Cooper. You can buy a few barrels once the barrel seller shows up. Wouldn't build this until late tier 3
>>2186164The final town layout is a temple in the center with markets in a circle around it, and then industries outside of those. When you build a temple you can see its maximum influence range so you can place it as far away as possible from your town as possible.I also wouldn't worry about walls until 500 pop. They take too much labor and raiders are too weak to make walls matter.
>>2186171Oh yeah, and if it wasn't obvious, the trading post is vital. You need to get that up ASAP.
>>2186164>Traps>1. Guard towers.How do you defend then? Cause i found the raiders to be really tanky, especially when you get the guys with a lot of armor. They just carve up my troops and take no damage.
>>2186200>How do you defend then? If you take out a good chunk of the raiding party, then the victory banner will show and the raiders will run away. So if it's very early in the game, swarm the squishy archers with your villagers to get most of the kills and then focus fire the melee guys with your hunters. You might have to use your entire village to fight, but it's still more cost effective than paying tens of gold per month for nothing. Raiders tend to run to the center of your village to pillage shit, so you can choose to fight near your town center (which shoots arrows) for a bit of extra damage. If you have 100+ people then you should already have a barracks and you can just train soldiers instead of useless guards.
>>2186164>- Until you hit tier 4tier 3, pardon me.
For deciding where to plant the town center early game do you want to pick somewhere with more forageables, game to hunt or fertile farmland for food?
>>2186279i reroll map until i get forests, a pond and some minerals within a short range
Since I'm a poorfag and I barely can pay for my rent and have a second-hand gamer notebook to "run" this game by recommended settings... Is the Fitgirl pack safe to try?
>>2186527never had any issues with 'her' packs uwu
>>2175857Haven't played this in a long time. Are lategame raids still complete bullshit? That was my main issue back then, raids would scale up infinitely until the game was just throwing the population of a small country at your city every year.
>>2175857How's the game? My favorite city builder was imperium civitas, also know has imperium Romanum or glory of the roman empire. I just want to build a nice city, fullfill my citizens needs and maybe go to war
>>2186279look for water, reeds, clay, and herbs. there's usually enough deer, rocks, berries, and other shit spread around the map to forage no matter where you start. as for minerals, iron, gold and sand can wait until you have a wagon shop and temp shelters, but it is good to be in walking distance of clay early on.make sure you're not putting your town over 0% irrigated soil or your wells will frequently run dry. 25% should be good enough. (not an issue on the valley biome)
>>2186534tythis retard oversold it tho. Downloading now.
When's the hotfix for fires coming out?Did any anons even have a problem with fires? Personally I only had 1 building burn down in like 13 years of playing.
Clearing out this patch of trees will cause the deer to run off right?
>>2188141Nah they just move away from villagers. You need pretty consistent traffic for them to permanently move and even then it won't be far
>>2187774>Did any anons even have a problem with fires?nothe steam users who complain about it are just tards who didn't build enough wells
>>2180342>you boomer niggas seriously play the same shit over and over and over again>If the game changes title and slightly upgrade textures, it's a new game entirely!
Question about the temp shelters. Do i want to put them right next to the resource they're working or is it better to have it halfway down the road back to the main center?
>>2179552so in banished population growth was based on births and could boom and cause problems.in fart hest people just magically appear when you build houses. it sucks.(haven't played 1.0 yet)
>>2188753>magically appearIts called migration you dip. And there are births, children get born and have to grow up. There is both a migration meter and a birthrate meter dependant on how well your settlement is doing.
>>2188806>migrationI didn't know migration involved teleportation. either way the point is you have complete control over population growth. even if you accept the event where people turn up it just means building houses afterwards instead of before hand.
>>2188857I fail to see your point. An issue will rise if you mismanage. Housing isnt the only factor. I dont understand, are you being dense on purpose? Do you not understand that you might want to accept a workforce to fill in a supply chain only to realize that another supply chain doesnt have the infrastructure to support the new pop. Or that births passively increase the population you have to always pay attention to food and goods supply.
>>2188991>I fail to see your point.did you not read the words? population growth is entirely from how many homes you build(and whenever you choose to build them). unlike banished. theres my point. did you understand?two games different. grug make observation. grug find less interesting.
>>2189003>population growth is entirely from how many homes you buildSo you are saying births completely stop if you dont have free housing? This doesnt seem true but Ive never left my settlement without available housing.
>>2188857>I didn't know migration involved teleportation.It doesn't. You can see a train of people walk to your town center and when they arrive, the migration window pops up.>>2189107people don't seem to overbreed like they do in Banished.Anyway, it's a retarded complaint. If you want people to die then just fling them against raiders.
>>2188547next to their workplace, that's the entire point.>>2188857thats not the case thoughwhile birth rate is stable and reliable if your villagers needs are met, migration still fluctuates quite a bit. i would personally like more control over it because i quite often find myself just upping the speed and waiting for more workers before i can build or enable production in buildings ive allready built or prepared. then one year ill get an event for 20 immigrants who are all working age and my all my problems are solved for 2-3 years.
>>2189543>i would personally like more control over it because i quite often find myself just upping the speed and waiting for more workersi could be wrong but i think they are more likely to come the more food you have in store
>50 kids>to 30 adultsJesus Christ thats a lot of fucking.
>>2193231historically accurate
I'm struggling to find a pace for t2 to t3 with how many things it opens up and how it has multiple requirements for specific buildings.I especially struggle with forge/tools and iron since it's usually not in my immediate area and don't know how to handle long distance workforces.Also I have tons of food and reserves, but my villagers are apparently starving or it says there's a food shortage and people won't migrate.
>>2193603Have you ever considered:- planning ahead- logistics depots- making sure every villager has access to market and or storage facilities that aren't half the fucking universe away?
>>2193852>storage facilities that aren't half the fucking universe away?Maybe i missed it but related to that is there a way to set a max limit to how many of a specific resource can be held in storage? I was thinking of setting up a small camp in a isolated location with all the mines, but i dont want 200 meat and fish being stored there when there will only be about ~10 workers living there. Also, will workers move into houses that are closer to their homes? Or is it better to let who ever moves into the homes move there and then set them as miners?
>>2193865>closer to their homes?Ment closer to their jobs.
>>2193852>plant storage buildings next to houses or the resource they harvest so it's not too far away>they go the long way and deposit in the one that's too far away from themI just don't get it
>>2193865>I was thinking of setting up a small camp in a isolated location with all the minesmultiple population centers doesn't really work in this game. just build a temporary shelter there. The workers should stay in the mine for the entire year and then come back for winter.>Also, will workers move into houses that are closer to their homes?yes
>>2193603make sure more people are working in your markets
How to defeat raids efficiently? Every time I'm forced to conscript my people to fight them off and several die every raid. I tried building a barracks but having an army is so expensive in gold and manpower and there isn't enough of them compared to the raiders so they get steamrolled. Also since the raiders split up and attack my market too it is hard to wall off their attack targets.
>>2198404fight with villagers. box 50 of your villagers and just mob the raiders before they get to your village. pull back injured unitsraider archers will prioritize the lowest health target they can hit. so when you see which villager that is (typically the lowest health bar on your side), you can make him dodge arrows
the only thing i remember from this is, i played a steam fest demo, when one of my people got attacked by wolves they got rabies and diedstill can't really wrap my head around how autistic this city builder can be
>>2199907Well, I had the town healer take in a woman with a fracture, and when I clicked on the healer's house I saw he was administering her "snake oil". She died.