Farthest Frontier- title

After coming off of playing Foundation, and while jonesing for the Manor Lords castle update, I picked up another medieval village-builder: Farthest Frontier. I played this game while it was still technically in Early Access (and cheaper to buy), but its 1.0 release was only a month away, so I was basically playing (and reviewing) the release version. So for once, I'll actually have a review of a game out on the game's release! (Instead of weeks or months later, when everybody has stopped caring).

Farthest Frontier is another city-builder that's been on my radar for a long time, but I always figured that it would have a hard time competing with Manor Lords. Sure enough, I don't think Farthest Frontier is a good as Manor Lords, but it does have a lot of features and ideas that I really like, and which I would love to see ported or adopted into Manor Lords (and to other medieval survival city-builders.

I feel like the winters in Farthest Frontier look worse than they actually are.

Frontier fog

If anything, I think that fans of Banished should really like Farthest Frontier, as it feels very similar to that game. Both are grid-based city-builders, which stubbornly refuse to allow building on diagonals. One of my pet peeves with grid city-builders is when they generate maps that have diagonal features, and allow road-building on diagonals, but do not allow buildings to be placed on diagonals.

Both Banished and Farthest Frontier also put a large emphasis on logistics and trade. They also both have harsh winters -- though I did not find Farthest Frontier's weather or winters to be nearly as threatening as I remember them being in Banished.

Instead, Farthest Frontier plays up its "frontier" nature by including a fog of war that conceals potential threats and hazards. Even though the weather never posed as much of a threat to my village as I expected it to, I always had to be careful about exploring or expanding into the fog of war. You just never know what's out in that fog. Builders, loggers, hunters, or foragers who wander out into unexplored territory may run into bandit camps or wild predatory animals. If you send them out at the wrong time of year, they can also potentially get caught in a summer drought or winter blizzard, which could kill them from dehydration or cold if they can't get back to the village quickly enough.

The fog of war can hide dangerous wild animals or bandit camps.

Bandits and predators can also wander into your village or outposts from the fog of war, and can attack villagers, plunder resources, or damage or destroy buildings. You need to be sure to keep visibility of the perimeter of your village and satellite hamlets, and be prepared to defend it on a moment's notice. Watchtowers are therefore very important, but keeping them staffed takes precious population away from other jobs.

Villages in Farthest Frontier also never feel like they turn into full-blown cities or metropolises, like they can in Banished (and other games). Farthest Frontier actually has a hard cap on how high the population can get. This cap can be configured in the game's options (based on your computer's specs), implying that it's a technical and performance limitation (rather than a stylistic choice), and it defaults to 500 people. So unlike other games, you'll never fill up the map in Farthest Frontier (though you may have satellite villages all over the map). This limit may be a technical concession, but it does also contribute towards the "frontier" feeling of the game.

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