farthest-frontier game sourced
Farthest Frontier
A frontier-town city builder in which crop rotation, soil fertility, diet variety, clean water, and healers decide whether named diseases spread, while prosperity draws stronger raiders against walled defenses.
core loop
gather, hunt, forage, and farm -> rotate crops to hold soil fertility -> feed a varied diet and supply clean water, clothing, and healers against disease -> upgrade housing and the town center as desirability rises -> fortify against raiders drawn by prosperity
design notes
Farthest Frontier makes public health the main failure path: dysentery, cholera, tetanus, rabies, frostbite, and bubonic plague each have causes the player can address with clean water, clothing and shoes, healers, and rat catchers. Farming adds soil state, with 12 crops that must be rotated and fields improved by clearing weeds and rocks, and 19 food types with berries and greens preventing scurvy. Prosperity raises raider strength, so growth itself increases military pressure.
relations
14 stored edgesContagion
Dysentery, cholera, tetanus, rabies, frostbite, and plague spread or strike based on water, clothing, rats, and healer coverage.
Crop cultivation
Twelve crops with rotation to preserve soil fertility; fields improve by clearing weeds and rocks and adjusting the soil mix.
Goods consumption
Nineteen food types; diet variety, including berries and greens against scurvy, is needed for health.
Adaptive threat scaling
Rising prosperity draws stronger raiders and foreign armies; difficulty is adjustable and pacifist mode removes them.
Population strata
Housing and the town center advance through tiers as prosperity and desirability grow.