![]() ![]() But most of the army targets the gates, if you have built a closed perimeter around the settlement, or at least the next gap is too far away. They also go for the walls sometimes, if they can get to it, they also attack residential houses or storage buildings first, which are not protected by walls. The attackers in Farthest Frontier have great tendencies to attack these gates. Usually, you build a wall and in a place where you have a road leading out of the city anyway, you put a gate in the wall. Optimizing Defense – Double Gate and TowersĪ little trick that works, by the way, in many games where there are walls and gates and where the gates often become a target for the enemies is the so-called “double gate” trick. So if a second tower is standing so that it can shoot at the base of the first tower, they can protect each other and the likelihood of an attack destroying the tower drops plenty.īy the way, it is also true for the watchtowers that you should definitely pay attention to the workplaces because each watchtower comes with two possible places for guards, but at the beginning, only one slot of them is activated. Because if attackers stand directly at the tower, the warriors change from ranged to melee (they stand probably at the tower door) and that lowers the combat power almost always. So the towers can give each other better mutual cover. I erect than the watchtowers mostly directly in a double pack, later I put at important places even more in addition. And towers offer the archers a defense in close combat, so they don’t get killed so easily in attacks. Immediately when I’m out of the absolute early stages, I start building watchtowers.īecause wolf attacks or raiders otherwise keep killing settlers, we want to increase their numbers as quickly as possible, not get them decimated over and over again. And their positioning has a very strong influence on how effective that defense ends up being. When playing with attacks, but also to defend against wolves and bears, watchtowers are enormously important. And we want to avoid something like that as much as possible, every worker costs food, wood, and construction material to maintain his buildings, so they should also bring in something for the settlement if possible. Because otherwise the trees don’t grow back fast enough, and that then leads to people just sitting around lazily. ![]() In the long run, I’m keeping the worker camps running with only 2 workers, and rather build more of them, further out of town. This is a clear sign that they are looking for raw materials, but cannot find any. As an activity, the workers then say “idle” or “wandering around”. That’s why you should repeatedly check the worker camps, because very often the loggers already have no trees, even if the building does not yet have a warning sign. Although these camps have a warning indicator when there are no more stones or no more trees in their work area, it has a long delay. Optimize Work Camps 14+ Farthest Frontier Tips and TricksĪnother point that always needs your attention is the worker camps. ![]() Speaking of level 2 animal farm, when you expand the barn, the herd size is not automatically increased, so be sure to increase from 10 to 20 here. While I always set the herd size to maximum, I then make sure that it is not reached or exceeded and then slaughter some of the animals accordingly.įor level 1 animal farm, I always go to 8 out of 10, and for level 2, 15 out of 20. Too many calves cause diseases, plus it’s harder for farmers to keep them all adequately fed. Calves are born at the beginning of the year, therefore the end of the year is good to make room for new calves, this also saves feed in the winter. So you definitely need to check the barn/animal farm once a year for slaughter needs. The barn or I prefer to call it the animal farm, is a more complex building that needs constant attention and fine-tuning, otherwise it won’t work at all, or at least not properly. The barn and its many options The barn and its Settings ![]()
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