Buildings are the core of Farthest Frontier, the town-building survival game where you guide a group of villagers through hunger, cold and raids. Each building serves a real need, whether that's water and warmth, food, tools, housing, storage or defense. The Build menu sorts them into categories, many only open up as you upgrade the Town Center, and production buildings need workers to keep running. Knowing how all of that fits together is the first step to a town that gets through its first winter.
Category
Amenities & Services
Town Center
Runs the settlement center and unlocks higher town tiers.
- Build Cost
- 16 logs
- Workers
- -
- Upgrade Tiers
- Tiers 1 → 2 → 3 → 4
- Unlock Requirements
- Tier 1 starts the settlement. Tier 2: 8 Shelters, 1 Market, 30 villagers. Tier 3: 25 Homesteads, 1 School, 1 Trading Post, 150 villagers. Tier 4: 25 Large Houses, 1 Theater, 1 Trading Center, 400 villagers.
Festival Pole
Provides entertainment and desirability around the pole.
- Build Cost
- 10 logs, 10 stone, 150 gold ingots
- Workers
- -
- Upgrade Tiers
- Festival Pole → Paved Festival Pole
- Unlock Requirements
- Town Center Tier 2; paved upgrade requires Town Center Tier 3.
Graveyard
Provides burial space for deceased villagers.
- Build Cost
- 1 to 5 stone
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Available from the start; place on suitable open ground.
Guild Hall
Consumes paper to manage and improve one selected industry.
- Build Cost
- 100 planks, 200 to 250 bricks, 2,500 gold ingots, 50 iron ingots
- Workers
- 8 guildmasters
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4; Guilds technology.
Healer's House
Provides treatment for illness and injury.
- Build Cost
- -
- Workers
- Healer's House: 1 healer; Hospital: 1 to 2 healers
- Upgrade Tiers
- Healer's House → Hospital
- Unlock Requirements
- Town Center Tier 2 and Nursing technology; Hospital upgrade requires Town Center Tier 3 and Hospitalization technology.
Library
Provides entertainment when stocked with books.
- Build Cost
- 80 planks, 150 to 185 bricks, 1,000 gold ingots
- Workers
- 2 librarians
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4.
Market
Distributes goods to nearby homes and generates tax revenue.
- Build Cost
- 50 planks, 15 stone
- Workers
- Market: 2 grocers; Market Square: 1 to 2 grocers
- Upgrade Tiers
- Market → Market Square
- Unlock Requirements
- Market: Saw Pit and Storehouse. Market Square upgrade: Town Center Tier 3 and Market Forces technology.
Pub
Provides entertainment and tax revenue from beer service.
- Build Cost
- 50 planks, 15 stone
- Workers
- 1 publican
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3.
Rat Catcher
Reduces pests and the risk of food loss around its work area.
- Build Cost
- 15 logs, 20 planks
- Workers
- 1 rat catcher
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2.
School
Educates children and adds a knowledge building to the settlement.
- Build Cost
- 60 planks, 30 clay, 150 gold ingots
- Workers
- 1 teacher
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2.
Shrine
Provides spirituality and desirability to nearby homes.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3.
Temple
Supports the settlement's spirituality and activates religious relics.
- Build Cost
- 100 stone, 100 planks, 1,000 to 1,200 gold ingots
- Workers
- 3 priests
- Upgrade Tiers
- Temple → Grand Temple
- Unlock Requirements
- Temple: Town Center Tier 2. Grand Temple: Town Center Tier 4 and Temple in place.
Trading Post
Lets the settlement trade goods with visiting merchants.
- Build Cost
- 40 planks, 10 stone, 15 logs
- Workers
- Trading Post: 2 traders; Trading Center: 1 to 2 traders
- Upgrade Tiers
- Trading Post → Trading Center
- Unlock Requirements
- Trading Post: Storehouse, Saw Pit, Town Center Tier 2. Trading Center upgrade: Town Center Tier 3 and Trade Center technology.
Theater
Provides entertainment and desirability to nearby homes.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- Theater → Grand Theater
- Unlock Requirements
- Theater: Town Center Tier 3. Grand Theater: Town Center Tier 4.
Apothecary Shop
Produces medicine for treating illness.
- Build Cost
- 50 to 60 planks, 50 to 60 bricks, 300 gold ingots
- Workers
- 2 apothecaries
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3, Hospital, and Pharmacy technology.
Academy
Researches new technologies with assigned scholars; paper improves research speed.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- Academy → Grand Academy (Tier 1 → Tier 2)
- Unlock Requirements
- Town Center Tier 2. Grand Academy upgrade requires School of Thought technology (Tier 4).
Crypt
Adds burial capacity to a graveyard.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4; Graveyard in place.
Civic Monument
Unlocks additional decorations and greatly reduces building and relocation time.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4 and Beacon of Culture technology.
Economic Monument
Increases storage capacity and gives merchants deeper purses and premium requests.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4 and Economic Power technology.
Military Monument
Lets the settlement taunt stronger raiders and speeds soldier veterancy.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4 and Gates of Valor technology.
Category
Housing
Shelter
Provides housing for 4 villagers at Tier 1, 5 in a Homestead, 6 in a Large House, and 8 in a Manor; upgraded homes generate more tax income.
- Build Cost
- 10 logs
- Workers
- -
- Upgrade Tiers
- Shelter → Homestead → Large House → Manor (Tiers 1–4)
- Unlock Requirements
- Shelter: available at settlement start. Homestead: Town Center Tier 2, Basic Well, 30 desirability, 2 food types, herb access. Large House: Town Center Tier 3, 65 desirability, 3 food types, candles or pottery access. Manor: Town Center Tier 4, 85 desirability, 3 food types, furniture or glassware access.
Temporary Shelter
Gives workers in remote areas a nearby place to shelter from weather.
- Build Cost
- 20 logs
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2 and Wagon Shop.
Category
Storage
Cooper
Makes barrels that reduce food spoilage in storage.
- Build Cost
- 50 planks
- Workers
- 1 to 2 coopers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3.
Granary
Stores grain and other harvests near fields and mills.
- Build Cost
- 30 planks, 15 stone
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2; Grain Crops technology.
Root Cellar
Stores food and slows spoilage; the brick upgrade increases storage capacity.
- Build Cost
- 10 logs, 20 stone
- Workers
- -
- Upgrade Tiers
- Root Cellar → Brick Root Cellar
- Unlock Requirements
- Root Cellar: Stockyard. Brick Root Cellar upgrade: Town Center Tier 3.
Stockyard
Stores raw materials and building supplies.
- Build Cost
- 10 logs
- Workers
- -
- Upgrade Tiers
- Stockyard → Large Stockyard
- Unlock Requirements
- Stockyard: Town Center in place. Large Stockyard is an upgrade of a Stockyard.
Storehouse
Stores non-food goods and raw materials.
- Build Cost
- 25 to 30 logs
- Workers
- -
- Upgrade Tiers
- Storehouse → Warehouse
- Unlock Requirements
- Storehouse: Stockyard. Warehouse upgrade: Town Center Tier 3.
Vault
Stores gold and other valuables.
- Build Cost
- 50 stone, 25 iron ingots
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2.
Wagon Shop
Builds wagons that let laborers move heavier loads efficiently.
- Build Cost
- 30 planks, 5 stone, 10 to 15 logs
- Workers
- 1 to 2 wainwrights
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2.
Storage Depot
Provides local storage near remote work sites and can hold goods such as hay or firewood.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- -
Category
Food Production
Arborist Building
Grows fruit from planted orchard trees.
- Build Cost
- 50 planks, 50 clay
- Workers
- 1 to 2 arborists
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2.
Bakery
Turns flour into bread; the Tier 2 bakery can also make luxury pastries.
- Build Cost
- 30 to 50 planks, 15 to 25 stone
- Workers
- 1 to 2 bakers
- Upgrade Tiers
- Bakery Tier 1 → Tier 2
- Unlock Requirements
- Town Center Tier 2.
Barn
Raises cattle for milk; animals can also be slaughtered for meat, hides, and tallow, and produce waste for compost.
- Build Cost
- 150 to 180 planks, 40 logs, 15 to 40 stone
- Workers
- Barn: 1 to 4 herders; Large Barn: 1 to 8 herders
- Upgrade Tiers
- Barn → Large Barn
- Unlock Requirements
- Barn: Town Center Tier 2, Animal Husbandry technology, Trading Post. Large Barn: Town Center Tier 4.
Cheesemaker
Turns milk into cheese.
- Build Cost
- 40 to 50 planks, 75 to 90 bricks
- Workers
- 1 to 6 cheesemakers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3, Barn, and Caseiculture technology.
Chicken Coop
Raises chickens for eggs; animals can also be slaughtered for meat, hides, and tallow, and produce waste for compost.
- Build Cost
- 35 to 40 planks, 10 logs, 10 stone
- Workers
- 1 to 2 herders
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2 and Animal Husbandry technology.
Crop Field
Grows seasonal crops such as flax, beans, greens, grain, and root vegetables.
- Build Cost
- -
- Workers
- 1 to 7 farmers
- Upgrade Tiers
- -
- Unlock Requirements
- Place on workable land; crop options depend on researched seeds and field conditions.
Fishing Shack
Catches fish from nearby water.
- Build Cost
- 10 logs
- Workers
- 1 fisherman
- Upgrade Tiers
- -
- Unlock Requirements
- Place within reach of a fishable water source.
Forager Shack
Gathers wild foods and plants; the Tier 2 garden cultivates forageable plants available on the map.
- Build Cost
- 10 logs
- Workers
- 1 forager
- Upgrade Tiers
- Forager Shack → Forager Garden (Tiers 1–2)
- Unlock Requirements
- Forager Shack: available from the start. Forager Garden: Town Center Tier 2.
Goat Barn
Raises goats for milk; animals can also be slaughtered for meat, hides, and tallow, and produce waste for compost.
- Build Cost
- 80 planks, 20 logs, 20 stone
- Workers
- 1 to 2 herders
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2, Animal Husbandry technology, and Trading Post.
Hunter Cabin
Hunts wildlife for meat, pelts, and tallow; the lodge can also use traps to catch small game.
- Build Cost
- 10 logs
- Workers
- Hunter Cabin: 1 hunter; Hunter Lodge: 1 hunter
- Upgrade Tiers
- Hunter Cabin → Hunter Lodge
- Unlock Requirements
- Hunter Cabin: available from the start. Hunter Lodge: Town Center Tier 2.
Preservist Building
Preserves vegetables and other food for longer storage.
- Build Cost
- 50 planks, 80 to 100 bricks
- Workers
- 1 to 6 preservists
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3 and Canning technology.
Smokehouse
Smokes meat and fish to extend their usable life.
- Build Cost
- 15 logs, 8 stone
- Workers
- 1 smoker
- Upgrade Tiers
- -
- Unlock Requirements
- Available from the start.
Windmill
Grinds grain into flour for bakeries.
- Build Cost
- -
- Workers
- 1 to 2 millers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2, Saw Pit, and Grain Crops technology.
Category
Resources
Apiary
Produces honey and wax; idle farmers collect its output.
- Build Cost
- 10 planks, 5 stone
- Workers
- Idle farmers collect honey and wax; no assigned worker slot.
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2 and a Crop Field.
Armory
Produces shields, hauberks, and other armor for the military.
- Build Cost
- 50 planks, 50 stone, 300 gold ingots
- Workers
- Armory: 1 to 4 armorers; Arsenal: 1 to 6 armorers
- Upgrade Tiers
- Armory → Arsenal
- Unlock Requirements
- Armory: Town Center Tier 2 and Arms Production technology. Arsenal upgrade: Town Center Tier 4 and Reinforced Plating technology.
Basic Well
Provides water for homes and production buildings; the improved well fills faster.
- Build Cost
- 3 logs, 5 stone
- Workers
- -
- Upgrade Tiers
- Basic Well → Improved Well
- Unlock Requirements
- Basic Well: available from the start. Improved Well: Town Center Tier 2.
Basket Shop
Makes baskets used to improve carrying capacity.
- Build Cost
- 25 planks, 5 stone
- Workers
- 1 to 2 basket makers
- Upgrade Tiers
- -
- Unlock Requirements
- Saw Pit and Storehouse.
Blacksmith Forge
Produces tools, heavy tools, weapons, and heavy weapons.
- Build Cost
- 25 to 40 planks, 50 stone, 1 heavy tool, 300 gold ingots
- Workers
- Forge: 1 to 4 blacksmiths; Workshop: 1 to 6 blacksmiths
- Upgrade Tiers
- Blacksmith Forge → Blacksmith Workshop
- Unlock Requirements
- Forge: Town Center Tier 3 and Smithing technology. Workshop: Tools of War technology and Town Center Tier 4.
Brewery
Brews beer from grain, water, honey, and firewood.
- Build Cost
- 50 to 80 planks, 50 stone
- Workers
- 1 to 6 brewers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3 and Brewing technology.
Brickyard
Fires clay into bricks for construction.
- Build Cost
- 25 planks, 25 stone
- Workers
- 1 to 2 brickmakers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3.
Candle Shop
Makes candles from wax for upgraded homes.
- Build Cost
- 60 to 75 planks, 30 clay
- Workers
- 1 to 4 chandlers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2.
Charcoal Kiln
Turns firewood into coal.
- Build Cost
- 50 stone
- Workers
- 1 to 4 charcoal makers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2, Stockyard, and Firewood Splitter.
Clay Pit
Extracts clay from a nearby clay deposit.
- Build Cost
- 15 to 20 logs, 30 planks
- Workers
- 1 to 8 miners
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2, Wagon Shop, and a clay deposit.
Coal Mine
Extracts coal from a nearby coal deposit.
- Build Cost
- -
- Workers
- 1 to 8 miners
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2, Wagon Shop, and a coal deposit.
Cobbler Shop
Makes shoes from hides to reduce foot injuries.
- Build Cost
- 30 planks, 5 stone
- Workers
- 1 to 2 cobblers
- Upgrade Tiers
- -
- Unlock Requirements
- Saw Pit and Storehouse.
Compost Yard
Turns night soil and organic waste into compost for fields.
- Build Cost
- 15 planks, 15 logs
- Workers
- 1 nightsoil collector
- Upgrade Tiers
- -
- Unlock Requirements
- Saw Pit.
Firewood Splitter
Splits logs into firewood; the workshop processes them faster.
- Build Cost
- 8 logs
- Workers
- 1 to 2 splitters
- Upgrade Tiers
- Firewood Splitter → Firewood Splitter Workshop
- Unlock Requirements
- Firewood Splitter: available from the start. Workshop: Town Center Tier 3 and Woodworking technology.
Fletcher Building
Makes bows and arrows; the workshop can produce crossbows.
- Build Cost
- 20 planks
- Workers
- 1 to 2 fletchers
- Upgrade Tiers
- Fletcher Building → Fletcher Workshop
- Unlock Requirements
- Fletcher Building: Saw Pit. Fletcher Workshop: Town Center Tier 2.
Foundry
Smelts iron and gold ore into ingots; the smeltery improves capacity.
- Build Cost
- 25 planks, 50 stone, 1 heavy tool, 300 gold ingots
- Workers
- Foundry: 1 to 4 foundry workers; Smeltery: 1 to 6 foundry workers
- Upgrade Tiers
- Foundry → Smeltery
- Unlock Requirements
- Foundry: Town Center Tier 3 and Forging technology. Smeltery: Blast Furnace technology.
Furniture Workshop
Makes furniture for upgraded homes.
- Build Cost
- 125 to 150 planks, 25 stone, 1 heavy tool
- Workers
- 1 to 6 furniture makers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3.
Glassmaker
Makes glassware for upgraded homes.
- Build Cost
- 20 planks, 125 to 155 bricks, 15 iron ingots, 1 heavy tool
- Workers
- 1 to 8 glassmakers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3 and Glass Blowing technology.
Gold Mine
Extracts gold ore from a nearby deposit.
- Build Cost
- -
- Workers
- 1 to 8 miners
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2, Wagon Shop, Mining technology, and a gold deposit.
Iron Mine
Extracts iron ore from a nearby deposit.
- Build Cost
- -
- Workers
- 1 to 8 miners
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2, Wagon Shop, Mining technology, and an iron deposit.
Potter Building
Makes pottery for upgraded homes.
- Build Cost
- 60 planks, 30 stone
- Workers
- 1 to 6 potters
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2 and Storehouse.
Sand Pit
Extracts sand from a nearby sand deposit.
- Build Cost
- 15 to 20 logs, 30 planks
- Workers
- 1 to 8 miners
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2, Wagon Shop, and a sand deposit.
Saw Pit
Turns logs into planks; the saw mill processes them faster.
- Build Cost
- 20 to 25 logs
- Workers
- Saw Pit: 1 to 4 sawyers; Saw Mill: 1 to 6 sawyers
- Upgrade Tiers
- Saw Pit → Saw Mill
- Unlock Requirements
- Saw Pit: Stockyard. Saw Mill: Town Center Tier 3 and Woodworking technology.
Soap Shop
Makes soap that helps limit disease and improve hygiene.
- Build Cost
- 50 planks
- Workers
- 1 to 4 soap makers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2.
Stable
Raises horses for mounted troops.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3 and Cavalry technology.
Tannery
Turns hides into hide coats.
- Build Cost
- 25 logs, 5 to 10 stone
- Workers
- 1 to 4 tanners
- Upgrade Tiers
- -
- Unlock Requirements
- Basic Well and Storehouse.
Weaver Building
Makes linen clothes for upgraded homes.
- Build Cost
- 60 planks, 15 logs
- Workers
- 1 to 6 weavers
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2.
Work Camp
Gathers logs and stone; the Forester Camp also plants and tends trees.
- Build Cost
- 20 logs
- Workers
- 1 to 4 laborers
- Upgrade Tiers
- Work Camp → Forester Camp
- Unlock Requirements
- Work Camp: Stockyard and Wagon Shop. Forester Camp: Town Center Tier 2 and Forestry technology.
Paper Mill
Produces paper for Academy scholars.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2 and Paper Press technology.
Book Binder
Produces books for advanced research.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3 and Bookbinding technology.
Quarry
Extracts stone from a stone deposit; Quarry technology unlocks the building.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3 and Quarry technology; place on a suitable stone deposit.
Deep Clay Pit
Extracts clay indefinitely from a deep clay deposit.
- Build Cost
- -
- Workers
- Up to 16 miners
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4, Deep Mines technology, and a deep clay deposit.
Deep Sand Pit
Extracts sand indefinitely from a deep sand deposit.
- Build Cost
- -
- Workers
- Up to 16 miners
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4, Deep Mines technology, and a deep sand deposit.
Deep Coal Mine
Extracts coal indefinitely from a deep coal deposit.
- Build Cost
- -
- Workers
- Up to 16 miners
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4, Deep Mines technology, and a deep coal deposit.
Deep Gold Mine
Extracts gold ore indefinitely from a deep gold deposit.
- Build Cost
- -
- Workers
- Up to 16 miners
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4, Deep Mines technology, and a deep gold deposit.
Deep Iron Mine
Extracts iron ore indefinitely from a deep iron deposit.
- Build Cost
- -
- Workers
- Up to 16 miners
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 4, Deep Mines technology, and a deep iron deposit.
Category
Roads and Fencing
Wooden Bridge
Crosses a waterway so villagers and carts can reach land on the opposite bank.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 2.
Stone Bridge
Crosses a waterway with a stone bridge.
- Build Cost
- -
- Workers
- -
- Upgrade Tiers
- -
- Unlock Requirements
- -
Category
Defenses
Barracks
Trains and houses soldiers for town defense; a Fort supports a larger force.
- Build Cost
- 30 to 40 planks, 25 to 30 stone, 150 to 250 gold ingots; Fort: 500 to 800 gold ingots, 15 iron ingots, 100 to 180 bricks, 50 planks
- Workers
- Barracks: 1 to 12 soldiers; Fort: 1 to 24 soldiers
- Upgrade Tiers
- Barracks → Fort
- Unlock Requirements
- Barracks: Town Center Tier 2 and Saw Pit. Fort upgrade: Town Center Tier 4 and Citadels technology.
Cavalry Stable
Trains mounted soldiers for the settlement’s army.
- Build Cost
- 120 planks, 50 stone, 800 gold ingots
- Workers
- 1 to 8 soldiers in training
- Upgrade Tiers
- -
- Unlock Requirements
- Town Center Tier 3, Cavalry technology, Barracks, and Stable.
Lookout Tower
Provides a guarded lookout; each upgrade improves its defensive strength.
- Build Cost
- 25 logs, 15 stone, 50 gold ingots; Watch Tower: 35 stone, 20 iron ingots, 350 gold ingots, 20 planks
- Workers
- 1 to 2 guards (Lookout Tower and Watch Tower)
- Upgrade Tiers
- Lookout Tower → Watch Tower → Battlement Tower
- Unlock Requirements
- Lookout Tower: available from the start. Watch Tower: Arrow Loops technology. Battlement Tower: Town Center Tier 4 and Battlement Fortifications technology.
Why Buildings Matter in Farthest Frontier
Villagers need water, food and warmth to survive, and buildings are how you provide all three. A well supplies water, food buildings keep people fed, and fuel and shelter keep them warm. Beyond survival, buildings give your people somewhere to live, turn raw materials into tools and goods, and protect the town from wildlife and raiders.
The Build menu groups them into service buildings, housing, storage, food production, resources, defenses, walls and roads, and decorations. Each group covers a different part of town life, and early decisions usually come down to which need to meet first.
How to Unlock Buildings and Town Center Upgrades
Press B to open the Build menu, which lists every structure in the game. Some are available from the start, while others need a prerequisite, such as a Town Center upgrade or research in the tech tree, before they can be placed.
The Town Center is the main gate. It has four tiers, and each upgrade needs a population milestone, gold ore or ingots, and building materials like planks and bricks. Some upgrades also require specific buildings to already be in place, and later ones depend on higher housing tiers. Higher tiers open advanced buildings such as the Foundry, which arrives at Tier 3, and the Glassmaker, and they also raise storage capacity and the Town Center's defensive hit points.
Once the requirements are met and the materials are in storage, the Upgrade button becomes available. Cancelling an upgrade while it is under construction leaves the original building intact.
How to Place and Staff Buildings
Buildings snap to a grid. Press Tab to rotate the preview, then left-click to confirm. Nothing can be built on water, and steep ground may need the Flatten Tool before a building can go down.
Once you confirm a site, villagers carry the materials there first, and then builders do the construction. A site that is short on either will sit unfinished, so keep an eye on both. You can cancel a site before it finishes, or move a finished building from its own menu. Moving is free apart from some labor, and salvaging a building returns half of the materials used to build it.
Running a building takes people as well as materials. Click any building to open its panel, where you set worker slots, work areas and production priorities. Production buildings have between one and six work slots, and any slot stays empty if there aren't enough laborers to fill it, so your population has to keep pace with the buildings you add.
Which Buildings to Build First
Start with water. Villagers get thirsty faster than they get hungry, so a well comes before almost anything else, and your first homes should sit near it. Four to six homes is a sensible start, since a town usually begins with more people than one to three homes can hold.
Food comes next. A forager's shack gathers berries, fruit and herbs, which covers you until hunting gets going. A hunter's cabin and at least two fishing shacks give you meat and fish when deer are scarce, and the smokehouse should be ready before that meat starts to spoil.
Warmth matters once the seasons turn. The firewood splitter is available from the start and keeps homes warm through the cold months, so it's worth placing early. A stockyard for logs and stone should follow soon after, so what you gather has a place to go.
Housing, Desirability and Shelter Upgrades
Every town starts with basic shelters, and upgraded shelters become Homesteads, Large Houses and then Manors. Each step brings more tax income and room for more people, but the higher tiers also need a steady supply of luxury goods like pottery, furniture and glassware. Shelters upgrade on their own by default, and a toggle in the top-right corner stops that.
Desirability is a measure of how appealing the area around a home is, and each housing upgrade needs a certain level of it. Decorations are the most effective way to raise it, and parks and shrines do especially well for nearby homes. Markets, healer's houses, bakeries and wells help too, but a home only benefits from a given service building once, so a second copy adds nothing. Small decorations like gardens still add up when you place several, while overlapping copies of the same large one add little.
Most production buildings push desirability down with noise, smoke or smells, and compost yards reach a particularly wide area. Smokehouses, tanneries, soap shops and mines are common culprits. The simplest fix is to keep them away from housing.
Desirability also keeps upgraded homes occupied. If a home falls below its requirement, a warning appears over it. If the problem isn't fixed, the home is abandoned, stops counting toward occupancy, and its villagers may lose happiness or die of exposure. Basic shelters have no requirement and never empty out over low desirability, and homes left empty too long collapse, but if you restore desirability first, they can be lived in again.
Temporary shelters sit in the housing group too. They go on the town's outskirts near remote work sites like mines and work camps, so villagers can work out there for longer.
Food Production and Storage
Food starts with gathering. Foragers collect berries, fruit and herbs, and hunters bring in deer and other game, with a hunter's lodge adding traps. Crop fields are the most involved food building, since they need soil fertility, weeds and rocky ground kept in check through crop rotation. Grain ground at the windmill becomes flour, which goes to a nearby bakery to make high-calorie bread, and windmills work best when they are placed high up. Once an arborist is running, its orchards give a renewable supply of apples, peaches and pears.
Food spoils quickly, so storage is part of food production rather than an afterthought. The storehouse keeps non-perishables and bulk materials safe from the weather, and the granary stores grain and other harvests near fields and mills. The root cellar slows the spoiling of perishable food, and barrels from the cooper cut spoilage further. For heavy hauling, wagons from the wagon shop move goods more efficiently than villagers can by hand.
Resource and Workshop Buildings
Raw materials come from pits and camps. Saw pits turn logs into planks, and stone and clay pits supply the materials for construction. Work camps reach out to remote sites, where laborers harvest wood and stone away from the main village.
Workshops turn those materials into what the town needs. Blacksmiths make tools and weapons from iron, fletchers make bows and arrows, cobblers make shoes from pelts, and candle makers turn wax into candles. The foundry smelts iron and gold ore into ingots, which Town Center upgrades need, and the tannery turns pelts into hide coats. The soap shop uses tallow and herbs to make soap for hygiene.
The glassmaker, paper mill and book binder come later, once the Town Center has grown and the right technologies are researched.
Defense Buildings, Walls and Towers
Wolves, bears, boars and raiders all threaten a town, and defense buildings are how you handle them. The lookout tower is usually the first line, especially along the edges of town, where stationed guards watch for trouble. Upgrades extend its range and damage. The barracks trains villagers into a professional army and houses those soldiers, which matters once raids grow large. If you play on pacifist difficulty, outside threats don't occur at all.
Palisade walls are the basic option, and stone walls at Tier 3 are far tougher against battering rams. Gates let your villagers pass while keeping threats out, and walls can protect a single storage building or the whole town. Raiders can still break through, but walls buy time for villagers to hide, troops to muster and towers to fire.
The vault stores gold and other valuables, so plan its position with your defenses in mind.
Service Buildings for Health, Trade and Faith
The healer's house treats illness and injuries, and it can later be upgraded into a hospital. The graveyard disposes of the dead to prevent plague, and the rat catcher stops food loss and the spread of bubonic plague.
The market hands out food and goods to homes and brings in tax. The trading post is the only place to sell surplus goods for gold to traveling merchants, which makes it the backbone of the town's economy.
Shrines meet villagers' faith needs, and temples do the same later in the game. Schools educate the town's children, and libraries stocked with books add entertainment later on.
Repairs and Building Decay
Every building wears down over time, and it does so faster in harsh weather like winter storms and freezing rain. Repairs use some of the materials the building needed to be built, and builders take care of them automatically once those materials are on hand. That means a bigger town needs more builders as well as more buildings.
If a building's integrity drops to zero because no builders or materials are available, it is condemned. A condemned building stops working, then eventually collapses into rubble that has to be rebuilt. Keeping a few builders free and materials stocked is the simplest way to stop that from happening.
FAQ
Do roads matter in Farthest Frontier?
Roads make travel and deliveries faster, and cobbled roads are faster still. A building doesn't need to face a road to be reached, since turning it toward one only helps the look of the town. Roads are worth building for speed and a tidier layout rather than for access.
How can I check desirability before I build something?
The placement preview and the Desirability Overlay show how a new building would change the homes around it, so you can spot a smoky workshop landing next to your best houses before you commit.
Do buildings cost gold to keep running?
Some service buildings have gold upkeep, and guards and soldiers cost gold every month. Those costs add up as your town grows, so check your gold before you add more of them.

