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All 84 Buildings and What They Do in Farthest Frontier

Updated on November 1, 2026 (3 days ago)

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.

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Category

Amenities & Services

20 items

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.
AAcademy

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).
CCrypt

Crypt

Adds burial capacity to a graveyard.

Build Cost
-
Workers
-
Upgrade Tiers
-
Unlock Requirements
Town Center Tier 4; Graveyard in place.
CMCivic Monument

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.
EMEconomic Monument

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.
MMMilitary Monument

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

2 items

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

8 items

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.
SDStorage Depot

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

13 items

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

36 items

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.
SStable

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.
PMPaper Mill

Paper Mill

Produces paper for Academy scholars.

Build Cost
-
Workers
-
Upgrade Tiers
-
Unlock Requirements
Town Center Tier 2 and Paper Press technology.
BBBook Binder

Book Binder

Produces books for advanced research.

Build Cost
-
Workers
-
Upgrade Tiers
-
Unlock Requirements
Town Center Tier 3 and Bookbinding technology.
QQuarry

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.
DCDeep Clay Pit

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.
DSDeep Sand Pit

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.
DCDeep Coal Mine

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.
DGDeep Gold Mine

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.
DIDeep Iron Mine

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

2 items
WBWooden Bridge

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.
SBStone Bridge

Stone Bridge

Crosses a waterway with a stone bridge.

Build Cost
-
Workers
-
Upgrade Tiers
-
Unlock Requirements
-

Category

Defenses

3 items

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.
CSCavalry Stable

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

Q.

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.

Q.

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.

Q.

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.

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