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  3. Farthest Frontier>
  4. Resources and Goods

All 68 Resources and Goods in Farthest Frontier and Their Uses

Updated on November 1, 2026 (3 days ago)

Farthest Frontier is a survival city-builder where you start with a small group of settlers and grow them into a town. Resources and goods are everything that town gathers, grows, makes and trades. Raw materials like wood, stone and clay come straight from the land, food comes from foraging, hunting, fishing and farming, and processed goods such as planks, flour and tools are made from these. Your villagers rely on all of it to stay fed, warm and housed, and any surplus can be traded for what your land can't give you.

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Group

Raw Materials

16 items

Logs

The town’s basic wood resource, gathered for construction and several production chains.

Food Type
-
Comes From
Laborer; Work Camp; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Building construction; Arrows; Bows; Planks; Firewood
Stored In
Stockyard; Trading Post; Storage Cart
Spoils After (Vanquisher)
-
Wear Life
-

Stone

A raw building material gathered from the landscape or bought from a trader.

Food Type
-
Comes From
Laborer; Work Camp; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Building construction
Stored In
Stockyard; Trading Post; Storage Cart
Spoils After (Vanquisher)
-
Wear Life
-

Grain

A harvested crop stored as grain, used for flour, beer and animal feed.

Food Type
-
Comes From
Crop Field; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Beer; Flour; Livestock feed
Stored In
Storehouse; Root Cellar; Trading Post; Granary; Storage Cart; Storage Depot
Spoils After (Vanquisher)
24 months
Wear Life
-

Hay

A farm product used to feed livestock through the winter.

Food Type
-
Comes From
Crop Field; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Livestock feed
Stored In
Storehouse; Root Cellar; Trading Post; Granary; Storage Cart; Storage Depot
Spoils After (Vanquisher)
48 months
Wear Life
-

Water

A well supplied resource used in several food and goods recipes.

Food Type
-
Comes From
Basic Well
Recipe
-
Makes per Cycle
-
Used For
Bread; Beer; Pottery; Hide Coats
Stored In
Storehouse; Root Cellar; Stockyard; Storage Cart
Spoils After (Vanquisher)
-
Wear Life
-

Iron Ore

Ore mined from deposits and smelted into iron ingots.

Food Type
-
Comes From
Iron Mine; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Iron Ingots
Stored In
Stockyard; Trading Post
Spoils After (Vanquisher)
-
Wear Life
-

Gold Ore

Ore mined from deposits and refined into gold ingots.

Food Type
-
Comes From
Gold Mine; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Gold Ingots
Stored In
Stockyard; Trading Post
Spoils After (Vanquisher)
-
Wear Life
-

Coal

A mined or kiln made fuel used throughout metalworking and other production.

Food Type
-
Comes From
Coal Mine; Charcoal Kiln; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Hauberks; Platemail Armor; Tools; Weapons; Heavy Tools; Heavy Weapons; Bricks; Iron Ingots; Gold Ingots; Glassware
Stored In
Stockyard; Trading Post
Spoils After (Vanquisher)
-
Wear Life
-

Flax

A farmed fiber crop processed into linen clothes.

Food Type
-
Comes From
Crop Field
Recipe
-
Makes per Cycle
-
Used For
Linen Clothes
Stored In
Storehouse; Storage Cart; Storage Depot
Spoils After (Vanquisher)
48 months
Wear Life
-

Clay

A raw material dug from clay deposits for bricks and pottery.

Food Type
-
Comes From
Clay Pit; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Bricks; Pottery
Stored In
Stockyard; Trading Post
Spoils After (Vanquisher)
-
Wear Life
-

Medicinal Roots

A gathered ingredient for medicine made at an Apothecary Shop.

Food Type
-
Comes From
Forager Shack; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Medicine
Stored In
Storehouse; Root Cellar; Trading Post; Storage Cart; Storage Depot
Spoils After (Vanquisher)
18 months
Wear Life
-

Herbs

A foraged resource used for food, natural remedies and soap.

Food Type
-
Comes From
Forager Shack; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Soap; Food; Natural remedies
Stored In
Storehouse; Root Cellar; Trading Post; Storage Cart; Storage Depot
Spoils After (Vanquisher)
36 months
Wear Life
-

Honey

An apiary product used in medicine and beer.

Food Type
-
Comes From
Apiary; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Medicine; Beer
Stored In
Storehouse; Root Cellar; Trading Post; Storage Cart; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
-

Willow

A gathered plant used to weave baskets and make medicine.

Food Type
-
Comes From
Forager Shack; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Medicine; Baskets
Stored In
Storehouse; Trading Post; Storage Cart; Storage Depot
Spoils After (Vanquisher)
96 months
Wear Life
-

Wax

An apiary product used to make candles.

Food Type
-
Comes From
Apiary
Recipe
-
Makes per Cycle
-
Used For
Candles
Stored In
Storehouse; Storage Depot
Spoils After (Vanquisher)
60 months
Wear Life
-

Sand

A raw material dug from sand deposits and melted into glassware.

Food Type
-
Comes From
Sand Pit; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Glassware
Stored In
Stockyard; Trading Post
Spoils After (Vanquisher)
-
Wear Life
-

Group

Food

19 items

Berries

A gathered fruit that villagers can eat or preserve for longer storage.

Food Type
Fruit
Comes From
Forager Shack
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers; Preserves
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
4 months
Wear Life
-

Meat

Fresh meat from livestock or hunting, eaten or smoked for storage.

Food Type
Protein
Comes From
Barn; Hunter Cabin; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers; Smoked Meat
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
3 months
Wear Life
-

Root Vegetables

A gathered or farmed vegetable eaten fresh, fed to livestock or preserved.

Food Type
Vegetable
Comes From
Crop Field; Forager Shack
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers; Livestock feed; Preserved Vegetables
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
12 months
Wear Life
-

Bread

A baked staple made from flour, water and firewood.

Food Type
Grain
Comes From
Bakery
Recipe
Flour Ă—10; Water Ă—2; Firewood Ă—1
Makes per Cycle
10
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
6 months
Wear Life
-

Fish

Fresh fish caught at a Fishing Shack, eaten or smoked for storage.

Food Type
Protein
Comes From
Fishing Shack; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers; Smoked Fish
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
3 months
Wear Life
-

Smoked Meat

Meat preserved in a Smokehouse with firewood.

Food Type
Protein
Comes From
Smokehouse
Recipe
Meat Ă—15; Firewood Ă—1
Makes per Cycle
15
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
24 months
Wear Life
-

Smoked Fish

Fish preserved in a Smokehouse with firewood.

Food Type
Protein
Comes From
Smokehouse
Recipe
Fish Ă—15; Firewood Ă—1
Makes per Cycle
15
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
24 months
Wear Life
-

Mushrooms

A foraged vegetable gathered for the town’s food supply.

Food Type
Vegetable
Comes From
Forager Shack
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
6 months
Wear Life
-

Fruit

Orchard fruit eaten fresh or turned into preserves.

Food Type
Fruit
Comes From
Arborist Building
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers; Preserves
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
6 months
Wear Life
-

Preserves

Jarred fruit with a longer shelf life than fresh fruit.

Food Type
Fruit
Comes From
Preservist Building; Trading Post
Recipe
Fruit Ă—8; Glassware Ă—1; Firewood Ă—1
Makes per Cycle
8
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
60 months
Wear Life
-

Nuts

A foraged food gathered from woodland areas.

Food Type
Fruit
Comes From
Forager Shack
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
18 months
Wear Life
-

Eggs

A foraged protein source gathered by a Forager Shack.

Food Type
Protein
Comes From
Forager Shack
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
6 months
Wear Life
-

Beans

A field grown vegetable harvested for villagers to eat.

Food Type
Vegetable
Comes From
Crop Field
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
12 months
Wear Life
-

Milk

Milk collected from livestock, consumed fresh or made into cheese.

Food Type
Dairy
Comes From
Barn
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers; Cheese
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
3 months
Wear Life
-

Cheese

A dairy food made from milk with a longer shelf life.

Food Type
Dairy
Comes From
Cheesemaker; Trading Post
Recipe
Milk Ă—10
Makes per Cycle
10
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
36 months
Wear Life
-

Medicine

A crafted remedy made from medicinal roots, willow and honey.

Food Type
-
Comes From
Apothecary Shop; Trading Post
Recipe
Medicinal Roots Ă—1; Willow Ă—1; Honey Ă—2
Makes per Cycle
1
Used For
Treating illness and injury
Stored In
Storehouse; Root Cellar; Trading Post; Storage Cart; Storage Depot
Spoils After (Vanquisher)
48 months
Wear Life
-

Greens

A gathered or farmed vegetable eaten by villagers or fed to livestock.

Food Type
Vegetable
Comes From
Forager Shack; Crop Field; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers; Livestock feed
Stored In
Storehouse; Root Cellar; Trading Post; Storage Cart; Storage Depot
Spoils After (Vanquisher)
6 months
Wear Life
-

Preserved Vegetables

Root vegetables jarred with glassware and firewood for longer storage.

Food Type
Vegetable
Comes From
Preservist Building
Recipe
Root Vegetables Ă—8; Glassware Ă—1; Firewood Ă—1
Makes per Cycle
8
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
60 months
Wear Life
-

Pastry

A grain based luxury food produced at a Pastry Shop.

Food Type
Grain; Luxury
Comes From
Pastry Shop
Recipe
-
Makes per Cycle
-
Used For
Eaten by villagers
Stored In
Storehouse; Root Cellar; Storage Cart; Storage Depot
Spoils After (Vanquisher)
12 months
Wear Life
-

Group

Produced Materials

9 items

Firewood

Split logs provide household heating and fuel for several production chains.

Food Type
-
Comes From
Firewood Splitter
Recipe
Logs Ă—1
Makes per Cycle
15
Used For
Bread; Beer; Candles; Pottery; Preserves; Preserved Vegetables; Smoked Meat; Smoked Fish; Soap; Heating shelters
Stored In
Stockyard; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
96 months
Wear Life
-

Planks

Sawn timber used in building work and several crafted goods.

Food Type
-
Comes From
Saw Pit; Trading Post
Recipe
Logs Ă—1
Makes per Cycle
2
Used For
Building construction; Shields; Barrels; Crossbows; Furniture
Stored In
Stockyard; Storage Cart; Trading Post
Spoils After (Vanquisher)
60 months
Wear Life
-

Flour

Ground grain used by a Bakery to make bread.

Food Type
-
Comes From
Windmill; Trading Post
Recipe
Grain Ă—10
Makes per Cycle
10
Used For
Bread
Stored In
Storehouse; Granary; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
18 months
Wear Life
-

Pelts

Hides recovered from livestock or hunted animals for leather goods and armor.

Food Type
-
Comes From
Barn; Hunter Cabin; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Shields; Hauberks; Platemail Armor; Shoes; Hide Coats
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
-

Iron Ingots

Smelted iron used by workshops, armorers and weapons makers.

Food Type
-
Comes From
Foundry; Trading Post
Recipe
Iron Ore Ă—5; Coal Ă—2
Makes per Cycle
5
Used For
Hauberks; Platemail Armor; Tools; Weapons; Heavy Tools; Heavy Weapons; Barrels; Crossbows; Animal Traps
Stored In
Storehouse; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
-

Tallow

An animal byproduct used to make soap.

Food Type
-
Comes From
Barn; Hunter Cabin; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Soap
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
120 months
Wear Life
-

Gold Ingots

Refined gold used as settlement currency and in construction and services.

Food Type
-
Comes From
Foundry; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Trading Post purchases; Town Center upgrades; Decoration construction
Stored In
Storehouse; Vault; Trading Post
Spoils After (Vanquisher)
-
Wear Life
-

Bricks

Fired clay blocks used in construction.

Food Type
-
Comes From
Brickyard; Trading Post
Recipe
Clay Ă—5; Coal Ă—2
Makes per Cycle
5
Used For
Building construction
Stored In
Stockyard; Trading Post
Spoils After (Vanquisher)
-
Wear Life
-

Paper

A produced material used by the Book Binder to make books.

Food Type
-
Comes From
Paper Mill; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Books
Stored In
Storehouse; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
-

Group

Usable Items

24 items

Hide Coats

A wearable coat made from pelts that helps protect villagers from the cold.

Food Type
-
Comes From
Tannery; Trading Post
Recipe
Pelts Ă—1; Water Ă—2
Makes per Cycle
1
Used For
Clothing; cold weather protection
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
231 months

Tools

Iron tools improve work and are required by some production buildings.

Food Type
-
Comes From
Blacksmith Forge; Trading Post
Recipe
Iron Ingots Ă—5; Coal Ă—2
Makes per Cycle
1
Used For
Worker productivity; Some buildings require tools
Stored In
Storehouse; Storage Cart; Trading Post
Spoils After (Vanquisher)
-
Wear Life
223 months

Weapons

Crafted arms stored for the town’s soldiers.

Food Type
-
Comes From
Blacksmith Forge; Trading Post
Recipe
Iron Ingots Ă—8; Coal Ă—2
Makes per Cycle
1
Used For
Equipping soldiers
Stored In
Vault; Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
194 months

Crude Weapons

A basic weapon set available through trade for arming soldiers.

Food Type
-
Comes From
Trading Post
Recipe
-
Makes per Cycle
-
Used For
Equipping soldiers
Stored In
Vault; Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
114 months

Bows

A ranged weapon made by a Fletcher and used by hunters and soldiers.

Food Type
-
Comes From
Fletcher Building; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Hunters and soldiers
Stored In
Vault; Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
134 months

Crossbows

A ranged weapon made from iron and planks for hunting and combat.

Food Type
-
Comes From
Fletcher Building; Trading Post
Recipe
Iron Ingots Ă—4; Planks Ă—2
Makes per Cycle
1
Used For
Hunters and soldiers
Stored In
Vault; Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
144 months

Arrows

Ammunition used by hunters and ranged soldiers.

Food Type
-
Comes From
Fletcher Building; Trading Post
Recipe
-
Makes per Cycle
-
Used For
Hunters and soldiers
Stored In
Vault; Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
-

Shoes

Wearable footwear that protects villagers’ feet.

Food Type
-
Comes From
Cobbler Shop; Trading Post
Recipe
Pelts Ă—1
Makes per Cycle
2
Used For
Clothing; reduce foot injury risk
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
163 months

Linen Clothes

Clothing woven from flax for villagers to wear.

Food Type
-
Comes From
Weaver Building; Trading Post
Recipe
Flax Ă—10
Makes per Cycle
1
Used For
Clothing
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
217 months

Pottery

A household good crafted from clay, water and firewood.

Food Type
-
Comes From
Potter Building; Trading Post
Recipe
Clay Ă—4; Water Ă—1; Firewood Ă—1
Makes per Cycle
4
Used For
-
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
-

Beer

A brewed luxury good made from grain, water, honey and firewood.

Food Type
-
Comes From
Brewery; Trading Post
Recipe
Grain Ă—8; Water Ă—8; Honey Ă—2; Firewood Ă—1
Makes per Cycle
8
Used For
-
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
48 months
Wear Life
-

Baskets

A woven household good made from willow.

Food Type
-
Comes From
Basket Shop; Trading Post
Recipe
Willow Ă—2
Makes per Cycle
1
Used For
-
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
180 months

Furniture

A crafted household good made from planks.

Food Type
-
Comes From
Furniture Workshop; Trading Post
Recipe
Planks Ă—12
Makes per Cycle
1
Used For
-
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
-

Soap

A hygiene good that helps keep the settlement clean.

Food Type
-
Comes From
Soap Shop; Trading Post
Recipe
Tallow Ă—5; Herbs Ă—1; Firewood Ă—1
Makes per Cycle
5
Used For
Hygiene; reduce disease spread
Stored In
Storehouse; Storage Cart; Trading Post
Spoils After (Vanquisher)
60 months
Wear Life
-

Candles

Candles made from wax and firewood for settlement use.

Food Type
-
Comes From
Candle Shop; Trading Post
Recipe
Wax Ă—2; Firewood Ă—1
Makes per Cycle
4
Used For
-
Stored In
Storehouse; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
-

Shields

An armor piece made from planks and pelts for soldiers.

Food Type
-
Comes From
Armory; Trading Post
Recipe
Planks Ă—4; Pelts Ă—2
Makes per Cycle
1
Used For
Equipping soldiers
Stored In
Vault; Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
181 months

Heavy Tools

Heavy iron tools required to construct or run some production buildings.

Food Type
-
Comes From
Blacksmith Forge; Trading Post
Recipe
Iron Ingots Ă—15; Coal Ă—5
Makes per Cycle
1
Used For
Some production buildings require heavy tools
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
58 months

Hauberks

A suit of armor made from iron, pelts and coal for soldiers.

Food Type
-
Comes From
Armory; Trading Post
Recipe
Iron Ingots Ă—8; Pelts Ă—5; Coal Ă—4
Makes per Cycle
1
Used For
Equipping soldiers
Stored In
Vault; Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
206 months

Heavy Weapons

A heavy weapon made from iron ingots and coal for soldiers.

Food Type
-
Comes From
Blacksmith Forge; Trading Post
Recipe
Iron Ingots Ă—15; Coal Ă—8
Makes per Cycle
1
Used For
Equipping soldiers
Stored In
Vault; Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
214 months

Spices

A trade-only good stocked through the Trading Post.

Food Type
-
Comes From
Trading Post
Recipe
-
Makes per Cycle
-
Used For
-
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
60 months
Wear Life
-

Glassware

Glassware made from sand and coal, used to preserve food in jars.

Food Type
-
Comes From
Glassmaker; Trading Post
Recipe
Sand Ă—4; Coal Ă—1
Makes per Cycle
1
Used For
Preserves; Preserved Vegetables
Stored In
Storehouse; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
-

Barrels

Storage barrels reduce food spoilage and wear out over time.

Food Type
-
Comes From
Cooper; Trading Post
Recipe
Iron Ingots Ă—2; Planks Ă—5
Makes per Cycle
1
Used For
Reducing food spoilage in storage
Stored In
Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
123 months

Platemail Armor

Heavy armor made from iron, pelts and coal for soldiers.

Food Type
-
Comes From
Armory; Trading Post
Recipe
Iron Ingots Ă—20; Pelts Ă—5; Coal Ă—12
Makes per Cycle
1
Used For
Equipping soldiers
Stored In
Vault; Storage Cart; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
242 months

Books

A paper based good produced at a Book Binder.

Food Type
-
Comes From
Book Binder; Trading Post
Recipe
-
Makes per Cycle
-
Used For
-
Stored In
Storehouse; Trading Post; Storage Depot
Spoils After (Vanquisher)
-
Wear Life
-

The Four Types of Resources and Goods in Farthest Frontier

The game sorts everything into four groups, and they tend to move in a clear line from the land to your villagers. Raw materials are gathered in their natural state, such as wood, stone, metal ores and wild herbs. Food has its own track, with raw forms like berries and meat and prepared forms like bread and smoked fish. Produced materials are what raw materials become after processing, including planks, firewood, bricks and flour, and they go into building, upgrading and making other things.

Usable items sit at the end of that line. These are the things villagers wear, use and consume to survive and work, such as clothing, tools, soap and beer. Once you see that raw materials usually become produced materials, and those become usable items, most of the economy starts to make sense.

Where Raw Materials Come From

Where your town sits decides which raw materials you can reach early. Dry land has sparse trees but plenty of stone, clay is more common in low ground near water, sand fills arid areas, and iron is found almost only near mountains. Trees regrow in forests, so wood lasts, but stone is finite and means longer trips into the wilderness. Work camps and wagons are the usual answer for distant sites, since wagons carry materials back from them.

Clay and sand come from pits, and mines supply iron, gold and coal, though miners face a higher risk of injury. Some materials may be missing from your region altogether, so trade fills those gaps. Pushing too hard can also run a site dry. Overhunting can wipe out a deer herd or drive it away, and overfishing can deplete a water source.

How Raw Materials Become Goods

Most goods are made in stages, with each building taking in materials and handing back something more useful. A windmill grinds grain into flour, a foundry melts iron ore into ingots, and a blacksmith forge turns those ingots into tools and weapons. Sand is melted and shaped into glassware, and wood is refined into planks and firewood. A field or mine only helps your town once its output is processed, so processing buildings deserve as much planning as the sites that feed them.

Tools are the step that matters most here. They raise productivity and unlock more advanced production buildings, and iron smelting usually opens in the middle stage of a town's growth. Usable items also wear out on a set schedule, so clothing, shoes, baskets and tools need a steady supply.

Keep heavy industry away from homes, too. Workshops close to houses lower how desirable those houses are, and the closer they sit, the more it slows the homes' rise in tier.

Food Sources and How to Feed Your Town

Food starts with foraging, and villagers gather wild greens, mushrooms, berries and nuts. Nuts only grow in dense forest, not on open plains, so know where your foraging spots are. Hunters with bows go after deer for meat, hides and tallow, and a group is safer against tougher prey like boars. Hunters or soldiers can handle wolves and bears, and hunting and fishing sites keep working year-round.

Farms take over as your town grows. Start with a few small fields, rotate your crops, and mix in fertility crops like clover and beans so the soil doesn't wear out. The bigger goal is variety, which means eating from five groups: protein like meat, fish and eggs; grains like wheat and rye; dairy like milk and cheese; fruit like apples and pears; and vegetables like beans, roots and greens. Variety keeps villagers happier, cuts sickness and helps productivity. Livestock such as chickens, goats and cows adds eggs, milk and hides to the mix.

Storing Goods and Keeping Food From Spoiling

Each storage building has a clear job, and picking the right one saves a lot of waste. The Storage Cart is the first one you get, and it can be moved, so it works well early for raw materials and usable items. The Stockyard takes raw and produced materials, and the Storehouse takes most other goods, food included. Food keeps best in a Root Cellar, which also takes herbs, and the Granary keeps grain and flour. You choose what each building holds by ticking a box for each resource in its panel.

Most food spoils, and the Root Cellar is your main defense. Its cool underground air works like a basic refrigerator, and it beats a Storehouse for perishable food. Barrels made from iron and planks cut spoilage by 5% each, and a fully stocked root cellar cuts it by another 50%, though barrels wear out and need replacing. Upgrading storage also improves insulation and slows spoilage.

Preserving food helps too. Smokehouses turn meat and fish into smoked versions that keep longer, a preservist jars berries, fruit and root vegetables, and cheesemakers turn milk into cheese. Fresh meat, fish and milk spoil the fastest, so smoke or process them quickly. Grain keeps for years in a granary if it's stored properly, and flour keeps well, though not as long.

Placement matters as much as the building itself. Keep storage near the middle of your production and where goods get used, since long trips slow workers down and hurt food output the most.

Trading Surplus at the Trading Post

Trade is how a town gets what its land won't give it. Once you build a Trading Post, merchants visit throughout the year with wagons of goods, and each one buys and sells a different mix. You move goods into the post yourself, and gold from taxes or sales stays there unless you move it out. Prices shift with demand, so the same item can cost more or less on later visits, and an upgraded post draws wealthier merchants with more unusual goods.

Some goods sell well early on, including soap, pottery, baskets, linen clothes, candles and gold ore, and beer becomes a big seller as your town grows. Tools, heavy tools and livestock are what most players buy. Heavy tools are only available early through trade, and cows have to be bought because they don't roam in the wild. Build up extra stock before a visit so you have something to sell.

Merchants won't always carry what you need. If you urgently need something you can't produce, you can place a goods request, which brings it from the next traveling merchant at a higher price. It also pays to compare merchants, since some pay better than others for the same goods.

Which Resources and Goods Matter Most

Early on, wood and stone matter most, since they build your first homes and workplaces, and wood also fuels heating. Water, deer or fish, and a food store come right after, because they keep villagers alive through the first months. Winter is the next test. Villagers need firewood or coal in their homes when it's cold, and without it they can freeze. Logs become firewood, and coal comes from coal mines or charcoal kilns, so build up both before the cold sets in.

Once your town grows, iron becomes the key material, and clay, willow and sand each feed their own crafts. Homes also start asking for a wider mix of goods as they rise in tier, including furniture, candles, glassware, spices and books. A town that keeps these flowing, while staying stocked on food and fuel, has what it needs to grow.

FAQ

Q.

What happens when a hunting camp or work camp runs out of resources?

Don't rush to tear it down and rebuild. Click the building and adjust its work radius so workers can reach new trees, animals or stone. It takes less labor and time than moving the building, and it keeps your existing setup in place.

Q.

Why do villagers stop working in winter?

In cold months, homes need firewood or coal. If the market workers don't fully stock a home, the villager gives up their job to haul fuel alone. Place a Firewood Splitter away from houses and close to the Market, so the Market crew can restock fuel quickly.

Q.

Are rats a problem for stored food?

Yes, and they show up slowly. Food starts going missing from root cellars and markets before you notice, and an untreated infestation can lead to plague. A Rat Catcher only covers its work area, so you may need several, and they also protect grain in granaries.

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