Market-centered Large Module
This is a rotateable module (around the theater, but can be redesigned for solo-use for smaller scale settlements too just by using the additional areas inside the / gray / lines, but naturally those are just guides.
The goal of this layout was to squeeze in the absolute maximum number of houses around a single market, school and healer. (which is 65 homes)
There is a lot of 'spare' area around the corners, where you can fit in any neutral facilities or even forts as you like.
In a rotated module use, the 4 sections support each other with the bakeries and other decorations/ facilities.
In a singular use, you should build a 3rd well and bakery roughly in a triangulated form around the houses to cover the whole.
NOTE: 2 Rat Catchers can't cover all the houses, you need a 3rd one in singular use and even in the rotated modul version, there might be issues, so you'll either need a 3rd one or just micromanage a single one in case of a rat infestation :)
Single-market Example
Here's an example of my town with almost all of it's facilities included:
Here's the link for the editor as a separate copy, if the link expires, just write to me here and I'll swap it with a new one (unfortunately the links are only valid for 90 days and the png saves are a bit small, when uploaded here)
https://virtual-graph-paper.com/ZGU5YTE4OWJkYjVl
NOTE: water supply might need even more support; I've noticed, that even with this many wells, they're mostly empty and can barely keep up with the needs of this 390 population.
The screenshot above is the town in practice as a final test.
NOTE: I'm overproducing almost everything (except glass and sand), after the military is fully equipped with best gear, you can reduce the workers in the armory/ arsenal and Blacksmith to 2-3 people from max, reducing the coal need and in correlation, the firewood need, freeing up even more people to join the army.
And here's the current worker distribution:
NOTE: I have plenty of miners, which can easily be called back for even more military + setting up more barns for cheese trade and candleshops for candle trade as extra income.
My 350+ income is from spice luxury, which I've spent on ~25k gold, but as you can see, it can quickly earn you back that amount (it's roughly 300 just from spice, haven't made a calculation and probably some homes will miss it sometimes).
An additional soldier input can be the work camps, since ~ half the work camps are just idling with 1-1 workers to 'guard' the perimeter of the town against agressive wood growths.
0.8 Content Guide
Here's a link to the 0.8 based content with full building description, naturally all production buildings can be reshuffled around the main tripple hub.
It's a 112 house with relatively well optimized decoration placement, utilizing most of the new decorations to cover all homes, except the low additional desirability 2x2 decorations (medium plaza and tree decoration); there are palces for some, but they are not optimized to cover all homes)
https://virtual-graph-paper.com/NWUyMjgyYTM3YTlk
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2876519144
More Farthest Frontier guilds
- All Guilds
- Beyond-the-beginner tips and info [v0.9.4]
- Big Agriculture : Set-n-Forget Food Processing Complex
- Creating Town in First 5 Years
- Farthest Frontier Guide 38
- Advanced Landscaping Guide
- Temple Relics [v0.9.0]
- Early Access FF game play mechanics -vers 7.5d
- [v0.7.5] - Field / Farming
- [v0.7.5c] - Anfnger Tutorial / Beginner Guide