Base Building & Settlements in Frontiers

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Now it would be nice if a settlement offered something to visitors, a teleporter or at least a trading terminal, do they get that at later stages?

And if you abandon a settlement does all the previous overseer’s progress reset? (I couldn’t try that myself because for me the UI if unclaimed didn’t fully load at first, I guess they fixed that now, but now I have already invested time in this old settlement. )

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Once my settlement cleared its debt, it acquired a working teleporter in the overseer’s office, and a working trade terminal in the marketplace. There are also working trader NPCs in the marketplace who will buy and sell stuff.

I notice there are also empty stalls and tables in the marketplace - I suspect that as the settlement becomes more prosperous, these are intended to be occupied (Guild representatives, perhaps?).

It looks like a sufficiently developed settlement is intended to be a similar setup to a space station.

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My marketplace had vendors who offered basic goods and modules for ships etc…and a trade terminal. then I took on a new settlement. Will watch the progression more closely this time

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Whaaat :astonished: My settlement sucks, we have nothing of that sort. :pleading_face: Our main source of income is tourism interested in koi-nobori, heatstroke, and free meteorites.
Were those features among the this-or-that choices, and I picked something boring instead?

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Note the heavy emphasis on pies.

As far as I can remember, I’ve built them:

1 large house
1 saloon
2 water towers
2 landing pads
1 market place
1 pie factory

There may have been a couple of others I forgot.

There’s currently a “retail forum” (looks just like the marketplace) under construction.

When I get visitors, I always buy what they’re offering (blessings).

When there are disputes, I always find the accused “not guilty”.

Choices between productivity / fun, I alternate - first productivity, then fun.

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Must be either something other than clearing the debt or something in addition to that. I became debt free two days ago and do have the teleporter or the manned shops.

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Ah, well I can only say when it happened - not why.

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Latest choice is more difficult than the previous ones. If I accept this guy, I lose my fish pie cannery.

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I think if somebody came into my office and presented their credentials as a sorcerer, they’d better hope they left the door open, 'cause there won’t be time for it to open again before they leave… :smile:

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According to the latest patch notes, the teleport, trade terminal, and shopkeepers were part of the latest update. So if you don’t have them yet, you possibly need to shut your game down, and allow the update to install.

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Yes, thanks, the patch was missing, now I got the luxury teleport and shopping! :slight_smile:

And my (Korvax) village also got some exchange students, Gek and Vykeen!

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My new base on a hill near my new settlement



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It’s kind of sad to build a ase like this and then not have any settlers walking around in it, though. They should really aim for some better integration between settlements and bases in the future. I was kind of surprised that they didn’t just give you a set of requirements for a building and then let you build it all on your own…

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I wondered about that, too. Given the basic building functions, why not allow you design your own working town?

Then I thought maybe pathing was a problem in towns the game didn’t design itself. Maybe the NPCs can’t work out where to go, and what to do. But then I thought that pathing doesn’t seem to bother the animals. They seem to get around, whether you’ve altered the landscape or not.

So I don’t know.

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It’s very consistent for HG, actually. Most of the time, their new features are more like they put another game into the engine rather than creating an integrated whole. Then it usually takes a year or two for stuff to be mor eclosely integrated. Does anybody remember the beginning of basebuilding and farming? The resources required and produced were pretty completely separated from the rest of the game…

I understand this from a development point of view: “Isolated” teams that are working on their own things, trying not to break anything that the others are doing, with features spending months and months out of the main branch… You need to keep things very separate that way, and can only start working on tying them together once you have everything in the trunk. It’s a common problem in software development, and it’s especially nasty in such a stateful application as a game…

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Guess I should just teleport in.

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Harnessing the wind: non-round building cleaning day.

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