![grim dawn map we need food grim dawn map we need food](https://i.ytimg.com/vi/NEH-LuMLtws/maxresdefault.jpg)
(Image credit: Crate Entertainment) The bees knees That means I need even more resources and money.
#GRIM DAWN MAP WE NEED FOOD UPGRADE#
It's great when shelters upgrade into homesteads and houses, but then they begin wanting finer goods, more choices of food, and entertainment options like a theater and a pub.
![grim dawn map we need food grim dawn map we need food](https://i.ytimg.com/vi/dN7uc9tbrDs/maxresdefault.jpg)
And as life gets better for my villagers, they raise their expectations. I won't reach it for a good long while because some of the upper tier requirements depend on citizens' needs being met, which is a tough metric in a game where I let my people go a decade without shoes. But while I can mine ore like iron and gold, I can't smelt it into bars until I reach a higher tier of progress.
![grim dawn map we need food grim dawn map we need food](http://abload.de/img/akt3-nq1-zusptzurrettbwssq.jpg)
Gold is an ongoing issue for me, too-some higher tier buildings require gold bars to be built, and I also need gold to pay citizens to be soldiers and watchtower guards. Farming is tricky and I haven't quite mastered it even 15 years into the game, with most of my crops yielding less than half of what I'd hope. And all that villager poop I've forced that one poor sucker to collect? It can eventually be put to use as compost to enrich the soil on your farms. You can even tweak the soil itself by adding clay or sand to increase the yield of each crop. You also need to drop in segments along the timeline for the farmers to tend the field instead of just planting and harvesting, or else you'll be overrun with weeds. Each plant has different stats in terms of durability, duration of growth, yield, and other attributes that need to be studied, and like your citizens they are also vulnerable to diseases. Crop rotation is important, and you can plan out three entire years of crops at a time on a single field. The food struggle in Farthest Frontier is real, and it's one of the most challenging and interesting systems in the game. My villagers quickly fill their houses with poo and spoiled food, so I assign a villager to run around with a wagon collecting filth all day. It's a pretty delicate balancing act (firing the schoolteacher so she can go chop wood for a year feels especially harsh) and there's a lot of small details to consider each time I build something new. There are counters to these problems: root cellars for storage, a preserves shop that can convert fruit into longer-lasting jam, and a rat catcher to kill pests, but each of those solutions require materials and workers, and if too many people have specific jobs there aren't enough general laborers to build structures and transport resources. Along with wildlife eating the vegetables I grow, rats get into grain supplies, and heatwaves, frost, and weeds can wither crops. If my villagers collect a surplus of meat, fruit, and veg, the stockpile will eventually spoil because there's no refrigeration. My villagers quickly fill their houses with poo, so I assign a villager to run around with a wagon collecting filth all day. Moving camps isn't a big deal, but it does take laborers time to redeploy and any time spent not accumulating food means less food to eat. Likewise, berry bushes and fishin' holes become depleted from time to time. The problem with food is there's often barely enough-deer and boars will eventually move to other areas of the woods, so hunting camps need to be relocated regularly. I've got hunting camps deep in the woods, forager shacks to collect eggs, herbs, and berries, and a fishing hut on the edge of a small lake.
#GRIM DAWN MAP WE NEED FOOD INSTALL#
Also, and it brings me no pleasure to say this, but when I built a fence around my carrot field to keep deer from eating my vegetables, I forgot to install a gate and one of my citizens who was weeding the ground got trapped inside and, ironically, starved to death. Most survive after I quickly build a healing hut, but a couple of them perish. There's another wolf attack, followed by a bear rampaging through the town and causing the villagers to hide in their homes until the one guy who owns an axe deals with it. One of the first few crude shelters I build catches fire, and they have to quickly scoop water from the new well, built only moments ago, to douse it. In the opening months of the game a heat wave rolls in, followed by a harsh winter that threatens to freeze them if I don't chop enough firewood. I'm pleased to see they're a tough group, quickly swarming the predator and killing it, but that's just the beginning of the threats. Farthest Frontier doesn't take its time putting my little peasants in mortal danger: They've only just started hammering together their first building, the town hall, when one of them is attacked by a wolf.