Lategame Farm Expansions on some of the smaller farms.

DemiserofD

Planter
There's a pretty wide disparity in the sizes on some of the farms. The basic farm has some 3700 tiles, while the smallest, the riverlands farm, has just 2100! And that's fine for the most part - but still, it'd be neat if you could later on in the game unlock an expansion to make them bigger.

For example, the Riverlands farm could have a special thing to remove that cliff face on the western-most side, allowing access to a whole new large island area off to that direction, with maybe another 500 tiles!

The Wilderness Farm could allow access to the entire shore of that big lake.

And the Hilltop Farm should allow access to the actual hilltop, a moderate-sized area north-east of the house.

That would be a fun way to equalize them a bit while still retaining their early-game uniqueness.
 
There's a pretty wide disparity in the sizes on some of the farms. The basic farm has some 3700 tiles, while the smallest, the riverlands farm, has just 2100! And that's fine for the most part - but still, it'd be neat if you could later on in the game unlock an expansion to make them bigger.

For example, the Riverlands farm could have a special thing to remove that cliff face on the western-most side, allowing access to a whole new large island area off to that direction, with maybe another 500 tiles!

The Wilderness Farm could allow access to the entire shore of that big lake.

And the Hilltop Farm should allow access to the actual hilltop, a moderate-sized area north-east of the house.

That would be a fun way to equalize them a bit while still retaining their early-game uniqueness.
If rock or cliff areas need to be removed, this could be a job for Kent. Give him 200 large bombs and he'll clear the area.
Maybe incidentally, he experiences some mental peace, because explosives are not only used for warfare, but can also be helpful...
 

FireFerret

Greenhorn
I really like the idea, but there are some issues. The whole point of each individual farm is too encourage different playstyles. If you like artisan go meadowlands, if you like fishing go beach or riverlands, foraging go forest farm, fighting & mining go wilderness or hilltop farm. If you want actual hardcore farming playthrough then go to the starting farm. And its not like the farms prevent you from crop farming, it only reduces the amount by a significant margin. If you're talking about mid to late game then i guess it makes sense if you want to edit your farm and remove objects restricting your way, but i would feel bad for whoever has to clear a whole mountain for this millionaire farmer that moved in a year ago and hasn't talked to a single person (yes i have done a playthrough like that and it was boring, i made millions but boring lol).
 
I really like the idea, but there are some issues. The whole point of each individual farm is too encourage different playstyles. If you like artisan go meadowlands, if you like fishing go beach or riverlands, foraging go forest farm, fighting & mining go wilderness or hilltop farm. If you want actual hardcore farming playthrough then go to the starting farm. And its not like the farms prevent you from crop farming, it only reduces the amount by a significant margin. If you're talking about mid to late game then i guess it makes sense if you want to edit your farm and remove objects restricting your way, but i would feel bad for whoever has to clear a whole mountain for this millionaire farmer that moved in a year ago and hasn't talked to a single person (yes i have done a playthrough like that and it was boring, i made millions but boring lol).
You are right that each individual farm is to encourage different playstyles.
But as an endgame option I think this would fit: when you have Ancient Fruits and Golden Animal Cracker and all the machines the playstyles do not matter anymore.

I think one could argue that clear mountains out of the way with explosions does not fit into this special valley... So maybe it should be done more mysterious with the help of Junimos or the Wizard!? For me the Wizards need some more attention anyway.
Perhaps there are simply several options for how this can be done...
:happy:
 
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DemiserofD

Planter
I really like the idea, but there are some issues. The whole point of each individual farm is too encourage different playstyles. If you like artisan go meadowlands, if you like fishing go beach or riverlands, foraging go forest farm, fighting & mining go wilderness or hilltop farm. If you want actual hardcore farming playthrough then go to the starting farm. And its not like the farms prevent you from crop farming, it only reduces the amount by a significant margin. If you're talking about mid to late game then i guess it makes sense if you want to edit your farm and remove objects restricting your way, but i would feel bad for whoever has to clear a whole mountain for this millionaire farmer that moved in a year ago and hasn't talked to a single person (yes i have done a playthrough like that and it was boring, i made millions but boring lol).
I like to think that by the time players would unlock this, they would already have access to the island farm, so it wouldn't really be all that much about minmaxing, but rather just something else to explore and have fun with. The one limiting factor on the smaller farms is that you can fill them up much easier - which means by the lategame your farm might feel 'finished'!

But imagine THINKING your farm is 'finished' only to unlock a whole new island on the riverlands farm, or the area around the lake on the wilderness farm? Suddenly you've got this whole new challenge to explore!
 
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