* Templates in FarCry - are just whatever HTML (or XHTML) want to write - containers (extra CFML tag) help with re-use
* Fine Grained user access is VERY doable in FarCry (as simple or as complex as the Windows File Access Control)
* Multi-Author system - no problem
* Other than the supplied components (such as News, Facts, Links, Events, HTML, "inlcude", etc.) there is not a lot else -  but we write our own to do whatever we need.  The main reason for a "lack" of modules will be twofold: 1) most things people develop are specific, 2) As CFMX has a price tag to it there are not as many Open Source developers playing with it.  But that is because of CFMX - not FarCry specifically.
* Content structure is fully hierarchical.  Both in the Navigation Model as well as a Category model (you can also place an item into multiple categories and use publishing rules to filter the content)
* You dont need to "hack" FarCry to make it work - all of the objects are extensible if you want to do something it doesnt do (so you dont get zapped if you want to upgrade)
* FarCry is not bloated.  The DB structure is fairly easy to understand (for a developer at least) and everything is based around a single set of database routines (FourQ)
* Because FarCry only provides some of the "basic" objects (like News, etc) there is not a lot of "stuff" you have to get rid of.  They were planning in one release to include a "Forums" package - but it was discovered that it had become too integrated with the base components so it was removed.
* Separation of code from content is excellent in FarCry.  Your content lives in the database (and yes, you can, and do, put some markup in there) but all the content can specify it's own display pages.  And with Rules, you can let the Rule decide how to display the content.


Hope that helps.
 
Regards,
Gary
 
 
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