Basically, if you're buying terminals at all (and not going Bank), there's virtually no reason to buy Silver ahead of this [Fishing Village], ever.
With the advent of Hinterlands, this is no longer true. Stables is an excellent reason to buy Silver instead, and in general the Hinterlands environment is so heavily skewed towards Big Money, and specifically Silver-heavy BM, that there are likely other Hinterlands scenarios where the FV just doesn't provide the level of advantage over Silver it did in the Action-friendly environment of Seaside/Alchemy/Prosperity/Cornucopia.
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I've been thinking a little bit about how the Hinterlands villages stack up in this list, and also if Hinterlands shuffles any of these rankings- I don't know yet, but I'd be inclined to keep the rest of this list pretty much the same. Briefly, and these rankings are subject to change, here's how I'd slot them:
Border Village is, I think, in Tier 1 for sure, probably second behind Fishing Village. I think, in fact, it's by far the best card in Hinterlands (I am going to pretend here that the "let's all stop having fun and play like simulators" JoaT doesn't exist). Obviously it is best when there are $5 terminals you want to chain- Torturer, Wharf, Margrave, that sort of stuff, in that case the Border Village basically erases the often-substantial opportunity cost of getting your engine up and running, buy a power terminal and we'll throw in a Village for only $1 more that you don't need to waste a Buy on! And like Peddler it is awesome with cards that care about other card costs (Salvager, Apprentice, Bishop, etc.). It drastically lowers the difficulty of setting up action chains in a way that is only rivaled by FV- and also drastically increases the chance of 3-piling, which is a powerful effect if you can leverage it correctly. And even when you don't want power $5 terminals, it's still often worth buying: with a $4 terminal the BV is merely $2 extra, and if you have $6 and there are strong $5 non-terminals you want or it's Duchy time, then why not get the Border Village too?
I have bought Border Village literally every time it's been on the board so far. This is not likely to last forever, but I have every expectation it'll stay on top of my Buy% until isotropic disappears.
Inn is a good deal trickier. +2 Actions, +2 Cards, discard 2 cards is not actually that powerful: it's basically a Village (mini-)Warehouse, which I suspect would be a reasonable but probably weakish $4 card. Obviously discard effects combo with things like Tunnel, Menagerie, and Library, but you're still at -1 Card overall, which normally is going to make it harder to actually use those two actions.
However, Inn is probably the very best example of a card whose true power is tied up in the when-gain effect: selectively returning your best actions to the deck before reshuffle can be quite powerful when timed right (and luckily, Inn being a Village makes it easier to play them). If you buy an Inn right before reshuffle, you can often get an entirely designer hand. But even here there are pitfalls: chief among them actions you've played this turn don't get reshuffled. My sense is that Inn is thus a fairly tricky card to play, and it gets somewhat overbought among the Isotropic populace at large. (I have a very high Win Rate With, but overall its numbers are quite weak.) Bought mindlessly, it is an overpriced waste of a $5, in the hands of an experienced player it provides for some incredibly strong tactical plays. I would be inclined to put it between City and Farming Village, at the bottom of Tier 2.
Crossroads is super-trappy and not nearly as good as it looks, and Rinkworks has already said far more intelligent things about it in his front-page article than I could dream of. And yet I've bought it like 90 percent of the time anyway- early on, because I fell for the trap HARD, but lately because I've been taking its presence as an invitation/compulsion to green early, so a late-game Crossroads on a bad turn becomes an easy buy. One thing I do want to highlight, though, is that it's not a great source of +Action. +3 Actions is more than any card gives on this turn (Fishing Village does it over two), but it only works for the first one, so a dedicated Crossroads deck is going to be spending them on more Crossroads, and like Shanty Town the two parts of the card work at cross-purposes. If you draw lots of cards from your first Crossroads, you likely have a hand of inert green and the Actions are a waste, if you can play all those Actions, chances are your Crossroad didn't draw you any cards.
To be honest, I have a real hard time ranking Crossroads: sometimes you can build massive engines with it, sometimes it's a bad trap, often it's basically a late-game Cellar, and almost always the +Card is more important than the extra Actions and it'd play much the same if it just always gave +1 Action. I want to punt on this one, if I had to rank it maybe it would go between University and Worker's Village, or perhaps just below vanilla Village, but I'm really not sure?