Title: Banished Post by: K9 on October 24, 2013, 09:08:55 AM This had been vaguely on my radar, but now there's a gameplay trailer up (http://www.youtube.com/watch?v=Ls8FBFFjMxk).
Looks nice, gives me a Settlers/Populous vibe. Apparently there's no combat, challenges surround resource management and surviving winters. I'm guessing there may also be stuff like natural disasters and disease outbreaks to contend with. Title: Re: Banished Post by: Mrbloodworth on October 24, 2013, 09:41:33 AM That looks really cool.
Title: Re: Banished Post by: Falconeer on October 24, 2013, 10:02:48 AM Looks so relaxing and right. I am looking forward to this, feel compelled to try it.
Title: Re: Banished Post by: Mrbloodworth on October 24, 2013, 10:31:01 AM All I can think is, "This is what The Guild 3 should be like". Sadly this does not seem to have the personal Avatar/family/lineage concept as The Guild series.
Title: Re: Banished Post by: Sky on October 24, 2013, 11:50:05 AM Looks a lot like an Anno.
Title: Re: Banished Post by: Paelos on October 24, 2013, 12:06:09 PM Looks a lot like an Anno. Yeah but if it's anno sans the combat? I'm happy. Title: Re: Banished Post by: schild on October 24, 2013, 01:20:48 PM This looked like a Tilted Mill game. That is to say, ugly and buggy, but somehow possibly maybe might be fun.
Title: Re: Banished Post by: Dark_MadMax on October 24, 2013, 03:03:05 PM Looks ok I guess. though I do wonder why should I play essentially a Settlers or Caesar game in 2013 when the best I can probably hope is that the game will replicate the feel and gameplay and at worst have some imbalances and quirks .For nostalgia sake I still have old games somewhere on my HDD
Title: Re: Banished Post by: Falconeer on February 18, 2014, 03:23:44 AM This is coming out today. Someone shell out 20$ and let me know if I should do the same.
Most recent "video". (http://www.youtube.com/watch?v=u0oxBJPiq4k) Title: Re: Banished Post by: Ruvaldt on February 18, 2014, 06:15:29 AM This is coming out today. Someone shell out 20$ and let me know if I should do the same. Most recent "video". (http://www.youtube.com/watch?v=u0oxBJPiq4k) I'm picking it up today and plan to spend three or so hours with it this afternoon. I'll post any impressions, for what they're worth. Title: Re: Banished Post by: Lucas on February 18, 2014, 06:39:42 AM Total Biscuit's "WTF is...Banished":
http://www.youtube.com/watch?v=hAi5wWPDZjw Title: Re: Banished Post by: Falconeer on February 18, 2014, 07:47:56 AM Wasn't Total Biscuit gone for good?
Title: Re: Banished Post by: K9 on February 18, 2014, 07:57:21 AM No?
I watched that video the other day, I don't think he reviewed it badly, I think it was pretty clear that he struggled to enjoy the game more because it 'wasn't for him' than because it was fundamentally bad or broken. He's right that it is a survival sim, not a city builder, he just couldn't seem to review it right in light of that. I haven't picked this up yet, but it's still on my list. I like the look of it, and I quite enjoy games with this level of detail and micromanagement. Now if someone could port dwarf fortress into an engine as pretty as this one... Title: Re: Banished Post by: Maledict on February 18, 2014, 08:19:17 AM Complete sideways jump, but after binging on Tropico 4 and Anno 2070 for the last 12 months following the Sim city disaster, are there are other good builder games out there? Sim City still tempts me with it's shiny graphics but the size of the cities is still far too ridiculously small to be enjoyable.
Oddly enough this is one genre where I do actually pay attention to the graphics - I have tried Sim City 4 repeatedly but cannot play it due to the poor graphic quality. If you spend all your time building up huge areas, you want them to look good at the end! Title: Re: Banished Post by: Falconeer on February 18, 2014, 08:20:19 AM I thought TB posted something on Reddit recently saying he couldn't handle the pressure of being famous on the internet and was going to retire. Anyway, it doesn't matter.
About Banished, yeah it is totally a survival sim. That's why Dean Hall, the creator of Day Z, seems to be very excited about this. It also says: Quote The objective of the game is to keep the population alive and grow it into a successful culture. Options for feeding the people include hunting and gathering, agriculture, trade, and fishing. However, sustainable practices must be considered to survive in the long term. Survival Surviving the winters will be among your greatest challenges. Your tailors can make clothing, your people can build houses and burn firewood. But necessities have a price—Cutting down forests reduces the deer population you can hunt. Although your foresters can plant new trees, the cures for many diseases can only be found in forests that have existed for decades. Farming for many seasons in one place will ruin the soil. Taking fish and game faster than they reproduce will lead to extinction, and your starvation. right there as the first thing on the official page of the game (http://www.shiningrocksoftware.com/game/). Title: Re: Banished Post by: Sky on February 18, 2014, 09:18:52 AM Does the UI scale up at all, in particular the font sizes?
I can't really play Anno anymore because the text is so small on my tv. CK2 also suffers from that. Just a point or two larger would be fine. Title: Re: Banished Post by: Quinton on February 18, 2014, 12:07:50 PM Grabbed this and played through the first tutorial -- will be playing more after work. I love the look of it and am enthused by basic survival as a goal rather than "defend from waves of invaders" or whatnot. Seemed pretty solid and polished but only spent 15 minutes with it so far.
Title: Re: Banished Post by: luckton on February 18, 2014, 12:28:53 PM This popped up on my Steam RSS feed today, and lo, here's a thread about it. :awesome_for_real:
Looks a lot like an Anno. Yeah but if it's anno sans the combat? I'm happy. This would greatly please me as well. Will grab this weekend if things look good. Title: Re: Banished Post by: Rasix on February 18, 2014, 12:40:35 PM Does the UI scale up at all, in particular the font sizes? I can't really play Anno anymore because the text is so small on my tv. CK2 also suffers from that. Just a point or two larger would be fine. TB rescales the UI about 2 minutes into his video. Title: Re: Banished Post by: Sky on February 18, 2014, 01:07:06 PM TB rescales the UI about 2 minutes into his video. Thanks!Title: Re: Banished Post by: Sjofn on February 18, 2014, 03:58:59 PM Complete sideways jump, but after binging on Tropico 4 and Anno 2070 for the last 12 months following the Sim city disaster, are there are other good builder games out there? Sim City still tempts me with it's shiny graphics but the size of the cities is still far too ridiculously small to be enjoyable. Oddly enough this is one genre where I do actually pay attention to the graphics - I have tried Sim City 4 repeatedly but cannot play it due to the poor graphic quality. If you spend all your time building up huge areas, you want them to look good at the end! I love the shit out of Children of the Nile, but you should probably check some screen shots to see if it passes your graphics needs. Title: Re: Banished Post by: Bann on February 18, 2014, 06:20:39 PM So this strongly reminds me of another graphical stab at DF. I spent my first session doing things like designating stockpiles, marking grids for workers to clear for resources, assigning jobs, etc. It did not really click for me, but these types of games rarely do. (The most enjoyment I've got out of the genre has been reading the boatmurdered thread by a longshot.) The graphics are better than most of the other games of this type, but it did not seem at first pass to have the insane attention to detail that seems to make these game endearing. Ill be playing more and will update my opinion later.
If you like DF, play it and write a letsplay about it. Title: Re: Banished Post by: Ceryse on February 18, 2014, 06:51:52 PM I picked this up. Right up my alley as a city builder as things don't immediately become simple the moment you manage to get your base industries up. Played it for around five hours. Had my first city built up a bit and started to struggle as my population went from too constrained to too large (and almost had a massive famine on my hands right before winter) to barely stable.. to stable again. I'm enjoying it so far and I like the graphics to boot. The fact it was done by one guy? Icing on my reasons to buy it.
Title: Re: Banished Post by: Pennilenko on February 18, 2014, 07:39:12 PM I just had everybody die. I am thinking the trick is not to rush things and to lay off the high speed time adjustments.
Title: Re: Banished Post by: Quinton on February 18, 2014, 09:55:09 PM All of my settlement but one woman died of starvation by the end of year 3. Linett spent the next year as a hunter, stockpiling food, and then the following two years working to build a trading post, single-handedly, as a last ditch effort to repopulated doomed Pottenberg.
It's 52% complete, she's in poor health, but there's still ~100 units of venison and I don't have the heart to end the game while there's even a slim chance she might pull this off. I think I spread out too fast and tried to build too fast. Building small stockpiles near buildings seems to be potentially helpful to avoid people carting stuff all the way back to town and then back out to the build site... Title: Re: Banished Post by: Rasix on February 18, 2014, 11:26:01 PM This seems like something I'd enjoy. Although, the absence of any sort of DF-like military aspect is a bit disappointing. Just think if it was this unforgiving, and you had Indians shooting you from the trees. Glorious. Can the wildlife attack you?
Steam, however, has spoiled me and I'm a bit hesitant to pay full price for anything. TB's review/impression also led me to believe there are a few bugs/quirks remaining that have the potential to doom you just as fast as anything intentional. Title: Re: Banished Post by: Quinton on February 18, 2014, 11:41:36 PM My second settlement is in spring of year three and is working out much better.
First year I started by building a hunting and gathering station in the woods nearby, then managed to build 5 houses by winter, housing and feeding my entire population. Followed that up with a woodcutter and tailor, and then in the spring built out a logging station and herbalist. Slow and steady seems like a big win here. No deaths so far. I've got a trading post, fishing dock, and blacksmith up and running, and I'm stocking up to hopefully trade for seeds or livestock. (http://cloud-3.steampowered.com/ugc/3332965937110723673/2C5C27353F13B963C0C6B3EC196882E493E09F3E/) Title: Re: Banished Post by: Lucas on February 19, 2014, 01:12:59 AM Long review on "Rock, Paper, Shotgun":
http://www.rockpapershotgun.com/2014/02/18/banished-review/ Quote I’ve spent three days obsessed with Banished, and yet I don’t like it. I was obsessed because I was determined to find a way to break its back, to succeed even when its severity and its strange logic worked so hard to punish me. I don’t like it because it is so short on breathing room, so determined to stack the odds against me, that there is no scope whatsoever to enjoy the act of city-building. While no head turner, it is perfectly attractive, but that matters naught when it’s not paired with any excitement. I want to be challenged, sure, but I also want to be able to sit back and say ‘guys, just look at what we’ve made.’ I don’t like it because not a one of its structures or inhabitants creates a sense of joy or accomplishment when created. Whatever I might construct is another brown (or occasionally grey) shack, whose only visible effect – if I’m lucky – is to slightly slow the decline of one of the game’s many numbers. Let’s say that number is firewood. Let’s say that number was about 200 and falling fast, raised to about 400 and not immediately falling – but two or three more citizens and it will. What am I to divine from that? What does that number, changing dramatically all the time, really tell me about my citizen’s needs, and their demands? Games have forever been about the balancing of numbers, but here the numbers take over – I don’t know what 400 firewood means. All I know is that I need to stop that number from declining to sharply. Then, as you can read, he goes on saying that at the same time he admires it for what it's trying to accomplish, and that the mindset you use to approach the game is fundamental (yeah, this is no Tropico 4, that's for sure). Title: Re: Banished Post by: Yoru on February 19, 2014, 03:15:03 AM I picked this up at release but have only had a chance to play the tutorials and maybe 30 minutes of my own game (hard start, since that makes you go from scratch). My impressions line up with Quinton's - it's a slow-paced simulator, more akin to gardening.
It's not as madcap as Dwarf Fortress; it reminds me more of a more sedate, simulation-focused version of The Settlers (sans combat). Watching your village and planning ahead are more important than quick reactions. It's rather easy to punch yourself in the nuts inadvertently, such as by clearcutting all the nearby forests early on - that's where your food comes from, doofus. Repairing such damage takes years: a well-staffed forester needs 3-5 years to fully plant up the area around, and that then takes many more years to mature. Title: Re: Banished Post by: Bhazrak on February 19, 2014, 04:03:11 AM Tornadoes are not fun... had one stride through my forestry/farming area killing about 20 people and set me back several years. Thankfully I had a massive surplus of food or I probably would have lost.
Oh, and sheep rock for trading. All that mutton and wool made me stop having to barter with tools and firewood. Title: Re: Banished Post by: calapine on February 19, 2014, 05:33:06 AM Little tip for fellow Euros:
Buy it on the developer homepage instead of Steam. You get a Steam-key either way, but buying directly costs $19,99 = €14,53 rather than the €18,99 Steamstore is charging. http://www.shiningrocksoftware.com/buy/ Title: Re: Banished Post by: Lucas on February 19, 2014, 05:36:35 AM Thank you for the tip :)
And finally, if you would rather dish out some money to GOG, they're selling it as well (for $19.99): http://www.gog.com/game/banished Title: Re: Banished Post by: Pennilenko on February 19, 2014, 05:59:28 AM I have had some good fun with this since my purchase yesterday. My villagers dies in so many different ways. Just a little while ago, I accidentally told them to clear all resources a little to far away and the little fuckers starved and froze to death before they could get back to the village for food and shelter.
Title: Re: Banished Post by: calapine on February 19, 2014, 06:16:55 AM I have had some good fun with this since my purchase yesterday. My villagers dies in so many different ways. Just a little while ago, I accidentally told them to clear all resources a little to far away and the little fuckers starved and froze to death before they could get back to the village for food and shelter. Awwwww! :heartbreak: Why do I have to think of this? (http://www.youtube.com/watch?v=IJNR2EpS0jw) :grin: Title: Re: Banished Post by: Sky on February 19, 2014, 06:42:51 AM I don’t know what 400 firewood means. All I know is that I need to stop that number from declining to sharply. I know what that means. It's been a hell of a winter this year and the pile is low. Title: Re: Banished Post by: Ruvaldt on February 19, 2014, 06:55:06 AM Can the wildlife attack you? The first death in my settlement occurred when one of my hunters was killed by a wild boar. It doesn't seem to be terribly common, but it can happen. I'm really enjoying this. I'm on year 15 with my first town. I was humming right along with little difficulty, storing up more firewood and food than I could consume for the first 12 years, but then I expanded a bit and I'm on a knife's edge with the upcoming winter. I think year 16 and 17 are going to be make or break. No deaths from the elements or starvation yet, but it might happen soon since we're having a hard time getting enough wood for construction seeing as how we now end up burning most of it for fuel. I noticed that people weren't moving out of their parents' houses when they came of age, which made sense because there weren't spare houses, so at around year 10 I went on a building spree, putting up new houses hoping that they would move out and start new families. They definitely did that, and I immediately regretted my decision to build so robustly because I suddenly had a lot of young, unproductive mouths to feed and not enough infrastructure to feed them or keep them warm. The problem is, in order to have any lasting solution to population problems, you have to plan pretty far in advance. It can take years for a forestry to pay off and in the meantime you have to strip the forests bare to make firewood, which can harm your hunting/gathering/herbalism if you're not careful. Keeping the town fed and warm is a constant balancing act that takes planning. I like it a lot. At first I was worried that the game would lose its luster because it didn't have any big projects to complete. Children of the Nile and Pharaoh have monuments/pyramids, which I enjoyed building. Here though, just surviving and creating a system in balance feels like an accomplishment. Then, once you start building non-essential building like schools, it really does feel like you've completed something special. Title: Re: Banished Post by: Pennilenko on February 19, 2014, 07:54:20 AM I started the last game on easy because I suck. My build order was pasture > crops > orchard > gathering hut > herbalist. Then kind of way off to the other side of my village i designated an area for a forestry service and hunting lodge. I am on year 20 now and going strong. So far one of my fisherman was killed by a falling tree, a hunter was killed by a boar. The most perplexing though is that I have so much food and I still had one person starve to death. I think the villagers didn't like her to much.
Title: Re: Banished Post by: Pennilenko on February 19, 2014, 07:58:14 AM I spoke to soon. Apparently, I did not build enough houses and my entire village just started dying of old age. They weren't making babies.
Pay attention to your households people!!! Title: Re: Banished Post by: Ruvaldt on February 19, 2014, 07:59:38 AM Yeah, you have to build more houses or people never move out of their parents' home and start new families.
Title: Re: Banished Post by: Pennilenko on February 19, 2014, 08:02:31 AM Three storage barns full of food and other provisions and everybody is dead except for a single six year old.
Title: Re: Banished Post by: Rendakor on February 19, 2014, 08:25:02 AM This sounds like it's right up my alley; I love city builders and hate combat in them. Now the debate is just if I buy it now when I'm playing other things or wait until it inevitably goes on sale. Steam doesn't have another big sale until summer, right?
Title: Re: Banished Post by: Ceryse on February 19, 2014, 12:47:17 PM I've been playing on Hard and still having fun. The start is a fair bit more knife's edge than on Medium (one less family and a lot less resources and you start with no seeds) which has been enjoyable. My first attempt at this failed hard due to an early tornado taking out half my population and about 3/4ths of my food production... and all the survivors were males older than 50. Second attempt was much better due to no disasters hitting. Set up a gatherer, hunter and four houses in a nearby forested area before winter hit with only minimal scavenging of surface resources like iron, stone and trees. Then built the forester and herbalist, a fifth house in an open area nearby where my 'town proper' was going to be with a wood cutter to re-stock firewood.
After that I set up another house and blacksmith and tailor in the town proper (almost got the blacksmith up and running too late, as I had about half my people with broken tools when he got into production), then built another forest spoke (each spoke consists of; gatherer, hunter, forester, barn, four houses) that winter, then a second forest spoke two years after that. Got a fishery up and running near the town proper after that and had a really solid base of population and resources to springboard my building for the next decade. Got a number of secondary buildings up, built a few bridges and tunnels, then a second town proper in a different open area for future expansion. By this point I was swimming in firewood (my main trade good because its fairly easy to have a surplus and three fully staffed foresters will do a decent job of keeping your lumber supply up with minimal clear cutting in non-spoke areas) and managed to luck out with my first trader bringing in cattle, chickens and sheep. I like the livestock because they aren't as labour intensive as other food sources and provide secondary goods (except chickens, which simply provide two food goods). Got four of each to speed up their reproduction (which I think was silly as they don't reproduce like that.. more like mitosis as you can buy only one animal and end up maxxed out years later). Everything was looking good. Years go by, I acquire seeds, start laying out a number of orchards and a wheat field (only crop seed I had show up).. then brain fart. I decide I'll lay down the housing for my new farming community before I get the orchards running. Two years later.. orchards still aren't producing food due to their ramp up time, but my population has undergone a small explosion. My six forest spokes, three fisheries, three maxxed out pastures, and a wheat field are no longer able to sustain the population. Food stocks go from 25k to 15k. 9k. 2k. I'm starting to panic. Orchards come online and I see a small bump.. but not enough. In the meantime I've put up two more pastures for chickens, another forest spoke and a second wheat field and two squash fields from seeds I just got. Looks like this town is going to see famine before everything gets online and harvested. Food hits zero. Then I start seeing the hunger warning symbol. Then the day is saved; a food merchant lands at the docks in early summer. I grab up over 20k food from the merchant, stave off famine and by the time that influx of food is gone I've built up enough food sources to stabilize and then grow my food stocks. Gatherer's are the best food production in the game, but I'd neglected to remember their production slips a bit as time goes by and that they can't produce enough to feed such massive numbers without agriculture being in full swing.. and agriculture isn't worth it if you can't max out the number of farmers due to the threat of early frosts and losing too much of your harvests. I don't need this game to have an actual threat to my citizens like Indians or whomever banished them coming to kick my ass. I'm the only threat they need to teeter on the brink of disaster. Also; tornadoes suck, but lead to fantastic moments/stories. Title: Re: Banished Post by: Sjofn on February 19, 2014, 04:34:33 PM Three storage barns full of food and other provisions and everybody is dead except for a single six year old. This made me laugh out loud. Sorry! Title: Re: Banished Post by: Yoru on February 21, 2014, 03:03:38 AM I've given this some more time and I'm finding it fairly easy once I obeyed a few tricks:
- Cluster a forester and gatherer together in a treed area; try to find a spot where as much of the forester's circle as possible is flat, growable land. Staff both fully. Boom, tons of food. Just past the radius of the forester's circle, stick a barn and connect them with roads. Do not encroach inside the forester's SOI and you'll soon be pulling hundreds of logs and food per season, sustainably. - Stone houses. Period. Wood houses are a trap. - Blacksmith by end of year 2, tailor by end of year 3. Supply the tailor via a hunter's hut at first. Hunter's huts work best when alone, far away from anything else. Again, barn just outside its SOI. - Fisher's huts at river bends or promontories; no overlapping. Staffed fully, they're almost as productive per-person as gatherers and far more space-efficient. - Delay quarrying and mining as long as possible. They eat workers. I'm at 65 people and just started a quarry; still haven't gotten a mine yet. - Trade firewood. If you're flush with wood, trade whatever the merchant brings, and the merchant will have more stuff next time. - Try to import as much stone and iron as possible. These are nonrenewable resources. - Farm fields 7x8 (1 worker), orchards 10x11 (2 workers), cow/sheep pastures 18x20 (2 workers), chicken pasture 9x20 (1 worker) for best yields per-worker. Having lots of smaller fields reduces the pain from infestations. Could go 18x20 if you really love chickens, but they're not nearly as productive a food source as farming. - Churches, graveyards and taverns are basically pointless. This game could really use some improved storage structures, though. I'm having to double- or triple-up on barns to keep a comfortable food supply stocked. Title: Re: Banished Post by: Sky on February 21, 2014, 06:56:33 AM - Churches, graveyards and taverns are basically pointless. :why_so_serious:Title: Re: Banished Post by: Mithas on February 21, 2014, 06:58:11 AM I picked this up last night and put a few hours in. I seem to be doing fine and then out of nowhere, my food stock drops dramatically almost to zero for no apparent reason. I can usually spot a fairly steady decline, but this happened to me twice and really surprised me. Once in winter and once in spring. Is there a reason for that? Am I missing some status message that tells me why?
Title: Re: Banished Post by: Ruvaldt on February 21, 2014, 07:54:40 AM It seems that once people run low on food at home they go to the storage area and stock up. When they do so they grab quite a lot of food at a time. Same goes for firewood. It could just be that a lot of people needed to restock at once. This is pretty noticeable if you build houses in waves because multiple households will restock at the same time.
Title: Re: Banished Post by: Yoru on February 21, 2014, 08:20:32 AM Also schools are vital. Get a school up as soon as you've got your basic industries running smoothly. An unschooled farmer produces at most 280 food per year, whereas a schooled farmer produces about 390. With efficient house placement, you can reliably get educated farmers pulling in their harvests mid/late-summer, which seriously reduces the risk of early frosts ruining your shit.
I sort-of take back what I said about taverns. Once you're running multiple trading docks, you can use them to sell ale instead of firewood, which lets up some load on your foresters. Ale can be created by the thousands from a small orchard or 1-2 wheat fields. Title: Re: Banished Post by: Gunzwei on February 21, 2014, 12:00:56 PM Mines can be good early if you can get a coal + iron up nearby your start for steel tools.
I picked this up last night and put a few hours in. I seem to be doing fine and then out of nowhere, my food stock drops dramatically almost to zero for no apparent reason. I can usually spot a fairly steady decline, but this happened to me twice and really surprised me. Once in winter and once in spring. Is there a reason for that? Am I missing some status message that tells me why? Early snow, too many children, or market/barn problem. Markets distribute food more evenly than a barn does. Title: Re: Banished Post by: Ceryse on February 21, 2014, 12:15:02 PM - Cluster a forester and gatherer together in a treed area; try to find a spot where as much of the forester's circle as possible is flat, growable land. Staff both fully. Boom, tons of food. Just past the radius of the forester's circle, stick a barn and connect them with roads. Do not encroach inside the forester's SOI and you'll soon be pulling hundreds of logs and food per season, sustainably. - Stone houses. Period. Wood houses are a trap. - Blacksmith by end of year 2, tailor by end of year 3. Supply the tailor via a hunter's hut at first. Hunter's huts work best when alone, far away from anything else. Again, barn just outside its SOI. - Try to import as much stone and iron as possible. These are nonrenewable resources. - Farm fields 7x8 (1 worker), orchards 10x11 (2 workers), cow/sheep pastures 18x20 (2 workers), chicken pasture 9x20 (1 worker) for best yields per-worker. Having lots of smaller fields reduces the pain from infestations. Could go 18x20 if you really love chickens, but they're not nearly as productive a food source as farming. - Churches, graveyards and taverns are basically pointless. This game could really use some improved storage structures, though. I'm having to double- or triple-up on barns to keep a comfortable food supply stocked. Some good advice here, but I disagree on a few points. My forest spokes tend to have; 1 barn, 1 gatherer's hut, 1 hunting lodge, 1 forester's lodge, 4-5 houses clustered together tightly. You lose some effectiveness by having those buildings take up space in the circle of the gatherer's hut and hunter's lodge, but the efficiency gained by having them travel far less to and from the barns and homes makes up for that. Also, by combining the hunting area with the gathering area just makes things far more space efficient on a map scale with minimal loss of production. Also, every second spoke I add a house and a herbalist (only staff them with a single person; fully staffing herbalists are a waste, imo). Stone houses are better than wooden houses, but I don't start building stone houses until year 4 or 5, after which I never build another wooden house ever again (and gradually I replace wooden houses with stone houses via the upgrade feature). Early on its just too resource and time heavy to go for stone houses, at least on Hard/Harsh. Taverns are one of the last things I build, more for simply being complete than anything else. I generally have a graveyard island or something; a spoke of land near a town I won't use for anything else, I'll throw a couple graveyards there to prevent the happiness lost when someone dies without a graveyard. Churches get built for the same reason; happiness, and you only need one for every 200 citizens anyways. I agree on the need for better storage options/upgrades. I usually get annoyed if things are going too well because I get constant alerts of my markets filling up (which usually triggers a massive house building spree). Title: Re: Banished Post by: Bhazrak on February 21, 2014, 01:47:16 PM Apparently villagers fight fires by dropping a bucket of water off at the burning building and hoping for the best. Not sure how helpful it is, as it spread to several other buildings and only seemed to die off when some rain arrived.
Title: Re: Banished Post by: Ceryse on February 21, 2014, 04:30:42 PM Apparently villagers fight fires by dropping a bucket of water off at the burning building and hoping for the best. Not sure how helpful it is, as it spread to several other buildings and only seemed to die off when some rain arrived. The firefighting is terrible, even if you have a bunch of spare labourers and use the prioritize tool on the buildings on fire. Also; a tornado that takes out all of your students is a bitch. Nearly destroyed my new play-through when my school of 19 suddenly had all 19 die during a tornado (that destroyed nothing and killed no one else! It skirted my entire town, but briefly moved right behind the school...) -- at least the teacher survived. Had 45ish adults when this happened, but only about 8 children. Over the next nine years (which saw me build a town hall earlier than I had planned in the hopes of getting nomads) my adult population dropped to 24 due to old age deaths. Was likely going to see it dip to around ~15 or so adults before I would get any new working adults (I was seriously considering stopping work at the school just to get new working adults) before I finally, in the 10th year I got a group of 12 nomads show up and saved me from a horrible boring 20-30 year span of just waiting for the population to rebound. Title: Re: Banished Post by: Samwise on February 21, 2014, 07:57:26 PM it's a slow-paced simulator, more akin to gardening. This sounds right up my alley. Argh. Title: Re: Banished Post by: Sjofn on February 22, 2014, 03:38:29 PM I played a bunch on medium and need to go up to hard, I didn't have any fires or tornadoes or anything! Even though I have disasters turned on!
I might name this next town I build Cougartown, because if it's anything like this last one I played, all the new couples are going to be 16 year old boys paired with 38 year old women (which means they usually only have one or two kids instead of three). Title: Re: Banished Post by: calapine on February 22, 2014, 10:12:24 PM Neither. 62 years and no Tornado
But I could see the point where I would start running out of land. I didn't want to plaster the entire map, so I simply stopped building housing. If the kids can't move out they won't procreate in this game, so I dropped down from ~390 to around 200 inhabitants (due to die off), followed by another rise as soon as the some houses were empty. Not much left to do now. I'll probably keep this game on fast-forward until year 100 and call it a night. Nice city builder, but could be more complex. Not regretting it for 15€ though. Title: Re: Banished Post by: Yoru on February 23, 2014, 04:49:40 AM I played a bunch on medium and need to go up to hard, I didn't have any fires or tornadoes or anything! Even though I have disasters turned on! I might name this next town I build Cougartown, because if it's anything like this last one I played, all the new couples are going to be 16 year old boys paired with 38 year old women (which means they usually only have one or two kids instead of three). Hard doesn't seem to make disasters more common, it's just a slower start as you have fewer people, no prebuilt buildings and no livestock/seeds to start with. Paradoxically, this can make it easier for new players as they're not lured into the farming trap; gathering is far more efficient per-worker early on, produces food continuously, and isn't vulnerable to frosts. Also of note: trade timers are per-depot, so if you want to go balls-out on trade, build a ton of depots. You can import all the coal/iron/stone you need and pay for it with firewood or (once you have cows/sheep all over the place) warm coats. Also, revising what I said above: 7x9 is the best size for orchards, and take only 1 worker. Title: Re: Banished Post by: Rendakor on February 23, 2014, 07:05:43 AM So Hard only effects your starting conditions, it doesn't make the game more randomly likely to fuck with you? I just bought this but won't have a chance to play until tomorrow, might just start on Hard if that's the case.
Title: Re: Banished Post by: calapine on February 23, 2014, 09:29:01 AM So Hard only effects your starting conditions, it doesn't make the game more randomly likely to fuck with you? I just bought this but won't have a chance to play until tomorrow, might just start on Hard if that's the case. Exactly. Title: Re: Banished Post by: Sjofn on February 23, 2014, 11:51:21 AM I had my first fire! Before I actually built a well. So it burned down. I had a lot of resources sitting around (I was semi-saving for a town hall) so it wasn't a big deal, because it didn't spread or anything. I also finally had someone die of disease (dysentery!) and an infestation that wiped out my finally-almost-ready-to-start-giving-me-some-goddamn-meat cows.
I find myself occasionally doing random shit like "turn off all my hunter lodges because I have 5000 units of venison lying around and it bothers me." My biggest town's been 200. There's a bunch of nomads sitting at my town hall, I should probably freshen up my town's gene pool a bit with them. But it's something like 22 of them, and the ones over 10 are going to be dummies. Dummies! Title: Re: Banished Post by: calapine on February 23, 2014, 11:54:49 AM Be careful with letting nomads in. I heard it's very likely those strangers carry filthy infections!
Title: Re: Banished Post by: Sjofn on February 23, 2014, 09:54:47 PM I've let them in before, the only issue I have with them is that they're uneducated. They've never diseased my people! My disease outbreaks have all been super, super mild, though. Four-to-six people getting infected out of ~150 is just not very scary, especially when pretty much none of them die from it.
<-- totally daring karma to come fuck with her town Title: Re: Banished Post by: Ceryse on February 23, 2014, 10:28:58 PM The only disaster that is an actual threat is the tornado. My last game had a tornado that nearly put my game to an end in year 81 (and came shortly after two separate fires nearly destroyed my two major population centers.. and all my markets and trade ports) due to some minor damage and the 150-ish souls it claimed (of a total population of 390-ish). Only time I really felt threatened, honestly, as even the threat of a food shortage when I overbuilt on houses wasn't a worry given the food merchant and a minor die-off somewhat beneficial. Fires would be more dangerous if they claimed lives, but until your labourers can actually fight fires of any size even with wells right beside the blaze without it amounting to urinating on an inferno I'd rather not see that happen. The diseases are only an issue if you don't have a hospital. Blights, infestations and the like on farms, orchards and pastures tend to be easily ignored/easily remedied as to be pointless beyond the minor aggravation. Tornadoes, however.. can be a bitch if they decide to waltz over important areas/heavily trafficked areas.
As for nomads.. I usually only accept them under one of two situations; I want a population boost to speed things along, or I need people because I just had a bunch die. They rarely seem to show up during the latter, however. The education issue is relatively minor unless they comprise a large segment of your population. Title: Re: Banished Post by: Sjofn on February 24, 2014, 05:47:44 PM Fire can be pretty nasty if they spread enough. I finally had a big one that tore through and destroyed half my houses (whatever) and my one market (way unpleasant). That was a LOT of goods to lose. So recovering from that was an adventure! Still, no one died, so that still wasn't as bad as it could've been.
Title: Re: Banished Post by: Lightstalker on March 12, 2014, 06:22:14 PM Back to back tornados, a 45 structure fire, and a few too many nomads at the wrong time put my last town into a rapid decline at about year 125. Even getting sufficient food production facilities wasn't enough to stop the fall since post-fire everyone was living in inappropriate places and freezing / starving on their way to and from work. 130k food reserve was not enough and a massive chain reaction of starvations kicked in with 2,500 food remaining (in far flung barns that people were starving on the way towards). There are definitely some quirks in the AI when selecting where to live and where to go for food. It is really silly when your gatherers/fishermen starve to death while carrying a load of food to a stockpile.
Not sure I want to rebuild from under 300 population back to 750, not even sure how the AI would handle all the available idle housing / storage / etc. No matter, needed to restart in order to pick up the no-trade depot and no orchard, farm, or pasture achievements. The survival equilibrium in this game is dynamic and not stable, you are either always growing at a modest rate or you are hurtling into a death spiral where a bunch of people age-out a the same time dropping your adult population, reducing your ability to generate food, and spawning a baby boom as new families are formed in the homes formerly occupied by the olds. Those babies and students don't harvest food further exacerbating the harvest shortfall and quickly blowing through your reserves. I think my open doors policy towards nomads may have been partly to blame - they represented large chunks of population all aged about the same. Breaking up your cohorts is a big deal to prevent too many homes from opening up at the same time and pushing you onto that deaths->baby boom roller coaster. The big fire didn't help either, was the first one I've had that jumped roads to keep burninating the country side. Title: Re: Banished Post by: Lightstalker on March 27, 2014, 11:37:58 AM Went ahead and tried to salvage the above town. 750 pop at year 125, 23 pop at year 130, up to 350 before another crash into the teens, up to 200 before another crash, etc. etc. etc. Each time through I deconstructed a few more houses, the eventual recovery would require gradually adding houses back up from 5-10 through 300 and on a large map where folks will die crossing from one side to the other anyway I just couldn't be bothered to go through with it.
Restarted on a medium map. Gatherers+Hunting are so much stronger than trying to grow crops, orchards, and deal with livestock. Hit 900 population at year 203 (on a medium map no less) knocking out the last achievements. Even on a Medium map it is possible for idle villagers to head for an objective on the other side of the map that will cause them to starve before they get back home (but it is much less common and an annoyance rather than a problem). I'm not sure I did it right, but I had 14 markets (each staffed with 3) spread around the map and that seemed to vastly improve storage and distribution compared to attempting to place barns near production points. With pathfinding and AI as it is, the smaller maps are much easier than the larger maps due to avoiding villager suicides (all resource gathering and distribution is more efficient because everything is closer together / your dudes won't try to drop off resources on the other side of the map from where they work). Probably 50 hours of gameplay and another 25 hours of letting it run on 10x while I did other things (and 25 hours of forgetting it was at the menu minimized), so worth the $20 if you've got that itch. I'd like to see it integrated with more of a game, something other than just survive, but probably won't return to it unless something big changes. Title: Re: Banished Post by: Mithas on March 27, 2014, 05:21:36 PM This game has me hooked. It is a fun little city builder sim. So far I find it hard to build at a slow and steady pace. I end up with crashes due to either not enough food or too many old people dying all at once. I panic and then start building houses and then I end up with a wave of children all coming at once. In my last game at one point I had almost 100 laborers in a city of less than 300 people. Everyone came of age at the same time and I just didn't have enough jobs for everyone.
Quote Gatherers+Hunting are so much stronger than trying to grow crops, orchards, and deal with livestock. I found that to be the case as well, but to me it isn't as fun. It seems like hunting & gathering shouldn't be so consistent. Getting seeds is a giant pain due to trade posts. They seem way too expensive. I think the fact that people can starve simply by walking too far is a little silly. Other than little things like this, I find the game pretty enjoyable if a bit repetitive. Hopefully they add a little more down the road. Title: Re: Banished Post by: grebo on March 31, 2014, 09:54:41 PM Hmm, always keep a laborer in case your old ass teacher up and dies, causing all the students to instantly give up school to become moron workers.
Title: Re: Banished Post by: Reg on April 01, 2014, 02:52:15 AM I got caught by that too one time. Killed my city's expansion for a generation as good workers were gradually replaced with bad workers.
Title: Re: Banished Post by: Draegan on November 06, 2014, 10:59:54 AM I just bought this since I saw it was on sale for $10.
Title: Re: Banished Post by: Mithas on November 06, 2014, 11:01:25 AM I've been playing this a bit again. It now has mod support and there are some interesting ones out there that add a little depth. I'm just not sure the player base is big enough to take it much further.
I think I paid $30 and it was worth every penny. I am a big city-builder person though. Title: Re: Banished Post by: MrHat on November 06, 2014, 11:49:10 AM I've been playing this a bit again. It now has mod support and there are some interesting ones out there that add a little depth. I'm just not sure the player base is big enough to take it much further. I think I paid $30 and it was worth every penny. I am a big city-builder person though. Good to hear about the mods. I like what this game is doing and will probably revisit it soon. What I really want is Banished: Beyond Earth. I want village survival on another planet. Title: Re: Banished Post by: Rendakor on November 06, 2014, 12:02:32 PM Are the mods on Steam?
Title: Re: Banished Post by: Draegan on November 06, 2014, 12:18:43 PM First game and everyone just started to die from starvation. I couldn't balance production stuff well. I might of expanded too fast.
Title: Re: Banished Post by: Mithas on November 06, 2014, 12:50:18 PM Are the mods on Steam? Yes you can find some on Steam. There are more on banishedmods.com (http://banishedmods.com). They are pretty easy to install. The other thing you need to do is opt-in on the beta for Banished. Title: Re: Banished Post by: Mithas on November 06, 2014, 01:14:12 PM First game and everyone just started to die from starvation. I couldn't balance production stuff well. I might of expanded too fast. It's pretty easy to have everyone die in the first few years. The problem is you end up in a death spiral where people die of starvation, so you actually have more food per person, but you then don't have enough people to produce more food. You have to strike the balance between growing too slow and fast. If you grow fast you might be fine in the short term but you end up with waves of people dying because they were all born around the same time. Grow too slow and then you won't have anyone to replace the people that are dying of old age. |