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(NPR)   "Banished", an indie PC game built by a single programmer, is like SimCity...with cholera   (npr.org) divider line 85
    More: Cool, SimCity, PC games, cholera, software engineers, glitzes  
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5718 clicks; posted to Geek » on 03 Mar 2014 at 9:04 AM (25 weeks ago)   |  Favorite    |   share:  Share on Twitter share via Email Share on Facebook   more»



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2014-03-03 09:01:01 AM
I spent way too many hours playing this this weekend. It's great if you have a few hours to kill to start a new town and see what happens. After about 10 minutes, you'll figure out if your town is gonna live or die and whether to start a new game.

/had a great one last night, 47-50 adults at one point...then they all started dying and not enough would replace them. Skeleton crews had to take over farming
 
2014-03-03 09:20:35 AM
You know, this could be good practice for the near future!
 
2014-03-03 09:25:31 AM
Sim City meets Oregon Trail?

/you have Dysentery, increase funding
 
2014-03-03 09:49:29 AM
I've seen it being promoted on Steam and liked the sound of it, so I've added it to my wishlist.

Any others recommending it?
 
2014-03-03 09:50:20 AM

star_topology: Sim City meets Oregon Trail?

/you have Dysentery, increase funding


i.somethingawful.com

WHAT KIND OF SICK MONSTER INCREASES FUNDING FOR DYSENTERY?
 
2014-03-03 09:55:51 AM

Mytch: I've seen it being promoted on Steam and liked the sound of it, so I've added it to my wishlist.

Any others recommending it?


Roomie plays it a lot. He has a blast. Me, not so much into that genre.
 
2014-03-03 10:01:36 AM

Mytch: I've seen it being promoted on Steam and liked the sound of it, so I've added it to my wishlist.

Any others recommending it?


Fun game but I had to rage quit on it a few times. The balance is so damn tricky between things in the game. Example.

Had huge reserves of food/wood/supplies and life was grand but people started dying of old age and could not get the people to make more babies....Do some research, okay more houses it is.  Blam! population boom but all the huge stockpiles I had are now gone and everyone is starving to death so I needed laborers. Kill the schools for quick labor. Now I have 6 year old kids mining coal.
 
2014-03-03 10:01:58 AM

Mytch: Any others recommending it?


yes, if you like the genre, pick it up. It is far more addicting and fun then it really has any right to be

I've been told it's kinda like the Settlers without combat

/when you first start out, do so without disasters on. The AI is not great about putting out fires so a fire will probably burn down half your village before they bother putting it out

/another game, had a disease kill all my sheep
//my wool industry never recovered
 
2014-03-03 10:04:53 AM

wild9: Mytch: I've seen it being promoted on Steam and liked the sound of it, so I've added it to my wishlist.

Any others recommending it?

Fun game but I had to rage quit on it a few times. The balance is so damn tricky between things in the game. Example.

Had huge reserves of food/wood/supplies and life was grand but people started dying of old age and could not get the people to make more babies....Do some research, okay more houses it is.  Blam! population boom but all the huge stockpiles I had are now gone and everyone is starving to death so I needed laborers. Kill the schools for quick labor. Now I have 6 year old kids mining coal.


Sounds about right.
 
2014-03-03 10:19:05 AM
I don't know what it is, but *every* time I get up around 40-50 population, everything collapses. I overproduce food like crazy and then all of a sudden everyone's freezing and starving to death. Damn it!
 
2014-03-03 10:21:52 AM

PIP_the_TROLL: I don't know what it is, but *every* time I get up around 40-50 population, everything collapses. I overproduce food like crazy and then all of a sudden everyone's freezing and starving to death. Damn it!


same. I think it has to also do with where your storage barns are. If they're near the source of food (farms and orchards) and not near the population center, then they'll starve because it'll kill them to walk across town for their food
 
2014-03-03 10:40:29 AM
I love this game! I keep on experiencing something weird though. I'll have years of surplus food, more than I know what to do with (so I put it in the trading post) then suddenly BAM I'm low on food and people start dying. 

What am I doing wrong?

/Think I'm going to start on the mountain next
 
2014-03-03 10:42:41 AM

Mytch: I've seen it being promoted on Steam and liked the sound of it, so I've added it to my wishlist.

Any others recommending it?


Guy at work seems to like it, I am holding off as my list of "games I am in the middle of playing" is reaching critical proportions right now (especially as I have got back into Endless Space and that is just a massive time sink).
 
2014-03-03 10:43:53 AM
Banished - Dwarf Fortress with a usable UI, and all the dwarfs have aspergers.
 
2014-03-03 10:49:07 AM

somedude210: PIP_the_TROLL: I don't know what it is, but *every* time I get up around 40-50 population, everything collapses. I overproduce food like crazy and then all of a sudden everyone's freezing and starving to death. Damn it!

same. I think it has to also do with where your storage barns are. If they're near the source of food (farms and orchards) and not near the population center, then they'll starve because it'll kill them to walk across town for their food


I've been playing this for about a week and a half and have some gems of knowledge that will help. My current best town is around 500 population with everyone happy. 

- After building the initial houses, these are the priorities you have to build:
   - build a market, this distributes food/resources more efficiently, efficiency is affected by number of 'Vendors'
   - Build a woodcutter and forestry hut, for firewood
   - Build 2 full sized farms (15x15)
   - Build 2 or 3 extra houses right away to start boosting population (children)
   - Don't build a school for awhile, you need the child labor
   - Build an herbalist and gatherer hut away from your town (near the forester works)
   - Build a trading post, you need this for seeds and livestock

- Trading posts you need to set your inventory to sell items, try to use tools and clothes as food is sometimes not wanted by a trader and will have a value of 0.
   - Make sure the post is on a river that connects to the outside world otherwise you'll never get visited
   - Prices: Cows/Sheep - 800 a pop, need 2 to breed, Chickens - 400 a pop
               : Cheap seeds are 2500, expensive are 3150, you only need one set of seeds

- Farms are decent food sources but can only be harvested once a year but gatherers are fantastic food sources, high output, continuously.
   - On the subject of farms, certain seeds are harvested at different times
      - E.g. Cabbage and Potatoes typically take until Autumn to be ready to be harvested
      - Corn, wheat and squash can be harvested at the end of summer
      - If you can't harvest fast enough you will lose what is on the ground by the first snow
   - When you start to get near filling up the first storage barn, build the next one nearer to your farms
   - Build markets at all new villages. The vendors will gather resources from all over the map to make them accessible everywhere else

- Vary your food choices, or your people will get sick

- Herbalists will bring your general health up over time and a necessary to stave off disease
   - I'm not sure if they are necessary for hospitals, but think they are

- Pathing is  VITALto building a successful town
   - You can find this in the gear menu, it will show you where the laborers homes are. The closer, the better.
   - If you build a farm, build at least 2 houses near it for the farmers. If you build a forester hut, hunter's hut or whatever, also build houses near them, etc.

- Population growth requires new houses - but keep in mind that each new house needs to be stocked with food and firewood.
- Don't bother building mines, quarries and town services until you have a significant food surplus
  - Unless you have a starting area with limited amount of loose resources

- Put at least 1 space between houses and buildings, if you get a fire you'll see why.
  - On that note, Wells are not really necessary, all they do is slow the spread - they are NOT extinguishers

- Build a hospital fairly early, diseases suck
- If you get an orchard with a disease, cut and re-plant a different seed - or you'll keep getting the disease on that field

This game you really need to think 'villages' that work together, houses shouldn't be centrally located  in an 'urban' style environment, but more spread out near their professions. 

Hope it helps. I kept getting up to 100 or so and then dying out, but now I've got the hang of it. The pathing in particular changed a LOT in my gameplay.
 
2014-03-03 10:59:14 AM

shortymac: I love this game! I keep on experiencing something weird though. I'll have years of surplus food, more than I know what to do with (so I put it in the trading post) then suddenly BAM I'm low on food and people start dying. 

What am I doing wrong?

/Think I'm going to start on the mountain next


Because once the food is in the post it cannot be distributed to the populace anymore (unless you take it out again),  andthe priority to take food to the post exceeds the priority to take it to storage and/or markets for your town.

Good luck with mountain. It's veryyyyy difficult to get food.
 
2014-03-03 11:01:32 AM

phimuskapsi: I've been playing this for about a week and a half and have some gems of knowledge that will help. My current best town is around 500 population with everyone happy.


bookmarked for later. I had started learning some of these tips. Once I perfect these tips, I'll try a game with disasters on and see how badly I fail. Thanks! This should help
 
2014-03-03 11:16:05 AM
this game is addictive. seriously. beginning is a bit tenuous at best but with practice...

there are posts on the reddit of people with 1000+ citizens... =/

/can barely break 60 without mass starvations ensuing
 
2014-03-03 11:33:50 AM
FTFA:
"Get busy living, or get busy dying."
That famous line, said by Tim Robbins in the film The Shawshank Redemption,


<headdesk headdesk headdesk>

Also have this game on my Steam wish list.
 
2014-03-03 11:34:29 AM
It's a fun game and I've been playing a lot. As someone said before, once you've got it down it's not terribly difficult.

Initial houses -> Hunter/Gatherer/Woodcutter -> Forester/Herbalist -> Farms/Market -> Trade/School

Things like town hall/etc can be done at your leisure. Mines and quarries are late game after you've more or less stripped the map.

I generally don't build hospitals until I need to; herbalists can generally keep up with things until you have a large population. And yes, hospitals don't work without herbalists. Sick people will get an herb and bring it to the hospital to be healed; no herbs means no healing.

Markets are good at keeping things distributed but you generally don't need them until you've got a second city center where certain goods only come from one or the other.

Eventually you can swap fishing for hunting after you're able to get leather from cows; this will free up space (the meat isn't the big draw for cows for me). You'll need gathering until you have a fairly diverse food supply from crops (probably 3 types).

I've been experimenting with getting schools sooner as it increases efficiency in *most* professions (not labor, etc).
 
2014-03-03 11:39:21 AM
Oh and one more thing, set your big resource gathering operations during the winter (wood/stone/iron). All the farmers revert to labor when there's nothing to do so it's really more efficient that way.

Do to much gathering during the summer and you're likely to find all your builders tied up gathering resources when you want them to build something (which you'll then either have to re-prioritize the building or cancel the gathering). PITA and not efficient.
 
2014-03-03 12:00:57 PM

star_topology: Sim City meets Oregon Trail?


More like Dwarf Fortress for Dummies.

/I've played it 35 hours!
//But seriously, it's a fine game until you figure out how to manage the growth/surplus curve. After that, there's nothing much to do.
///If there is something else to do in version 2.0, I'll play that, too.
 
2014-03-03 12:08:55 PM
Yeah, one person did't write that.
First it uses the old RRT3 engine, so that was built by a team. Second it looks like stock buildings and such. Not sure what GDK it is, but it's a GDK.

So one person could have scripted it, but they didn't program it.
 
2014-03-03 12:16:06 PM
Good for him, getting NPR to cover the game... but there are many many one man shops. Not sure why this one made news.

You guys want to see another game by a one man shop? Mine to be specific...

Here is a shameless promo for you...
http://steamcommunity.com/sharedfiles/filedetails/?id=218232268

If you dig it, help get it greenlit and also follow MGG on Twitter! @madgoblingaming


And no, of course I did not build the engine. Though, I have built them in the past.
 
2014-03-03 12:18:12 PM

impaler: Banished - Dwarf Fortress with a usable UI, and all the dwarfs have aspergers.


They don't seem to be bipolar crippling alcoholics either
 
2014-03-03 12:21:03 PM

ampoliros: It's a fun game and I've been playing a lot. As someone said before, once you've got it down it's not terribly difficult.

Initial houses -> Hunter/Gatherer/Woodcutter -> Forester/Herbalist -> Farms/Market -> Trade/School

Things like town hall/etc can be done at your leisure. Mines and quarries are late game after you've more or less stripped the map.

I generally don't build hospitals until I need to; herbalists can generally keep up with things until you have a large population. And yes, hospitals don't work without herbalists. Sick people will get an herb and bring it to the hospital to be healed; no herbs means no healing.

Markets are good at keeping things distributed but you generally don't need them until you've got a second city center where certain goods only come from one or the other.

Eventually you can swap fishing for hunting after you're able to get leather from cows; this will free up space (the meat isn't the big draw for cows for me). You'll need gathering until you have a fairly diverse food supply from crops (probably 3 types).

I've been experimenting with getting schools sooner as it increases efficiency in *most* professions (not labor, etc).


It's good to have a hospital early, even if you don't staff it. They require a TON of resources to build and can take a long time to build - without a hospital diseases spread FAST.

You want gathering continuously as seasons don't matter much to gatherers. 

Sheep are probably the best livestock option as they produce wool AND leather (so you can make heavy coats - which prevent freezing to death).

Schools should be built after the first generation or two of kids has grown up into adults.

ampoliros: Oh and one more thing, set your big resource gathering operations during the winter (wood/stone/iron). All the farmers revert to labor when there's nothing to do so it's really more efficient that way.

Do to much gathering during the summer and you're likely to find all your builders tied up gathering resources when you want them to build something (which you'll then either have to re-prioritize the building or cancel the gathering). PITA and not efficient.


This. So much this. If you designate areas to gather resources and there are 0 laborers, it will pull people from their normal jobs to get this complete. As a note, you can set this to 1 laborer so no one leaves their jobs and during the winter the farmers will automatically start doing other jobs.
 
2014-03-03 12:21:33 PM

phimuskapsi: shortymac: I love this game! I keep on experiencing something weird though. I'll have years of surplus food, more than I know what to do with (so I put it in the trading post) then suddenly BAM I'm low on food and people start dying. 

What am I doing wrong?

/Think I'm going to start on the mountain next

Because once the food is in the post it cannot be distributed to the populace anymore (unless you take it out again),  andthe priority to take food to the post exceeds the priority to take it to storage and/or markets for your town.

Good luck with mountain. It's veryyyyy difficult to get food.


I usually empty the trading post as soon as my food gets low, setting everything to 0. Sometimes it's enough to save the town, sometimes I just stave off disaster. It's just a way to store food while keeping food production going when it gets to something like 10000.

Okay, no to mountains then!
 
2014-03-03 12:41:10 PM

shortymac: phimuskapsi: shortymac: I love this game! I keep on experiencing something weird though. I'll have years of surplus food, more than I know what to do with (so I put it in the trading post) then suddenly BAM I'm low on food and people start dying. 

What am I doing wrong?

/Think I'm going to start on the mountain next

Because once the food is in the post it cannot be distributed to the populace anymore (unless you take it out again),  andthe priority to take food to the post exceeds the priority to take it to storage and/or markets for your town.

Good luck with mountain. It's veryyyyy difficult to get food.

I usually empty the trading post as soon as my food gets low, setting everything to 0. Sometimes it's enough to save the town, sometimes I just stave off disaster. It's just a way to store food while keeping food production going when it gets to something like 10000.

Okay, no to mountains then!


Build a market or extra storage barns. I tend to keep food out of the post due to those exact problems you mentioned. 

There is an achievement called 'Mountain Men' where you have to have a small mountain map, harsh climate and have a population of 50 or greater for 20 years.
 
2014-03-03 12:59:05 PM

phimuskapsi: shortymac: phimuskapsi: shortymac: I love this game! I keep on experiencing something weird though. I'll have years of surplus food, more than I know what to do with (so I put it in the trading post) then suddenly BAM I'm low on food and people start dying. 

What am I doing wrong?

/Think I'm going to start on the mountain next

Because once the food is in the post it cannot be distributed to the populace anymore (unless you take it out again),  andthe priority to take food to the post exceeds the priority to take it to storage and/or markets for your town.

Good luck with mountain. It's veryyyyy difficult to get food.

I usually empty the trading post as soon as my food gets low, setting everything to 0. Sometimes it's enough to save the town, sometimes I just stave off disaster. It's just a way to store food while keeping food production going when it gets to something like 10000.

Okay, no to mountains then!

Build a market or extra storage barns. I tend to keep food out of the post due to those exact problems you mentioned. 

There is an achievement called 'Mountain Men' where you have to have a small mountain map, harsh climate and have a population of 50 or greater for 20 years.


I'm talking about hitting the production limit for food when it's set as high as it seems to go (12000), not running out of storage space.
 
2014-03-03 01:31:55 PM
I bought this game and had 0 regrets.

It's almost EXACTLY what I'm looking for and yet Anno doesn't deliver...
 
2014-03-03 01:35:22 PM

phimuskapsi: somedude210: PIP_the_TROLL: I don't know what it is, but *every* time I get up around 40-50 population, everything collapses. I overproduce food like crazy and then all of a sudden everyone's freezing and starving to death. Damn it!

same. I think it has to also do with where your storage barns are. If they're near the source of food (farms and orchards) and not near the population center, then they'll starve because it'll kill them to walk across town for their food

I've been playing this for about a week and a half and have some gems of knowledge that will help. My current best town is around 500 population with everyone happy. 

- After building the initial houses, these are the priorities you have to build:
   - build a market, this distributes food/resources more efficiently, efficiency is affected by number of 'Vendors'
   - Build a woodcutter and forestry hut, for firewood
   - Build 2 full sized farms (15x15)
   - Build 2 or 3 extra houses right away to start boosting population (children)
   - Don't build a school for awhile, you need the child labor
   - Build an herbalist and gatherer hut away from your town (near the forester works)
   - Build a trading post, you need this for seeds and livestock

- Trading posts you need to set your inventory to sell items, try to use tools and clothes as food is sometimes not wanted by a trader and will have a value of 0.
   - Make sure the post is on a river that connects to the outside world otherwise you'll never get visited
   - Prices: Cows/Sheep - 800 a pop, need 2 to breed, Chickens - 400 a pop
               : Cheap seeds are 2500, expensive are 3150, you only need one set of seeds

- Farms are decent food sources but can only be harvested once a year but gatherers are fantastic food sources, high output, continuously.
   - On the subject of farms, certain seeds are harvested at different times
      - E.g. Cabbage and Potatoes typically take until Autumn to be ready to be harvested
      - Corn, wheat and squ ...


Sound a lot like Tropico...

/speaking of addictive games..
 
2014-03-03 01:45:45 PM

ThreadSinger: Sound a lot like Tropico...

/speaking of addictive games..


But El Presidente! The Llamas won't get the flu themselves!

/shut *UP* Juanito! Sheesh
//*issues "kill Juanito" edict*
 
2014-03-03 01:46:10 PM

phimuskapsi: Sheep are probably the best livestock option as they produce wool AND leather


No, they produce Mutton and Wool. You need cattle (or hunting lodges) for leather.

I'm up to 700 civilians now, and my food graph is like the goddamn alps. 25,000 after the autumn harvest, and it plunges to nearly 1000 in late summer. I have five gatherers, five hunting lodges, and five fishing docks, all fully staffed. I have 150+ farmers out of 430 adults. I'm making over 100k food a season, but the moment it hits the market it is snapped up by the new homes I am building to keep up with my population growth. My six markets are fully staffed.

Meanwhile, 1 herbalist, 2 blacksmith, 3 tailors are able to keep everyone stocked with herbs, steel tools, and warm coats.

For trading, firewood is an excellent early choice. It is renewable, and its pretty easy to stock 625 of it in order to buy a new seed when the trader comes in. Coats and tools are harder to come by in the early parts of the game.
 
2014-03-03 01:51:58 PM

shortymac: phimuskapsi: shortymac: phimuskapsi: shortymac: I love this game! I keep on experiencing something weird though. I'll have years of surplus food, more than I know what to do with (so I put it in the trading post) then suddenly BAM I'm low on food and people start dying.

What am I doing wrong?

/Think I'm going to start on the mountain next

Because once the food is in the post it cannot be distributed to the populace anymore (unless you take it out again),  andthe priority to take food to the post exceeds the priority to take it to storage and/or markets for your town.

Good luck with mountain. It's veryyyyy difficult to get food.

I usually empty the trading post as soon as my food gets low, setting everything to 0. Sometimes it's enough to save the town, sometimes I just stave off disaster. It's just a way to store food while keeping food production going when it gets to something like 10000.

Okay, no to mountains then!

Build a market or extra storage barns. I tend to keep food out of the post due to those exact problems you mentioned.

There is an achievement called 'Mountain Men' where you have to have a small mountain map, harsh climate and have a population of 50 or greater for 20 years.

I'm talking about hitting the production limit for food when it's set as high as it seems to go (12000), not running out of storage space.


You should be able to type in a larger number.  I've got my food limit set at 100 000 on a 600 pop town and don't have any problems with production.  The only thing I can think is perhaps the limit is set by the total storage space available, so maybe try building another barn and see if that will allow you to raise your cap higher.

ThreadSinger: Sound a lot like Tropico...

/speaking of addictive games..


That's actually a pretty good comparison.  I've tried comparing this game to others and kept coming up short (Stronghold without the military component?  A dwarf-like with an emphasis on food rather than tech?).  It really is like Tropico only your progress is measured in population rather than dollars.
 
2014-03-03 01:56:44 PM
Great game ... unbelievable that it comes from a single programmer.

A few notes about the Markets ... I only recently discovered how to use them properly.

- the circle of influence indicates who will get their supplies from the market
- the market workers will go everywhere on the map to ensure that all available goods are available in the market.
- the market workers use wheelbarrows so they are more efficient at transporting goods.

So the strategy is:
- make sure anything that consumes goods is inside the market influence circle (houses, blacksmith, woodcutter, tailor, etc.)
- make sure anything that generates or stores goods is outside the circle (storage yard, barns, etc.)

One final word of caution - the market workers may clean out all the external storage areas. So any homes or other consumers not inside the market range may actually starve or otherwise be short goods. So once you start using markets make sure all consumer units are supplied by one.
 
2014-03-03 01:59:34 PM
For anyone interested in the game. Get it directly from the developer's site:  http://www.shiningrocksoftware.com/buy/

It is DRM free and has a Steam Key ... but it cheaper than through Steam and, presumably, the author gets a bigger cut.
 
2014-03-03 02:08:13 PM
Some other early game tips:

First thing you want to do when you launch a new town is to pause, then open up your resource caps menu and raise them. Food should be maxxed out, and logs, firewood, stone, iron sould be raised moderately. Having nearly full barns and markets is much better than not having enough resources to make it through a tough spot.

The gatherers/hunters/fishers should be constructed before farms. You won't be able to get a full harvest season that first year anyway, and the gatherer/hunters/fishers will produce all throughout that initial winter. Farms can wait a few years, after you have more adults. You will even probably want to make a blacksmith & tailor before the farms.

You want roughly one house per two adults. This will allow them to form parent pairs to create new children. You will want the house to complete when your firewood and food stocks are high. Pause construction if neccessary. You don't want a couple to move in and then starve/freeze because they had no goods for the new house.

The yellow circle around a market is the housing radius, not the goods radius. Your houses should be within the circle, your farms/pastures/herbalits/etc can be outside if.

Put a barn near production areas that are far from the market. This will keep your producting citizens from wasting time walking far to drop off. Let the vendors go grab the goods from the barn. That's their job.

Similarly, make a small depot patch near areas you are clearcutting.  Your laborers can drop stuff off there and go back to chopping and harvesting. Its resource free, and saves walking time.
 
2014-03-03 02:14:06 PM

Perlin Noise: Good for him, getting NPR to cover the game... but there are many many one man shops. Not sure why this one made news.

You guys want to see another game by a one man shop? Mine to be specific...

Here is a shameless promo for you...
http://steamcommunity.com/sharedfiles/filedetails/?id=218232268

If you dig it, help get it greenlit and also follow MGG on Twitter! @madgoblingaming


And no, of course I did not build the engine. Though, I have built them in the past.


Looks very Amiga500ish.  Kind of reminds me of Clownomania.

Looks like a fun play.
 
2014-03-03 02:15:51 PM

atouk: Looks very Amiga500ish.


:)

It is partially based on Airball (which I used to play on my Amiga)
 
2014-03-03 02:54:27 PM

somedude210: I spent way too many hours playing this this weekend. It's great if you have a few hours to kill to start a new town and see what happens. After about 10 minutes, you'll figure out if your town is gonna live or die and whether to start a new game.

/had a great one last night, 47-50 adults at one point...then they all started dying and not enough would replace them. Skeleton crews had to take over farming


I have this problem with every game of this type that I play. The Civ games for instance, I love the start and trying to get my civ going.  But there comes a point where I can tell that I'm far enough ahead in tech that I can't lose or that I'm behind enough in military that I can't stop an invasion.  Why play after that?

I haven't played Banished yet but I'm not surprised to hear it has that same issue.  I'm not sure what game designers can do about that.  Assuming you play well, it would not make sense for you to still have problems in the mid to late game, it would feel forced.
 
2014-03-03 02:59:35 PM
I'm enjoying it.  The game is a roller coaster ride of food management.

Things that seem to work for me:

Firewood is the go to item for acquiring seeds
Group hunting, woodcutting, and gathering stations together to form nature preserves
Have multiple ranches for livestock
Build orchards only after food production is strong
Use sheep to stave off starvation (drop the population cap to cause animals to be "used")
Reassign farmers to wood cutting during the winter (or any other profession that isn't maxed out)
Keep the profession adjustment screen and city info boxes open and in a corner of the screen.
Build a blacksmith asap and NEVER run out of tools
That beer isn't necessary, it's okay to shut down production when food becomes scarce
There is nothing more important than food production come harvest time
 
2014-03-03 03:21:46 PM

0100010: I'm enjoying it.  The game is a roller coaster ride of food management.

Things that seem to work for me:

Firewood is the go to item for acquiring seeds
Group hunting, woodcutting, and gathering stations together to form nature preserves
Have multiple ranches for livestock
Build orchards only after food production is strong
Use sheep to stave off starvation (drop the population cap to cause animals to be "used")
Reassign farmers to wood cutting during the winter (or any other profession that isn't maxed out)
Keep the profession adjustment screen and city info boxes open and in a corner of the screen.
Build a blacksmith asap and NEVER run out of tools
That beer isn't necessary, it's okay to shut down production when food becomes scarce
There is nothing more important than food production come harvest time


Didn't know you can find seeds naturally. I start on hard now and you have no seed in your starting package. I was assuming I would have to trade for it.

About your "nature preserves" ... I am under the impression that the gathering/hunting/herbalists are best in mature forests. Whereas the forestry building is constantly cycling the forests - logging and replanting.

I have not confirmed the above but, for this reason, I run forestry in it's own area and put the other three together.

I set woodcutting to a good maximum so that I do not run out in winter. If winters start running short increase the maximum. If you cannot hit the max in the off season then build an additional wood-cutter.

Farmers seem to automatically help out as general laborers in the winter. In fact, I find it is the best time for construction as they do all the prep work.

Agree on the blacksmith but I would also lower the tools cap at the beginning of the game. You don't need your blacksmith using up all the wood and iron at the start when you have plenty of tools in stock - one spare tool for every adult is plenty. I micromanage that stock cap for the first while.
 
2014-03-03 03:25:18 PM

Cubicle Jockey: phimuskapsi: Sheep are probably the best livestock option as they produce wool AND leather

No, they produce Mutton and Wool. You need cattle (or hunting lodges) for leather.

Meanwhile, 1 herbalist, 2 blacksmith, 3 tailors are able to keep everyone stocked with herbs, steel tools, and warm coats.


Really? I could have sworn I was making Heavy Jackets with just sheep (maybe an initial supply of leather?)

1 herbalist is not enough for 700+ pop. I sit at 0 herbs when I have 1 herbalist with over 200 pop, 2 or 3 seem to work well for me. I do have 4 gatherers, 4 hunters, 3 fishermen and 56 farmers though.

Birnone: somedude210: I spent way too many hours playing this this weekend. It's great if you have a few hours to kill to start a new town and see what happens. After about 10 minutes, you'll figure out if your town is gonna live or die and whether to start a new game.

/had a great one last night, 47-50 adults at one point...then they all started dying and not enough would replace them. Skeleton crews had to take over farming

I have this problem with every game of this type that I play. The Civ games for instance, I love the start and trying to get my civ going.  But there comes a point where I can tell that I'm far enough ahead in tech that I can't lose or that I'm behind enough in military that I can't stop an invasion.  Why play after that?

I haven't played Banished yet but I'm not surprised to hear it has that same issue.  I'm not sure what game designers can do about that.  Assuming you play well, it would not make sense for you to still have problems in the mid to late game, it would feel forced.


I said the same thing for awhile but with the disasters you really can't tell if you are going to 'make it' or not. One time I had over 250 pop and a tornado hit my farms and wiped out 26 of my 40 or so farmers. Starvation set in fast and killed of over 50 people, after that it was impossible to keep up with all the resource demand and my city died out.
 
2014-03-03 03:34:30 PM
Another important item that caught me when I had a fire in the town.

Don't just tell your workers to harvest huge patches of wood/stone iron. And definitely don't just tell them to do the whole map.

They do not treat this as "if we need ____ get it from here". They treat it as a task with equal priority to any other. In other words, if you select a massive area to collect stone from they will keep at it until you hit your stone cap. Meanwhile your town is burning down and desperately needs people on the bucket brigade (yes I'm still bitter ... lost my first big town to this).

Long story short, always control and be aware of the areas that they harvesting. That way, in an emergency, you can quickly cancel that harvesting and unassign all workers so they become laborers. Then they will man the buckets and maybe save the town.

Also, if you have a few good years early on, you can build a boarding house (a little bit away from town so it won't get caught in a fire). It turns out that they won't use it until they are desperate for housing. It is great in an emergency and allows you to take in a large number of immigrants giving you time to build proper housing.
 
2014-03-03 03:36:53 PM

cretinbob: Yeah, one person did't write that.
First it uses the old RRT3 engine, so that was built by a team. Second it looks like stock buildings and such. Not sure what GDK it is, but it's a GDK.

So one person could have scripted it, but they didn't program it.


According to that logic not one person has ever wrote any program if they used any kind of library including the standard ones that are part of the language they use. And what difference is there between writing a script and writing a program?

If I write a C program with a simple editor and compile it, am I to understand that I am more of a programmer than if I used I IDE and an interpreter to write the same program?
 
2014-03-03 03:57:48 PM

talkertopc: cretinbob: Yeah, one person did't write that.
First it uses the old RRT3 engine, so that was built by a team. Second it looks like stock buildings and such. Not sure what GDK it is, but it's a GDK.

So one person could have scripted it, but they didn't program it.

According to that logic not one person has ever wrote any program if they used any kind of library including the standard ones that are part of the language they use. And what difference is there between writing a script and writing a program?

If I write a C program with a simple editor and compile it, am I to understand that I am more of a programmer than if I used I IDE and an interpreter to write the same program?


Excellent point. Apparently if you want to call yourself a programmer you have to write everything in Machine Language. :P
 
2014-03-03 03:59:56 PM

Farking Canuck: Didn't know you can find seeds naturally


I think he misspoke. Firewood is the go-to item when trading for seeds. I was at 500 pop before someone finally brought along cabbage seeds to complete my list.


Farking Canuck: I am under the impression that the gathering/hunting/herbalists are best in mature forests.


This was a rumor, but testing shows that the only thing g/h cares about are fully grown trees, which are more widespread in forester worked areas. The age of the fully grown trees doesn't seem to matter.


phimuskapsi: 1 herbalist is not enough for 700+ pop. I sit at 0 herbs when I have 1 herbalist with over 200 pop


My citizens are sitting on full five hearts due to max diet variery, which might be affecting the rate at which they need herbs, but my town hall said they only used a mere 18 the previous year.
 
2014-03-03 04:29:41 PM

ThreadSinger: Sound a lot like Tropico...

/speaking of addictive games..


Speaking of Tropico, what is the consensus on "best version"? I have the original and was considering buying one of the sequels. I've searched around a few review sites and they seem to be kind of scattered as far as opinions go.
 
2014-03-03 04:30:17 PM
On my fifth town I'm at a stable 500 adult population but I'm about to hit a food crisis and I'll probably lose about 80 until my new food production comes online. I've had three big fires and two tornadoes.

tips:

10 x 10 fields with 1 or 2 workers for fields 1 if they live close two if they live far.

never have more than one herbalist per herbalist shack, the citizens visit the closest one and if you need a second herbalist make another shack in a different location, it will shorten some of your villager's trips.

firewood is the least important critical item, run out of it before running out of food or tools, just remember that if you do run out of firewood the stupid bastards will take all your coal and your blacksmiths will not be able to make steel tools

fishing shacks are useful as emergency food supplies, build a bunch and only staff a few if food starts to decline flood them with workers ( from your quarries)

if you sell a bunch of items at the trader remember to reduce the stockpile inventory of that item unless you want your trader to rob your entire stockpile rebuilding his inventory.  Also if you are short of something and the trader has it in his inventory you can reduce the count and your workers will go get it from him.

Steel tools warm coats and educated workers make you very very strong but if for any reason you lose one of those items be ready to see your food and firewood drop like a rock.  Be prepared to drop your workers in everything but tools and food production to help weather a crisis.
 
2014-03-03 04:33:30 PM

powhound: ThreadSinger: Sound a lot like Tropico...

/speaking of addictive games..

Speaking of Tropico, what is the consensus on "best version"? I have the original and was considering buying one of the sequels. I've searched around a few review sites and they seem to be kind of scattered as far as opinions go.


Tropico 4 is good IMO and it's the newest one.
 
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