Banished by Shining Rock Software

garion333 wrote:
Quintin_Stone wrote:
Fuzzballx wrote:

So do i have to build the quary and mine right away or something? No ability to get any stone and iron once out of initial supply unless mine and quarry? Or am i missing something...

Think i made a mistake building houses first at this point as i seem to be able to bring in 0 iron and stone required to actually build the mine and quarry now.

I believe that laborers or builders (not sure which) will get stone from boulders. A quarry, from what I can tell, is something that lets you access stone beneath the surface.

That's what he means about the initial supply, those stones and iron will run out on the surface.

Quintin_Stone wrote:

I assumed that initial supply meant the content of your starting stock pile. It's hard to run out of surface boulders, you'll just have to go further.

Ah, yes. It appears someone skipped the tutorials.

I started my first game on medium and a small map. Mainly to figure out stuff as I go along (I did do a tutorial). So far, I built almost every structure but the town hall. I'm not quite sure what year I'm in, but I'm quite certain my original settlers are now seniors (in their 60s) and/or dying. I've hit various shortages through the years. Had a number of my settlers die from starvation, but they were replaced with new children. So my population seems to increase very very slowly. I did not intend it so, but I got randomly lucky. Also ran out of tools at some point too. This was after I built my mine and attempted to switch to steel tools. Took me some time to realize that I also plopped down a quarry construction that takes 40 iron. It just took some time to weather through the crisis. I've been lucky enough to keep the food stocked after my first few brushes with famine disaster.

So now I have a few questions:

  • For a mine, is there any way to do BOTH iron and coal? Or do I have to have two mines if I don't want to babysit it manually?
  • How do I tell how much coal/iron do I have available, if it's being stacked in the mine lot?
  • Is there a way to have less farmers than fields and have them all taken care of (i.e. to have one farmer take care of more than one field)? This assumes small farm plots (in irregular parts of the map) that could be easily taken care of by one farmer.
  • Do herbs require a hospital to dispense? Does hospital require herbs to work?
garion333 wrote:
Quintin_Stone wrote:
Fuzzballx wrote:

So do i have to build the quary and mine right away or something? No ability to get any stone and iron once out of initial supply unless mine and quarry? Or am i missing something...

Think i made a mistake building houses first at this point as i seem to be able to bring in 0 iron and stone required to actually build the mine and quarry now.

I believe that laborers or builders (not sure which) will get stone from boulders. A quarry, from what I can tell, is something that lets you access stone beneath the surface.

That's what he means about the initial supply, those stones and iron will run out on the surface.

Yea i meant initial stockpile. It took me a while but i get now that i can tell "Laborers" to gather resources sitting on the surface including stone iron and trees.

I'm sure my 2nd attempt will go smoother than 1st attempt where i'm learning how to gather wood and stone lol.

That said, I might actually survive a 2nd winter on my first attempt...have to see. I'm getting about tot hat point where i'll start over anyhow though to get a much better jump start in first couple years.

Until a laborer takes the iron to a stockpile, or a market either brings it to a market, I don't think there is any way to count it.

You can get a rough indication from how much the mine has produced so far this year.

Quintin_Stone wrote:

I assumed that initial supply meant the content of your starting stock pile. It's hard to run out of surface boulders, you'll just have to go further.

Ah, yes. It appears someone skipped the tutorials.[/quote]

Yes, i didn't notice a tutorial, maybe i should go back:) lolz./

Got my blacksmith up and running just as everyone's tools were breaking.

Just today realized how important it is to manually designate resources to harvest. I was thinking my laborers were just lazy.

CptDomano wrote:
Feegle wrote:

Also, am I right in thinking that the shops (Blacksmith, tailor, etc.) aren't also homes for those workers, just places of work?

That is correct, shops are not homes.

Because of this it's actually a very good idea to build some houses next to your outlying facilities. For instance, if you build a forester and gathering hut out in the boonies, throw a house or 2 down next to them (depending how many workers you're putting out there). If you put 1 worker in each building and build 1 house what will generally happen is a couple will move in and each take one of the jobs. Citizens like to live near whatever job they're doing and will actively switch homes/change careers (not sure which actually) to make that happen.

This will reduce time your citizen is spending walking all the way back to the main village to go home for food and shelter.

This goes for stockpiles and barns too. Build a stockpile right next to your mines or quarries and your workers will spend more time mining/digging and less time lugging their loot all the way over to wherever your stockpile is sitting. And same for barns next to farms/orchards. More time farming, less time carrying stuff.

This is why your markets are important later because you put that near citizens homes and they will go there to get their food and stuff. The vendors of the market will be the ones who go around to all your barns grabbing stuff out of them to stock the market.

I note that markets have a 'radius' effect, though. Does that mean they only stock from stockpiles within their radius?

I learned today that herbs are useless without an herbalist to dispense them. After my herbalist gathered a full stock of herbs, I reassigned him, but then the town's health gradually went down because nobody was using the herbs from the warehouse. Reassigning an herbalist fixed it.

I haven't built a hospital yet, so I don't know if they use herbs or not.

In other news... I got sheep!

I had practically nothing to sell, but I really wanted those sheep so I emptied the warehouses of everything I could trade. Finally, some decent coats!

BadKen wrote:

I learned today that herbs are useless without an herbalist to dispense them. After my herbalist gathered a full stock of herbs, I reassigned him, but then the town's health gradually went down because nobody was using the herbs from the warehouse. Reassigning an herbalist fixed it.

Yes, citizens actually go to the herbalist. You can click on your people and it will tell you what they're doing and a few times I've seen it saying something like "visiting the herbalist" or something like that.

Malor wrote:

I note that markets have a 'radius' effect, though. Does that mean they only stock from stockpiles within their radius?

I think that the radius is for who will go there to get their stuff. The vendors themselves will travel all over the place to get the items. But I haven't had time to actually just watch the people and see what they do.

I both loathe and love that my work computer is a Mac. I can't play at work, but dammit, I can't play at work!

Ok, yea, the tutorials are teaching me everything i spent 5 times as much time learning myself:P lol.

The tutorials are a must do, to any other newbs!

Quintin_Stone wrote:
Feegle wrote:

So, 5 people per house is the limit, then? I built 3, and build another when someone shows as "homeless".

No, AFAICT it's 1 family per house. If a couple has no kids, there will only be 2 people living there.

The 'family' can include a couple of generations of adults in a single house, but beware that if you boot them out to upgrade their house to stone, they may not all be willing to move back in.

On the subject of stone houses, they seem to make a pretty sizable difference to the amount of firewood required. Enough to make them worth the extra cost in the long run if you have the stone(s) for it.

Yonder wrote:
Quintin_Stone wrote:
Feegle wrote:

So, 5 people per house is the limit, then? I built 3, and build another when someone shows as "homeless".

No, AFAICT it's 1 family per house. If a couple has no kids, there will only be 2 people living there.

1 family per house, but that house fills up with five members. You'll have grown children living with their parents if you don't build more homes.

There's more than 5 slots in a basic wooden house though. Are you sure 5 is the max?

I was so proud of graduating Farra, my first student, to be the vanguard of a new generation of educated workers.

Banished Event Log wrote:

Early Winter 15: Farra has become an adult and is working as a laborer
Early Winter 15: Farra the miner was killed by a cave in

Grrrr....

Quintin_Stone wrote:
Yonder wrote:
Quintin_Stone wrote:
Feegle wrote:

So, 5 people per house is the limit, then? I built 3, and build another when someone shows as "homeless".

No, AFAICT it's 1 family per house. If a couple has no kids, there will only be 2 people living there.

1 family per house, but that house fills up with five members. You'll have grown children living with their parents if you don't build more homes.

There's more than 5 slots in a basic wooden house though. Are you sure 5 is the max?

Yeah, I also noticed that there are 8 slots for residents, so I doubt that 5 is the max. Regardless, it seems like you'd want to get grown children (new adults) out of their parents' house so that they can procreate in order to grow the population.

MeatMan wrote:

Regardless, it seems like you'd want to get grown children (new adults) out of their parents' house so that they can procreate in order to grow the population.

But you don't want to do it too quickly, or you'll have a bunch of starving children on your hands.

Vega wrote:
Malor wrote:

I note that markets have a 'radius' effect, though. Does that mean they only stock from stockpiles within their radius?

I think that the radius is for who will go there to get their stuff. The vendors themselves will travel all over the place to get the items. But I haven't had time to actually just watch the people and see what they do.

Correctamundo.

From the wiki:

The market has a range. Every citizen within this range will prefer to get goods from the market.

OK, well, I built my market exactly wrong, then. Sigh. It's close to multiple resource barns, but not to many houses.

It's about time for a new world anyway... I'm at about 15 years, and at about 60 citizens, things seem fairly stable, and I'm running out of places to go... I went with a small map, and shouldn't have.

I just read an interesting message on the Banished forums about the problems some people are having with the game, and how they may be stemming from treating it like a classic city builder instead of a medieval village simulator.

grimdanfango wrote:

[size=11][...]

You need to watch… you need to take your time and OBSERVE what’s happening! There’s a lot of feedback to be found in there, but a lot of people aren’t bothering to look, because the game isn’t spoon-feeding it to them.

[...]

Another example is with foresters – it seems at first to take a disproportionate amount of foresters to bring in a reliable amount of wood. Before I hit 40 citizens, I already found I needed two foresters guilds maxed out at 8 workers total to just about meet demand, even with very cautious building.
Later on, I began to notice that the older of the two guilds was yielding larger amounts than the newer one, based on the same amount of land coverage and workers. The newer one was already 3-4 years old at that point, but it turned out it still hadn’t fully built up to it’s sustainable maximum efficiency. The foliage was denser around the older one.
Later on, I slowly knocked back my forestry workers to only 4, and they were still turning in the yields that 8 had earlier on.
It also had the knock-on effect of steadily increasing gatherer yields, as the newly planted dense forest started to age and develop far more gatherable resources. I was eventually heading towards combined yields of 3-4000 food from one gatherer’s hut, where it’d started at no more than about 1500.[/size]

Yeah, the orchards, ranches, foresters, etc etc are all about slowly cultivating a sustainable resource, and in large part the game is about looking ahead to account for the fact that so many of your actions are things that take a long time to get the ball rolling.

For example, if you wait until you are out of coats to start hunting deer for leather, well... you're going to have a bad time.

Yonder wrote:

For example, if you wait until you are out of coats to start hunting deer for leather, well... you're going to have a bad time.

Question about the deer hunting--should I be trying to find an area where the deer actually are to put down a hunting lodge, or will the lodge generate leather regardless? I'm noticing groups of deer floating around AFTER I placed the lodge, and they seem to be juuuuust out of range.

I placed my herbalist and gatherer a little too close to a creek, and their spheres of influence extends to the south side of said creek. Apparently, they feel that they must walk around the creek to harvest from that side. Also apparently, this journey takes them roughly half a season to accomplish.

"Fair enough," thinks I, and being a benevolent type, I decide to build a wooden bridge across the creek to shorten their journey and ensure that they don't spend winter walking back.

...except the BUILDERS also feel that they can only build a bridge from the south side.

CptDomano wrote:
Yonder wrote:

For example, if you wait until you are out of coats to start hunting deer for leather, well... you're going to have a bad time.

Question about the deer hunting--should I be trying to find an area where the deer actually are to put down a hunting lodge, or will the lodge generate leather regardless? I'm noticing groups of deer floating around AFTER I placed the lodge, and they seem to be juuuuust out of range.

Deer will wander around woods and meadows. They will not target lakes or rivers, but they ignore them on their way to and from their loiter spots. (Which is funny with baby deer who's heads are obviously under the water).

While they will skirt your buildings, they will not go through clusters of buildings.

So you want to put your lodges out a ways, with few mountains or buildings in their zone. Your hunters still hunt deer that wander through their zone. Because of the random nature of the deer movements you can't count on getting leather or good from them at any particular time or on short notice, but if they have good locations they will accrue slowly.

I have two lodges, and before the baby boomer dieoff they each had two hunters. That was keeping me nicely in leather to outfit my 30 villagers and have some exports. After the die off I only had 1 Hunter each and was only getting a small leather surplus.

My two lodges are right next to each other, even overlapping a small amount, if I had separated them more that would probably be quite a bit better.

Edit: Also, I haven't been watching closely enough to verify this for sure, but deer don't seem to really stay put while they are being hunted, so if you have n hunters at a lodge that's the maximum amount of kills you should probably expect to get per herd pass. The hunters also take a little bit of time butchering and processing. Each deer seems to have 6 leather and around 180 venison.

Holy frick seeds are expensive. That's a lot of tools and coats for some squash seeds, bucko. No farm this year, I guess.

ebarstad wrote:

Holy frick seeds are expensive. That's a lot of tools and coats for some squash seeds, bucko. No farm this year, I guess.

Were they a custom order? Because custom orders are super expensive.

The flip side is that firewood is like printing money. If you can afford to have one or two guys doing nothing but chopping firewood all year, you'll never worry about whether you can afford the nice things the trader brings.

Word of warning, though. Once you do a trade all the firewood you produce will go to building back up the trade house's stock. That's bad if your village's reserve is low and it's winter.

OG_slinger wrote:
ebarstad wrote:

Holy frick seeds are expensive. That's a lot of tools and coats for some squash seeds, bucko. No farm this year, I guess.

Were they a custom order? Because custom orders are super expensive.

The flip side is that firewood is like printing money. If you can afford to have one or two guys doing nothing but chopping firewood all year, you'll never worry about whether you can afford the nice things the trader brings.

Word of warning, though. Once you do a trade all the firewood you produce will go to building back up the trade house's stock. That's bad if your village's reserve is low and it's winter.

No, just a random trader. Every kind of seed I've seen from a trader has been 2500. I had to barter a LOT of stuff to get those beans; they better be tasty.

I am highly distressed that people may appear to age faster than 1 year in a year....this is potentially highly disturbing and funky.

MeatMan wrote:
Quintin_Stone wrote:
Yonder wrote:
Quintin_Stone wrote:
Feegle wrote:

So, 5 people per house is the limit, then? I built 3, and build another when someone shows as "homeless".

No, AFAICT it's 1 family per house. If a couple has no kids, there will only be 2 people living there.

1 family per house, but that house fills up with five members. You'll have grown children living with their parents if you don't build more homes.

There's more than 5 slots in a basic wooden house though. Are you sure 5 is the max?

Yeah, I also noticed that there are 8 slots for residents, so I doubt that 5 is the max. Regardless, it seems like you'd want to get grown children (new adults) out of their parents' house so that they can procreate in order to grow the population.

Hey look! The houses have a scrollbar!

Speaking of houses, I am so screwed (year 22).

I have 17 adults, and 11 houses. 8 of those houses are old men living alone, only three families.

Yonder wrote:
MeatMan wrote:
Quintin_Stone wrote:
Yonder wrote:
Quintin_Stone wrote:
Feegle wrote:

So, 5 people per house is the limit, then? I built 3, and build another when someone shows as "homeless".

No, AFAICT it's 1 family per house. If a couple has no kids, there will only be 2 people living there.

1 family per house, but that house fills up with five members. You'll have grown children living with their parents if you don't build more homes.

There's more than 5 slots in a basic wooden house though. Are you sure 5 is the max?

Yeah, I also noticed that there are 8 slots for residents, so I doubt that 5 is the max. Regardless, it seems like you'd want to get grown children (new adults) out of their parents' house so that they can procreate in order to grow the population.

Hey look! The houses have a scrollbar!

Speaking of houses, I am so screwed (year 22).

I have 17 adults, and 11 houses. 8 of those houses are old men living alone, only three families.

Boy I am so not having that problem....soon as i can support the baby mouths i pop up another house and a couple 13 year olds move in and start popping them out....pretty crazy. I'm at 21 and 6 in year 4 now....