Banished by Shining Rock Software

Game is tough to play while drunk.

God, that sounds unbelievably nasty.

Quintin_Stone wrote:

Game is tough to play while drunk.

Too much c*ck ale! I wish I was playing rather than wrapping up the 14th hour of work.

Game genefgrated a town name of "Buttevil". How could I not play that/

Quintin_Stone wrote:

Game genefgrated a town name of "Buttevil". How could I not play that/

Screenshots required.

Great game. After a quick restart, my town has been going for four hours. I find it relaxing to play at double speed.

I am experimenting with paring a forester camp, gathering hut, and hunter lodge together. My reasoning is that the forester camp will eventually remove the iron and stone while improving the forest. I haven't min/maxed anything but it seems like a reasonable approach.

Very enjoyable, worth every penny. It is amazing that one guy did it.

Greg wrote:

Great game. After a quick restart, my town has been going for four hours. I find it relaxing to play at double speed.

I am experimenting with paring a forester camp, gathering hut, and hunter lodge together. My reasoning is that the forester camp will eventually remove the iron and stone while improving the forest. I haven't min/maxed anything but it seems like a reasonable approach.

Very enjoyable, worth every penny. It is amazing that one guy did it.

If you set up your forest like that, put a few houses near the work buildings, too. Less travel time and more work time for the workers. Workers generally like to live near their jobs. The downside of having houses out in the boonies is that they have to walk to a barn or market to get supplies for their homes, but I think that's less frequent than eating and resting.

IGN review: "Great"

Picked up this game yesterday due to Bill Harris' mention on his blog. Liking it so far but I do have one quibble with the game: the townsfolk are serial hoarders!!

Seriously, I have quite a few different ways to manage food levels in the village/town except that as soon as a house gets above four persons (including children) they suddenly start to hoard everything and anything they can get their grubby hands on. I have 9 houses - all within distance of the market - and yet two houses are constantly going hungry because their occupants work and don't have the time to visit the market as soon as items become available. So, in their stead, the other houses (with five occupants) will all rush off to the market and take in as much of everything they can get their hands on. This means they get a nice balanced diet but it all just sits there in their larders waiting for them to consume it. Worse still, they don't even wait until they're running low to restock, which means that the other guys never get a chance to get anything for themselves.

I just wish I could "force" some community spirit into this place! No wonder these families were banished!! The same goes for firewood - though this is more easily produced year-round in the early game (which is where I am).

I've made it up to about 70 people now (68/0/12). I almost had a mini-catastrophe when my small 'island' (there are lots of small rivers in this seed) ran out of stone before I built bridges to some larger 'islands'. I would have had no room for a quarry without totally destroying my forest. Thankfully, there were just enough pebbles scattered around to build the mini bridge to a small island, and just enough stone on that one to bridge to a larger land where the quarry can reside. Only deaths so far are from old age - is this because I started the game on Normal (whatever the defaults are)?

My main grips about the game so far is the lack of diagonal/curved roads. It makes towns seem very regimented, whereas most villages of the type would grow more organically, without right-angled precision.

Enjoying the change of pace from most of my gaming this year. I can actually relax while playing this, which is exactly what I need right now.

Duoae - I haven't noticed a specific house suffering due to others' greed, but the answer must be MOAR FOOD I have hovered around 7000 since I had a population of 20/0/5 so I must be expanding at just about the same rate as I'm increasing food production. I have yet to build a school, however, so maybe that should be up next. Also, I lost half a star of happiness because someone died of old age before I placed a cemetery - is there any way to get that back?

omnipherous wrote:

Duoae - I haven't noticed a specific house suffering due to others' greed, but the answer must be MOAR FOOD I have hovered around 7000 since I had a population of 20/0/5 so I must be expanding at just about the same rate as I'm increasing food production. I have yet to build a school, however, so maybe that should be up next. Also, I lost half a star of happiness because someone died of old age before I placed a cemetery - is there any way to get that back?

Yeah, i solved it in the same way. Kept forgetting to up my "food" limit though... Which was annoying. It's really a bit of a stupid problem though because it's not at all reflective of real world supply and demand in this sort of idealised communist village/town paradigm.

I'm currently at 26/6/6 with different sizes of field supplying the same crops. I hope to expand into potatoes next and would have bought some wheat seed except the trader didn't accept food so i was a bit stuck...

omnipherous wrote:

My main grips about the game so far is the lack of diagonal/curved roads. It makes towns seem very regimented, whereas most villages of the type would grow more organically, without right-angled precision.

I don't have the game (yet), but I saw diagonal roads in some lets play videos. If I remember right, it's shift-click when placing.

DonD wrote:
omnipherous wrote:

My main grips about the game so far is the lack of diagonal/curved roads. It makes towns seem very regimented, whereas most villages of the type would grow more organically, without right-angled precision.

I don't have the game (yet), but I saw diagonal roads in some lets play videos. If I remember right, it's shift-click when placing.

On that note (which is a really cool tip that i didn't know, thanks!). Is there a way to expand existing plots? E.g. A stock pile, field or pasture? I can only seem to be able to destroy them if they're not large enough for my current operations...

DonD wrote:
omnipherous wrote:

My main grips about the game so far is the lack of diagonal/curved roads. It makes towns seem very regimented, whereas most villages of the type would grow more organically, without right-angled precision.

I don't have the game (yet), but I saw diagonal roads in some lets play videos. If I remember right, it's shift-click when placing.

OH EM GEE!

Thanks for that! I guess that's what I get for not watching lets play videos! Maybe I should go do that for the rest of the afternoon at work, might pick up a few more tips!

Thanks!

DonD wrote:
omnipherous wrote:

My main grips about the game so far is the lack of diagonal/curved roads. It makes towns seem very regimented, whereas most villages of the type would grow more organically, without right-angled precision.

I don't have the game (yet), but I saw diagonal roads in some lets play videos. If I remember right, it's shift-click when placing.

IMAGE(http://codropspz.tympanus.netdna-cdn.com/codrops/wp-content/uploads/2013/07/wat.jpg)

I'll be damned...

IMAGE(http://i.imgur.com/VLYt9G1.png)

Notice that it is only Left Shift that does it.

CptDomano wrote:

I'll be damned...

IMAGE(http://i.imgur.com/VLYt9G1.png)

Notice that it is only Left Shift that does it.

I wish i'd seen that big red rectangle before!

Spoiler:

i also wish for the return of proper manuals... Or i'll settle for better tutorials!

DonD wrote:
omnipherous wrote:

but I saw diagonal roads in some lets play videos. If I remember right, it's shift-click when placing.

OH EM GEE!

Indeed. Wow.

BadKen wrote:
Greg wrote:

Great game. After a quick restart, my town has been going for four hours. I find it relaxing to play at double speed.

I am experimenting with paring a forester camp, gathering hut, and hunter lodge together. My reasoning is that the forester camp will eventually remove the iron and stone while improving the forest. I haven't min/maxed anything but it seems like a reasonable approach.

Very enjoyable, worth every penny. It is amazing that one guy did it.

If you set up your forest like that, put a few houses near the work buildings, too. Less travel time and more work time for the workers. Workers generally like to live near their jobs. The downside of having houses out in the boonies is that they have to walk to a barn or market to get supplies for their homes, but I think that's less frequent than eating and resting.

I've found it helpful to put a small stockpile nearby too. As they gather resources, they don't have to walk all the way into town. Laborers will transfer from the pile as needed later.

Am I missing something about fisherman? They never seem to harvest more than 150 food a year. I have barely done any fishing btw, so I shouldn't have damaged the population.

Yonder wrote:

Am I missing something about fisherman? They never seem to harvest more than 150 food a year. I have barely done any fishing btw, so I shouldn't have damaged the population.

Can the population of fish be damaged? I've been getting loads from a sealed-off lake per year (more than 200 i think) but not right at the beginning, kinda like an orchard...

On a different tack: is the only way you get cattle from trading? Because that's crap. Into my 11th year and still no trader that has cattle to trade!

Duoae wrote:

I wish i'd seen that big red rectangle before!

Spoiler:

i also wish for the return of proper manuals... Or i'll settle for better tutorials!

You and me both. I actually facepalmed when I saw that in the options and realized that I hardly ever check anything when first jumping into a game anymore. Used to be that I'd spent a good hour before even firing the game up pouring over the manual or checking the hotkey list so I know where everything is.

Yonder wrote:

Am I missing something about fisherman? They never seem to harvest more than 150 food a year. I have barely done any fishing btw, so I shouldn't have damaged the population.

Hrm--that does seem like a rather small number. Are you putting a full 4 fisherman on duty? How much of the radius around the dock is actually in water? Also, how long has the dock been running?

Since I love screenshots for this game apparently:

IMAGE(http://i.imgur.com/KoPtFj4.png)

That's with 4 fisherman and I think 3 full years of operation?

I have a different question to those recently posed: why doesn't coal get stockpiled normally?

[edit] okay, now it's going in fine... Strange!

Duoae wrote:

I have a different question to those recently posed: why doesn't coal get stockpiled normally?

[edit] okay, now it's going in fine... Strange!

Was it piling up by the mine? My mine did that as well. I just thought it was because the mine was off the beaten path and it would take a while for a laborer to come by and pick it up.

Nnnngggggggyargh..

Why is it not time to go home yet?

With my fisher docks, what seems to happen is that they're very productive for awhile, and then gradually taper off. What I'm doing right now is 'resting' a dock, to see if it recovers.

OG_slinger wrote:
Duoae wrote:

I have a different question to those recently posed: why doesn't coal get stockpiled normally?

[edit] okay, now it's going in fine... Strange!

Was it piling up by the mine? My mine did that as well. I just thought it was because the mine was off the beaten path and it would take a while for a laborer to come by and pick it up.

Yeah, but there was no indication that it was actually coal and not waste slag or some other by-product so, being my first time, I didn't know what it was. Not to mention that coal on the stockpile etc looks more black than when it's next to the mine so I was a bit confused.

omnipherous wrote:

Nnnngggggggyargh..

Why is it not time to go home yet?

I don't think you've been a good enough worker. I'm randomly changing your profession to "wood cutter".

Haha,.... muahaha..... MUAHAHAHAHHAA!

Spoiler:

This is to say that I'm not a fan of the random changing of a person's career by the AI or whatever. I may not mind if hunter 2 of 3 dies of old age but if they switch to farming and affect my farming operation because I didn't notice then I'll be mightily peeved!

Hey, Wood-Cutters are some of the most important people!

We don't get the thanks we deserve...

Ugh, up until almost 2AM this morning playing this. Now I feel like a zombie (Please don't shoot me! I'm not really I just need more coffee!)

I think I am going to start a game review site that uses a "how late I stayed up playing" as a scoring system.

tboon wrote:

Ugh, up until almost 2AM this morning playing this. Now I feel like a zombie (Please don't shoot me! I'm not really I just need more coffee!)

I think I am going to start a game review site that uses a "how late I stayed up playing" as a scoring system.

You could just write an article on our "blog" (You're more than welcome!)