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I have a dozen or so mods. Climate mods, production mods, building mods, even mods that mod the whole program. Go look in Nexus.
Note that you should deactivate all other mods, except those mentioned as compatible on the website. The ony additional small mod you definitivly should have active is EB's "Salt Works". Kid's "Forest Outpost and "Small Town Rowhouses have elements that might be nice but try to do without if you want somthing clearly different from vanilla.
well it's true that if you are able to support your village through fires and tornadoes, as well as other things like sickness, lack of tools, lack of food, then you could say there isn't a challenge. it's because you've learned how the game works and you've overcome them.
At the same time, one of the biggest challenges of this game is to grow your town to have several hundreds or even thousands of citizens. If you haven't done that, then you've not done of the challenges that this game offers.
But to get back to your question, I'm a person who rarely goes after achievements but i think in this game, it was a fun thing to do .
after that, then just try the mods that other people here have suggested. They would be the same mods that I would have suggested as well.
but while those mods add new buildings and new professions and new production chains, the reality is that once that newness goes away, you could feel bored again with the game, because there still is no actual challenge to the game.
This got me thinking about the game Stronghold. When it first came out, there were economics missions or levels to play. It was used as a way to be a tutorial for the game as well.
So I think this game also could have benefitted from a way of doing 10 or 20 different missions to help the player feel like there was a game progression. Even though sandbox style is fine but some players do need a feeling of progressing through the game and finishing the game, which could include playing through X number of levels of doing pretty much the same thing but having some different goals in each level.
https://www.blackliquidsoftware.com
www.WorldOfBanished.com
To be safe, only get things published after mid 2017 on the workshop, or things clearly marked for Banished 1.0.7 if you get your mods elsewhere.
You can also use the Steam Workshop. From there you can download Colonial Charter 1.76 Journey which is a great mod. Another really nice mod is red-ketchup's Medieval Town. I like to use these two mods together for some really interesting stuff.
sorry for diverging this thread
back to the regularly scheduled programming!
But, I really do advise anyone looking for challenges within this game, to do the achievements, Some are very simple and easily done, like getting 100 stone houses, or Ready for anything, but others, Like the Mining challenge, to keep two mines fully employed over a period of time. That takes some serious thought, on how to do it. Because you need a steadily growing community, to support all those workers, sixty workers for the mines alone. Then you need almost as many labourers to ferry all the iron and coal from the mines, to stockpiles. More Vendors to distribute the bounty to the other areas of expansions. That one with the Quarry, took me almost two full days to complete. And then there is the Farm for everything Challenge. I combined that one with the Isolationist challenge, and again, huge labourer force needed, along with loads and loads of markets, loads and loads of Farmers, and building the orchards, all the inventory to deal with from pastures, I really was a puzzle to work out.
The hardest achievements for me to get, were the Uneducated, and the Nomads, and the Tenure Achievements. These went completely against everything about the way I build my towns to begin with. I had never accepted Nomads before, so I had to figure out how to safely bring in these workers, and not kill myself off while doing it. I had to bring in 200 Nomads. That took strong production and food resources. Because first Nomads come Hungry, Barely clothed, and Almost always bring some sort of sickness with them. So I needed to be overproducing all my foods, and tools and clothing for them, Again, great puzzle for me.
The Dev has disabled all achievements if you use any sort of mod. So everyone plays on an even keel for these achievements. Some are harder to get than others, but they all gave me a sense of accomplishment when I finally completed them. And it prolonged my interest in this game as well. I learned a lot about this game through the achievements themselves as well.