Banished

Banished

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 This topic has been pinned, so it's probably important
Banisha Jun 15, 2014 @ 3:41pm
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1
READ + LEARN = PLAY ->Tips & Hints
During the game you can always consult the question mark and there are also guides made by fellow players, perhaps in your language, which you can consult above.
Here you have to settle for me....
-------------------------------------This thread is my tribute to the game
( http://steamcommunity.com/app/242920/discussions/0/522730075946549340/ )
and is based at the vanilla game but if you prefer a modded one, the basics stays the same.

----> Thanks to DIXIECHAW, who pointed out the big 3 rules of the game. <----

FOOD, FUEL, HOUSING

These 3 things are the building blocks of a successful town. If you don’t pay careful attention to them, your people will starve, freeze and be homeless. End of game!
Here’s a brief overview of these 3 vital items. A more detailed and in depth explanation of them is in the pages that follow.

FOOD:
You absolutely need to have 100 units of food per resident (thus including children) every year.
The first things you need to build are a gatherers hut and a fishing dock, if you're near a river, that is; where the radius circle covers as much water as possible - preferably on a bend in a river or on a lake or pond. Brook? No way!
The gatherers' hut best be placed next to the forester and the hunter
As your population grows, make sure you are producing enough food for them, or your town will start on a starvation death spiral that is very hard to stop.

FUEL:
You need to start producing firewood as soon as possible, so your citizens have fuel to heat their homes. Assuming your forester is now producing logs, you need to build a woodcutter to turn the logs into firewood. As you build new houses, you need to be sure you have the firewood to be able to keep them warm.

HOUSING:
Building houses is a balancing act. You only need 1 STONE house to start with, because everyone else comes here to warm up, and you make sure no one is walking around in the freezing cold collecting resources that are needed. Therefore, you stop all actions until it gets warmer.


FORUM ETIQUETTE - KEEP IN MIND THAT we all come from different games, communities, pasts, experiences. We're all in different economic situations, see the gaming industry in our own way, and have our own angles on what is good and bad. THIS IS HUMAN. So please be polite if asking /answering. Thanks ahead :)


The developer no longer works at this game. The game was finished and released, and then permissions given to modifiers to create their mods. The game is NOT abandonware" nor "dead". It's a complete game.


VIDEOS AND INFORMATION
YouTube provides many videos to help you learn how to play.
https://www.youtube.com/channel/UCr_b5GBMOG4mGJXr6cs4ODw

Banishedinfo.com is a wealth of information. If you click on Wiki, you can even get tips on how to get each of the achievements.
WorldofBanished.com is a good site for some mods and info.

Blackliquidsoftware.com (a modifiers site) is often down, so you have to try it again later.

* Though mods are now the big thing, if you are new to this game, I recommend that you start without any mods. Just keep in mind that mods will not help you play the game better. Your people will still freeze, starve etc. You have to LEARN to play this wonderful game. Mods are available at the websites shown above and from the Steam Workshop.

THE MEGAMODS
Several modifiers worked together to create a huge moderation. Find out about the most recent MEGAMOD 9 and its predecessors and how to get it here:
YouTube™ Video: How To Download & Install MegaMod 9 (Banished)
https://www.youtube.com/watch?v=IGyp-Asa9KM

IMPORTANT - ALL MODS DISABLE ACHIEVEMENTS: (That includes mods like language, translation and flatten terrain)

AN OLD BUG:
On some maps where the map's edge isn't correctly set as invalid passing point, usually on a Stream/Edge connection point, so if your village is near a stream like that, places just on the other side of the stream will be seen as valid places to go and idle. They can cross the stream to get there, but will be unable to cross the stream to get back. The result is they become homeless, freeze and starve.
The workaround is to put a bridge across any small stream you have neared your village, so if people want to get to the other side, they have a safe and fast way to do so.
Ultimately though, that bugged spot on the edge might end up causing some nasty passing issues (like people going there to fill buckets if you have a fire), so you're better off restarting on a different map as soon as you see that issue happening in your town, and writing down the buggy map seed somewhere to check you never pick that one again.

Those buggy maps are pretty rare, but they exist. Many people never have that issue and will assume that people walking to a totally stupid place comes from an accidental click setting up a task in the wrong place.Whether you're new or an expert, find answers here at my pinned page.


---> TIP # 1 : -----> FIRST COMES FIRST
Watch. Observe. Learn. Adapt. This game is NOT about how fast you build, it's about how well you build. There's no time limit. Only nature and its potential disasters you should take seriously. Give your people the most necessary things before expanding. Play the tutorial /search for answers at the forum. No one will banish you for that nor for taking the time to read further !

--> TIP # 2 : -----> GOODS BECOME AVAILABLE at a storage barn or stockpile and not a second sooner...! That catched salmon or that nice coat you made with your acking fingers has to be brought there and maybe your that lucky one who gets it....
From there it can be picked up to get transported to markets, trading posts or other barns and piles.

--> TIP # 3 : -----> LABORERS ARE THE BACKBONE of your society. Without them it does not function and it is impossible to develop. Laborers have two main jobs that I'm aware of; gathering tree /stone / iron resources, and moving resources around town (including moving resources to building sites).
LABORER TASK QUEUES seems to be (roughly) FIFO ( first in first out ) Splits labourers amongst the first few tasks rather than send them all to the very first one. There's something more than simply FIFO for the scheduling there - whether that's distance, or assumed number of workers needed for a task, or what, I don't know. However, they would generally complete the earlier tasks before starting the last few tasks marked.
Priority shifts tasks to the current front of the queue - which means if you mark a few tasks as priority, the priority tasks will be processed LIFO ( last in first out ) meaning that the second one marked moves in front of the first, etc. Overall the task queue is still roughly FIFO, it's just that because priority shifts to the front, additional priority tasks keep being moved in front of the previously marked priority tasks.

Beware that labourers don't get behind in duties, reoccuring jobs like moving food and such, can cause chain reactions where they never get caught up to do the older jobs. Only the priority tool can ensure breaking the chain.

To run a smooth and wel fet town you need from the ADULTS : 1/3 laborers- 1/3 in food business ( gatherer, hunter, fishermen, farmer ) and in 1/3 in other jobs to keep every one happy ( including students and kids ).

--> TIP # 4 : -----> BUILDING IN GENERAL & GATHERING THE MATERIAL FOR IT
Plan new buildings not to far away from where you people live as they need food and tools to do their task properly or they will be hungry before they arrive at work and starve before reaching their homes again.
One of the key mistakes I've seen people make is to start building a building, realize they are short on resources, and then mark a huge swath of land for "gather resources". This will cause your laborers (including the builders who can't build the building because you're short on resources) to go gather resources. After a season of gathering you now have enough resources to build the building, but since all of your laborers are gathering, they never return to the building to move resources on site, triggering the "ready to build" state of the building, wich won't trigger the builders to become builders again.Once you have the resources ready in reserve, you need to mark the build site as high priority to get those resources moved on site.
-->HINT : Look for an empty spot where a stockpile can be placed without any labour involved to keep the walking distance as short as posible.
Plan structures ahead and pause them. Unpause when needed.
When you demolish a stockpile, the resources will be removed and stored elsewhere, if possible. If not it will be dropped on the ground.
Once you have the resources ready in reserve, you need to mark the build site as high priority to get those resources moved on site.
>ROADS<
Don't build stone roads unless you want that achievement and know for sure you don't need to delete them. Beware that any type of road will be build before the structure and not shown as tasks, so try to let it wait untill the building is ready.
If a road still has the little yellow x on it means even though you told them to remove it, they haven't got around to it yet. In my experience they wont remove it until they have basically nothing left to do in terms of jobs.

----> TIP # 5 : -----> JOBS & EDUCATION
Who does what in Banished is irrelevant. They are either educated and/or tooled or not, no other "experience" is possible.
Villagers will in fact change occupations dependent on the closest workplace so they might be a farmer today but if you build a blacksmith closer they will change to a blacksmith etc.
Your people will sort it out themselves, and very, very well I might add.
When things go wrong, it's placement and distance of buildings, NOT the people.
Children start going to go school from age 10 and finish studying between ages of 16-22 depending on your village size and distances of school and workers homes. Each school can take 20 students in. Build a new one in time or your next generation will be uneducated.
Educated workers deliver twice as much products and sustain longer with one tool.

----> Tip # 6 : ----> ABOUT GATHERER - FORESTER - HERBALIST & HUNTER
Gatherer's hut gatherables (onions/mushrooms/etc) spawn under trees - but that don't have to be mature trees. As long as your foresters replant the cut area, there will be gatherables respawning.
If there is no forester there to replant trees, clearcutting a gatherer's area will cause you problems -The natural regrowth of trees can't keep up the demand for food, logs and herbs.
Herbalists need mature trees - so they will be seriously affected by clear cutting. Two or three foresters keeps your forest healthy and delivers what is needed.
Hunters don't care if they have trees or not. The most interesting thing is that they can only seem to get one deer every two months - there is no more productive location possible. One hunter might get 1200 venison in a year (the max). Two hunters are more likely to get the max. Three or more hunters (you can set the max to 4) are a waste of workers. ( Be sure you have a bridge if they need to shoot deer at the other side of the water. )

Oh.. before I forget, 100 logs does not mean you have 100 firewood...

----> TIP # 7 : ----> ABOUT FOOD, HEALTH, HOARDING & STARVATION
Every soul at Banished needs 100 food each year and they eat that at home !!
They WORK for the COMMUNITY no matter what job they do.So nobody can claim assembled goods as their own..That food, firewood, clothes are not theirs untill they get it from a barn or market. Not one sec sooner !! ...

Here are the number of citizens and amount of food you start with on each difficulty:
Easy - Citizens: 12/0/8 Food: 2400
Medium - Citizens: 10/0/7 Food: 1800
Hard - Citizens: 8/0/6 Food: 1200 ( it may vary between 8/0/5 or 9/0/7 )

Although the game if played on easy gives you crops, orchards and one kind of livestock, it is good to build a pasture first and asign a herdsman to it before your animals die without proper care. If you have 2 "vegetable" crops, you'd better make sure you have another source of food going for variety. If you're lucky enough to get 2 different types of things (veggie/fruit/grain), you can be OK with just fields till you can get some hunting of fishing going.
The biggest issue is that you need to plant those fields very fast so you don't miss out on the first harvest. So for the first year you should place those fields right in the area that's already cleared, so you don't need to spend time first clearing the area.

In general, Gatherers are a bit of a safer bet. Since they produce all year 'round, having one as a safety net is a good idea, to smooth out the very spiky seasonal production from the fields.

Orchards are something you shouldn't waste time on during the first year. Trees take a few years to mature before they start producing fruits. A gatherers hut with max. workers and a fishing dock provides you with food throughout the year.
There is NO NEED TO ROTATE CROPS. When your people starve they are busy to get food from somewhere...no matter how much farmers you asign to a field.

CROPS, ORCHADS & PASTURES
http://banishedinfo.com/t/Size_calculator/

the optimal growth temperatures for each crop are listed here: http://blackliquidsoftware.com/index.php?/topic/40-temperatures-in-colonial-charter/

IMPORTANT NOTE : USE THE WORKERS SUGGESTED FOR THE SIZE OF THE PASTURE, FIELD OR ORCHARD IN GAME !! Otherwise your herd won't get what they need and starve nor crops won't be yield and fruit won't be picked !! It's better to wait to get a proper work done...Trust me ;)

A pasture of 16 x 10 tiles can hold 10 sheep and need 1 herdsman
A pasture of 18 x 12 tiles can hold 10 cattle and needs 2 herdsman
A pasture of 8 x 17 tiles can hold 22 chicken and need 1 herdsman
---> HINT: You need at least 10 animals within one pasture before your able to split them. When it reaches the max. one animal will be slaughtered. Therefore chickens are good at the start because of the eggs and / or sheep for the wool before they become meat.

INFESTATIONS
There is NO NEED TO ROTATE CROPS !
1. You can choose a different fruit type without cutting the original. Farmers start to plant that new type as soon as an old tree dies.
2. If infested only cutting all trees helps and choose a new kind of fruit otherwise your orchard will got a dissease again.
Also read : http://steamcommunity.com/app/242920/discussions/0/34095051761305552/

Food *produced* is the number to use if you check your TOWN HALL. Surplus is only of importance if you rely on farming. Off-season production needs to be producing well until intensive farming provides enough in a single harvest to get you through each year.
Once starvation hits, the game will force citizens to behave in a nasty way. They ignore everything, trying to get something to eat so they can survive, thus stopping work (even at food buildings). It's a simulation of their desperation to survive, not a bug, not a devious AI.
Hopefully you have a previous saved game .....

Cut off point for me (reserve) is population x 100 + 10%.
If storage is too high I shutdown production and/or trade excess. As you're no doubt aware, when reserves get into the hundreds of thousands you have room to err... dabble with the controls.
The danger in overfilling is exclusion of other resources such as leather/wool/tools.

One thing that leads to "hoarding" is that when people move into a house, they will bring supplies there, without first checking what was in the house. So if someone dies and a new couple moves in, or if you keep kicking people out and reopening the house in order to try and force the "right" people to move in, you might end up with a house that has more food in it than any storage place.
The larger the family, the bigger the "hoarding" will be as each individual of the family will grab something from the storage. It's not really based on food availability, more on the way houses are stocked/restocked.

Provide a variety of food supply, herbs and the population remains healthy.
People at Banished are selfish and take what they can get on food and firewood before the winter kicks in. Markets do provide a more stable distribution system by making everything available. But the villies will still hoard. Produce enough amounts of food wich comes in at different times a year and hoarding will be no problem.The trick is to NEVER allow houses to run out of food. ALWAYS keep food production up and NEVER expand your population without having the food to eat from the get-go.

BUT... If it *has* happened there are 2 solutions.

1. Allow the population to die back some, keeping the remaining population in the highest priority jobs (food and tools). You MAY come out of it. Unfortunately, if you lacked the skill to see this catastrophe coming, you most likely lack the skill to recover. Sad but true.

2. Have a trader supply food to help in restocking houses. Once the houses are full again, everything will level off very quickly as the villagers consume what you produce.

Just keep in mind, if you see your food disappearing at an alarming rate after supposedly "recovering" the game is doing exactly as it was designed.
So....if you see that knife and fork figure out where the problem lies and fix it now you can !

ONE TINY THING THAT CAN CAUSE MANY DEATHS:::::::>>>> forgetting to adjust the limits !!! Make sure you raise that food limit above the original 5k so you don't end up with people stop working because you forgot to tell them it's ok to harvest more...
The same is true for tools and fuel. And all the other limits, just not as likely to cause a disaster if you forget about the other ones ;)

___________ BUILD A TOWN HALL once you have enough stones. Place it where possible nomads may enter. This building is important to see how much food,
---> ( Food *produced* is the number to use. Surplus is only of importance if you rely on farming. Off-season production needs to be producing well until intensive farming provides enough in a single harvest to get you through each year ), clothing etc. you produced or for example you have enough homes for your people. Everything that is important for your city can be found in the town hall.
The game mechanic to grow population works both ways to promote or restrict population growth and is very keenly balanced. It is far from flawed.
That's why the town hall has a population graph and a very steady incline - almost flat - is the exact style you need for sustainable, long term towns/villages.__________________________

NOMADS
In order to get Nomads to appear, you need a Town Hall, the footprint of a Marketplace and the footprint of a Trading Post. This explains why people doing the Isolationist achievement (no built Trading Posts) can get Nomads appearing - the TP is needed, but simply planning it is enough to satisfy the requirement for a trading post. Same with the marketplace - simply planning it is enough to satisfy the requirement for a marketplace. I'm not sure if the Town Hall has to actually be completed rather than just planned, but given that you can't accept Nomads without it. You need also 6 to 8 people living in your town already to do the paperwork ...I guess ,-)
.-.-.-.-.-.-.-.-.-.-.-.-.-.
Save game before you let them in so you can get to an earlier stage if things don't went as you wished...Have a hospital(s) with a doctor in attendance, ( boarding ) house(s) ready to house them.Nomads are uneducated so make sure you can take students in, that will start their education asap. Because thy are unskilled, thy need more tools so have enough of thoose.Hungry as they are due their travels make sure you have plenty of food, and immediatley add more food production.


----> TIP # 8 : ----->HOUSING VERSUS DEMAND
1. One house can hold one familie of 5 people. Each villager ages 4 years every year.
In average 1 house per 2 adults should keep your population " renew " themselves.
You cannot reach your goal population and then just sit on it, you must make space for the younger generation. A couple will have so many children, then stop. Their kids will live with them until they get their own house. If there isn't one, they won't move out, won't pair up and won't have kids.Building a house IF you want them to move in and have more children is HOW you manage the population (must be aged > 16 but < 40) . You shouldn't "pre-build" because someone will always move in immediately.
HINT---> A boarding house comes in handy when you upgrade wooden houses to stone and to take nomads in. At all other cases citizens prefer a house for themselves to start a family or they stay with mum and dad.
>>>>>>>>>>An adult is someone who isn't a STUDENT or CHILD.
>>>>>>>>>>An adult can marry another adult, or a STUDENT

2. Mass death are the result of baby booms, usually caused by building too many houses at the same time and then building fewer later instead of spreading out the building for more consistent growth and more spread-out deaths. For example, you have 150 kids right now - that means that all those kids were born within a time frame of about two in game years (+/- 10 age seasons) so some time down the road you will have 150 old age deaths within a similar time frame.

3. Keeping the child / student numbers at a consistent, proportional climb will make the old age deaths less problematic at higher populations. You will always have them, but consistent growth makes them easier to deal with.

Easier said than done, of course. Even though I try, I still hit the "40 year panic" - that inevitable time when you've been keeping up with new families by building a consistent number of new homes per year with no problem, and suddenly you check the Town Hall and find you have 50 more families than houses. The urge to build houses is nearly overwhelming. I try not to give in but sometimes I think, "just a few more homes"... And then 13-15 years down the road BANG! the boomer babies start dropping like flies. Unless you've kept up the pace of growth started during the panic, there's not enough to replace them.

- Too many houses will kill you off because you end up with too many singles and no families and it may take 50-60 game years to succumb to the rather dramatic effect.
- Too few houses causes people to grow older than 40 and they will not breed, hence they die off. Takes less time to find this out but is still a dramatic effect as well.

---> TIP # 9 : ----> MARKETS versus STORAGE BARNS
Vendors gather from storehouses and stockpiles and bring the goods to the market. They also supply the barns for villagers outside the sphere of influence of the market.
Around markets you build houses, woodcutters, tailors, smiths, maybe taverns so they don't have to cross the map to get what they require.
Storage barns are built close to production area so producers (gatherers, hunters, farms etc.) don't have far to walk to deliver their produced goods and become in handy where houses are too far from markets (building houses for foresters close to their workplace for example) Same for stockpiles, close to foresters, mines and stone quarry.
Vendors use a wheelbarrow which can carry more to collect/bring goods than a labourer does. They DON'T supply houses !!
You do not need to employ too many vendors in your markets at the beginning, only 1 or 2 and increase as your economy expands and more resources need be collected. Too much vendors will drain the barns at the outskirts and force your villagers who live there to go to the market for goods and sometime this can be quite a distance wich means that work stays undone and your production falls...

---> TIP # 10 : ----> HERBALIST, HOSPITAL & BREWERY
Herbalists and doctors cover two separate areas - general health, and curing diseases.
In avarage I build a hospital for every 100 people in my town and always before letting nomads in because they might bring desease with them. Obviously the hospital serves no meals so sick people have to go out to eat and causing more outbreakes.....
A brewery should not be confused with a nice pub. If there was bad drinking water at that time, beer was also given to children. Get enough varied food. A brewer is only necessary to gleanings working away.
Other conditions will be more appreciated to be healthy and happy.

---> TIP # 11 : ----> TRADING POST
>>Maybe silly to mention...a TRADER has to be asigned by the player ; the MERCHANT is the one who comes by boat to trade with you<<
A good spot is a river or lake with a river leading to it. ( A merchant comes down stream ) Creeks are not suited.

Each trade post will have ONE random type merchant visiting it per year. There are 5 different merchants with their own random type of trade and will go to a RANDOM trade post. They visit more often as your population increeses + bring more goods. Having more than one trade post can be beneficial. Have as many as you can produce currency for !
One merchant will visit ONLY ONE trade post per year. They won't go to the other docks within the same year. DON'T FORGET TO DISMISS THEM !

LIFESTOCK and SEEDS are only available at a trading post.
--> HINT: Even though the merchant sometimes comes with seeds of the same type, you just need to buy ONE of those. Upon doing that, you can then plant as many crop fields or orchards of that type as you want.
>>HINT: The general goods merchant gives you 4 items for every 1 firewood, the food merchant just 3.<<
Different merchants will accept different items. Firewood is universal - everyone accepts it.
>FOOD IS ONLY ACCEPTED BY THE FOOD AND GENERAL GOODS MERCHANTS.<

* 6 cattle cost 4800 = 1200 firewood or 600 iron tool or 480 steel tool or 240 warm coats
* For the same amount you get 8 sheep or 12 chickens
All seeds cost 2500. You can uptain 8 different orchard fruits and 8 different crops.

GOOD MAP SEEDS---> ( mountain men achievement also )
http://steamcommunity.com/app/242920/discussions/0/540735425739366738/

CRASH & WORKAROUND
Game freezes:
http://steamcommunity.com/app/242920/discussions/0/540735426085306987/
Start up problems:
http://steamcommunity.com/app/242920/discussions/0/540734254971841864/

WEATHER
You can disable weather in the options menu. You will see no rain or snowflakes but the transition between seasons is very strong. ( So take care that you have farmers again when spring begins ). It has NO EFFECT on the climate in which you play.
---You have to look at the temp.--> In harsh climate it gets colder earlier in the fall and lasts longer in the winter. A mild climate has a late fall and a earlier winter but still rather warm.

ACHIEVEMENTS

WHEN YOU ACHIEVED ALL 36 post it here:
http://steamcommunity.com/app/242920/discussions/0/540739405882716000/?tscn=1404093110

TRICKY ACHIEVEMENTS:
Blacksmith - Equip a pop. of over 200 with steel tools for 4 years
Check all your blacksmiths to see if they make steel tools out of logs, iron & coal. If you have some iron tools in your inventory somewhere, townfolks can continue to use it. Set your trader to collect every iron tools in your town and trade them for steel tools or sell them.

Educated - Have a fully educated pop. with 200 adults for 4 years
If for some reason your school is unstaffed or your too late building a new one you have to wait another 4 years etc.

Firefighter - Have 20 wells in a single town
It seems it can be done if you only got ONE market and place the wells within its radius. Otherwise you need to build 40 to get the achievement.

Isolationist - Reach 300 cit. without building a trading post
Hunters AND fishers....all in balance does the trick -:)

Miner / Mason - Maintain 2 mines / quaries with 30 workers each for 3 years
The max. number per mine / quarrie is 15. Tweek that little box for EACH up to 30.

Stylish - Cloth a pop. of over 200 with warm coats for 4 years
Make sure your tailor(s) make warm coats ( hide + wool ) and let traders pick up other clothes that are at barns or markets to sell or trade at the trading dock. As long as there is one citizen dressed in a hide or wool coat the achievement will not unlock.

Tenure
Build a town that has a population of 500 after 200 years.
Not hard to get...boring is the word for this one. Have a hospital for about every 100 people because even at easy your town folk get struck :)

Uneducated - Reach a pop. of 300 citizens without building schools
The tricky part here is to have enough tools..
Your original 8-12 adults are educated - make the most of those settlers before they die off to build up a good stock of tools ( about 350 ) whith educated blacksmiths. Once you have a good advance stock, it is easier to keep the stocks up with uneducated blacksmiths...it gives you a little bit more time to react if you see the stock of tools starting to drop.
Don't mine for iron - you'd be really struggling to produce enough iron to replace the tools broken in the mine.You can also trade for iron.
Last edited by Banisha; Oct 16, 2023 @ 9:33am
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Showing 1-15 of 476 comments
Navarra Jun 15, 2014 @ 3:48pm 
Good for you...any and all help is needed I think.
But there being only one Dev means there are no Moderators.
So we must help each other where we can.
Romeo Deluxe Jun 16, 2014 @ 9:10pm 
Look through the forum tab: Guides. There are guides in languages other than English as well.
physicien Jun 20, 2014 @ 6:52am 
Nice
edazl Jun 22, 2014 @ 6:01am 
good info, you rock!
McRib Jun 22, 2014 @ 11:05pm 
Here is a old guide how to solve freezers problems in Banished (i didnt solve all problems because i didnt had enough people what want to help me to solve the problem entirely)

http://steamcommunity.com/app/242920/discussions/0/540735426085306987/
Last edited by McRib; Jun 22, 2014 @ 11:10pm
McRib Jun 22, 2014 @ 11:14pm 
Originally posted by Baaila:
Should I replace your crash & workaround by this one or add it McRib ?
No the guide is only for fixing freezes nothing more. And still a lot of people have problem with start up on this weekend i got 4 friend request with banished related problems.
McRib Jun 22, 2014 @ 11:32pm 
Originally posted by Baaila:
Should I replace your crash & workaround by this one or add it McRib ?

Thx! ;)
McRib Jun 22, 2014 @ 11:39pm 
Originally posted by Baaila:
Post comments, links and threads here. Make it stick at the top so users just need to read one instead of stumbling around to make this game a fun :)
That isnt so bad. I mean littly under 1 % of the player have problems that are not much and almost everybody can be fix very quick.
76561198053850638 Jun 22, 2014 @ 11:54pm 
Thanks for the tips
Horoai Jun 23, 2014 @ 2:09am 
That's a fine piece of work!
I just wonder what's the gain in posting this on a relatively unmoderated forum right next to the game's own guide section. What's the chance of someone who is unaware of the guide section to read through all of this instead? Well let's hope it helps.

Mudhoney Jun 23, 2014 @ 8:32am 
great guide, I've been playing it for a few hours now and you answered to a lot of my future doubts ... this is indeed a great game and can be quite challenging.
Kahpwn! Jun 23, 2014 @ 9:44am 
The learning curve for this game is phenomenal. But once you've got it it's so good
Driftiano Ronaldo Jun 24, 2014 @ 9:36am 
Thanks, very usefull, especially for beginners :)
Maverick Jun 24, 2014 @ 6:53pm 
Bumpety bumpety.... Keep up the good work Baaila..... :)
Temper Jun 25, 2014 @ 12:18am 
Endorsed

First because Baalia deserves the bumpage for effort and second because it seems most veterans just don't care to rehash the same old issues.

=)
Last edited by Temper; Jun 25, 2014 @ 12:21am
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Date Posted: Jun 15, 2014 @ 3:41pm
Posts: 476