Banished

Banished

Statistiken ansehen:
Ideas for Extensions/DLCs...
OK i know it early, but. Post here what you would like to see in a Extension/DLC or MOD...

(Add - Why i am doing this ? Simply i want to get a List that shows, what we Players whant to get added into this Game (in case of MODs). And MAYBE the Dev. see it and get Inspired for a DLC or "Banished II" (for things that NOT can be changed by MODers))

You want to MOD by yourself ? Watch this - http://www.shiningrocksoftware.com/?p=2113#mod

Wishlist - So this we got so far... (will update this list)
(ATTENTION - New Recources lead to New Wares and Jobs - Jobs to New Building ect.)
(sorry if some make no sense im SwissGerman (Bad English))

--Item/Ware Effect Value in % -- (Lets say a NPC with nothing has value 100)
- Shoes - Off Road speed Boni 50% of Dirt Road, "Warm" Effect depending on Type,
small Happy Boni

--Item/Ware Disatvantage Effect Value in % --
"hopefully coming soon"

--New Resorces --
more Div. Wildlife, Herbgarden, Cotton, Flax, Salt, Loam/Clay, Tin, Copper, Gold, Silver, Mussel, Pearl, Milk, Feathers, Olive Trees, Canola, Body Fat, Silk, Grape, Watermelon, Grass, Hemp

--New Wares -- (some are Resources, to make Clothes ect.)
Jewelry, Candles, Meet, Textiles, Paper, Ink, Brass, Housewares, Bricks & Tile, Furniture, Wodden Tools, Barrels, Boards, Fur, Flour, Books, Shoes, Bread, Cakes, Rain Coats, Cheese, Olives, Plant Oil, Grease, Butter, Ox Yoke/Waggon, Plow, Wine, Charcoal, Hay/Straw,

--New Dom. Animal & Res. out of them --
Bees (Wax/Honey), Goats (Milk/Grease/Leather/Meat), Pigs (Grease/Leather/Meat), Horses (Grease/Leather/Meat), Silkworm (Silk)

--New Jobs --
Beekeeper/Candlemaker, Iron Smelter, Weaver, Miller, Jewelry Maker, Potter, Carpenter. Writer/Monk , Trapper (Fur Hunter), Shoemaker, Baker, Butcher, Barber, Charcoal Maker,

--New Buildigs -- Based on previous things
(Ore\Seed need just other textures & values on existig Buildings)
(Add - Maybe 1 Mill doing all Jobs ?)
Beehive, Candle foundry, Herbgarden, Mill, Pottery, Shoemaker, Smelter, Weaving Mill/Shop, Carpentry Workshop, Jewelry Workshop, Bakery, Oil Mill, Butcher Shop, Bath House, Convent, Libary, Loam/Clay Pit, Sillkworm Farm, Wine Press/Cellar, Charcoal Place,

--Atmos.Changes --
-More (Useable & Unuseable) Wildlife including Pretators (Hostile Animals).
-Animals for Workers (Like Hunters / Sheperd have a Dog ect.).
-Pets.
-Coastal Maps, Island Maps, Marshes
-Other Climate zones Arctic/Subtropic/Tropic
-Breed Barns added to pastures
-DIv. Tribes (Roman/Greek/Agyptan/Polinesian/Goten/Wiking ect. (Inc.Fantasy)).
-Div. NPC Shapes (Slim/Fad/Tall/Tiny/Pregnant).
-Town Festivals/Celebrations.
-More div. Buildings textures

--Game Play Changes -- (CoreCode stuff) Add - i splitt this got to complicated
-Upgrade to a "Usable" Building for depleted Quarry & Mine
(Cementry/Mushroom Farm/Fish Pond ect.)
-Hostile Animals (Wolfes/Bears/Snakes ect. ("Killable" for NPCs))
-Working/Usable Animals (Horse/Ride Ox/Plow etc.)
-Option to Choose Amount of Hills/Water/Forrest ect.
- More Bonus Items for NPCs (Camo Gear for Hunters = Better Hunting ect.)
-Building Upgrades
-Optional slower "Get Old" feat. For NPCs not 1 years per Season
-Education for Adults
-Div. Time Periods - Timeline Based Tech. Evolving (Science/Research ect.)

-- Things with Buildings & Jobs etc.-- (following stuff would need its own Posts, Sorry !!!)
--In Case of --Global Map \ Interaction of Maps--
-"Global" Interaction between Maps\Towns
-"Global Trade value" = Towns get added/substracted based on their permanent Trade - Influencing the Ware/Amount/Price from Traders on other Maps
-"Trade Only" Wares like Jewelry,

--In Case of --Crime & Law Enforcement --
Sentry, Dungeon/Jail, Court, Tortures (Pillory/Gallow/Whip Post ect.), Judge, City Guard, Sheriff, Torturer

--In case of --Warfare --
Fog of War, Stronghold, Walls (Wood/Stone), Gates, Towers, Defendse Measures (Stone Tipper/Wall mountet Bole/Moat/Pit etc.), Raider/Marauders/Hordes (ex.Huns/Wiking), Crusade, Div. Units & Related Industry Siege Machines, Gunpowder/Guns

--"Extremly" hard to Implement stuff -- (Game Breaking/Morphing)
-Div. Time Periods - Timeline Based Tech. Evolving (Science/Research ect.)
-Div. Goverment Types (Policies) giving div.Bonus
-Edicts, Custom Law
-ANNO like Skill behavior
-Currency, Wealth for NPCs
-Custom "Path finding" for NPCs
-Fat Women

Add - OK some of these Recources have to be bound to spezial Maps, Like "Olive Tree" Warm Climate/Low-Med Altitude only ect....

Allways Remember the List could be endless... So lets stay on things that expand the game in realistic propostions (doable) :)

I Hope i got all so far... well im waiting for your postings. :)
Zuletzt bearbeitet von Player 1; 12. Feb. 2014 um 0:54
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Beiträge 115 von 162
Player 1 30. Jan. 2014 um 19:32 
I would like to see is a Herbgarden, Candle foundry and Bee hives, Pottery, Streets over small "Hills", a "Custom size" Market Place, Entertainmaint Buildings and Factorys. Ability to flatten out Terrain
Zuletzt bearbeitet von Player 1; 30. Jan. 2014 um 19:50
Noppius 30. Jan. 2014 um 20:03 
So basicly you want to be able to enter the "industrial" age :D:
But it does sounds good!
crime, rangers, and jails
Witch Trial, hands down
Player 1 30. Jan. 2014 um 22:05 
Ursprünglich geschrieben von Noppius:
So basicly you want to be able to enter the "industrial" age :D:
But it does sounds good!
No, not Industrial age (that would be around 1900)... mid/late Medival - there have been Bakery, Mills, Weaving Mills, Cutter, Tanner, Butcher, Bucket maker (carpenter) ect... And i live in a region were many old Castels and Convents are and i know all of these had and have Herbgardens. Allso Honey would be a good recource (Meet, Sweet baken goods, Candles). Tell me how all "Sim" work the hole day and have time to make Bread and stuff out of weed... in a Dark house ? How do they Cook ? Were do they eat out of ? Were do they put the Recources/Stock/Wares in ? Are they sitting and sleeping on the Floor, in a empty House ? there is many more... and there is a School, ever seen a school with out books ? (Paper or Vellum,Ink,Feathers & Leather)
Zuletzt bearbeitet von Player 1; 31. Jan. 2014 um 0:02
A Mercantilism Expansion (all optional, of course!), definitely, based around the introduction of more trading goods and resources (obviously), wealth and poverty, crime, expanded trading options, city specialization, etc.

INCOMING TEXT. I REPEAT, LOTS OF STUFF.

For starters, new resources/goods and professions would have to be created to greater expand mercantile prospects. The resources/goods would revolve around a new tree of increasingly refined products, with availablity based on certain map states, like more mineral resources (gold, silver, copper) in mountainous maps, more vegetable, crop-based resources in pastoral maps (flax, incense herbs, spices), and more sea-based resources in new "coastal" maps (pearls, expanded fish variety, and just more trade functions in general). The resources and the goods they can be refined into are as follows:

Gold, copper, and silver could all be found on the surface, albeit in very short supply. Once the surface supply is depleted, potential mining sites across the map must be prospected for a chance of discovering a deposit. The metals are worth far less if not smelted, but they can still be used as effective trading goods. Once smelted, they can be crafted into simple/fine jewelry if the town has a willing blacksmith/jeweler. With proper infrastructure, the metals can be refined into coin via a mine, which would greatly streamline a town's internal economy. More on that later. Precious gems are also present, albeit extremely rarely, only in incredibly short supply, and only available via specialize mines. No surface deposits of these. They could be used as an extremely valuable trade resource, or could be cut and used in even more valuable "priceless" jewelry.

Flax, Incense (and eventually perfume), and basic spices (salt [okay, salt technically isn't a spice, but bear with me], nutmeg, cinnamon, etc.) can be farmed, specially cultivated, and gathered, respectively, much like your standard food sources. However, instead of providing sustenance, they instead satisfy a material need/work as a trade good. Flax is refined into linen at a mill and can be traded as-is or further refined into cloths/clothes at a tailor. The clothes are either sought out by citizens or serve as still more valuable trading goods. If used by citizens, they would allow for greater efficiency/happiness during summer. Cloth can also be used to make paper, which can be bound into books, increasing education levels/happiness. Incense can eventually be purchased from a trader, and then could be produced in very small amounts for internal or external trade. Perfumes can be produced by combining a variety of herbs in a painstaking process. They're more valuable, but also much more difficult to produce, requiring special perfumeries. Unlike incense, they can be produced with local resources. Spices can be mined (in the case of salt) or gathered, and can either be traded, used as a preservative (again, in the case of salt), or can be used in food production to create more valuable, satisfying food. The latter two are achieved by assigning workers to storage barns, or is done automatically via vendor.

Pearls, expanded fish resources, and more trade options all come from various sea-based buildings. Pearls can be harvested from oyster resources (via specifically tasked fishermen). They harvest very slowly and have an exhaustible supply. They can be used in jewelry (see above) or traded. The expanded fish resources are available via larger, more expensive fishing docks. They allow for greater food variety, a richer food supply, and the deep-sea fish are more valuable. Large trading ports can be built on coasts, and would attract more traders and a greater variety of goods. They also bring in more immigrants (typically poor, more on that later) and diseases.

Craft goods can also be produced from standard resources, like wood and iron. They have moderate value, and will form the bulk of middle-class goods (see below). They can be produced by craftsmen/blacksmiths depending on the resources used.



With the inclusion all of these non-essential resources, a secondary economy system would have to be implemented amongst the villagers, wherein refined goods would have to be bartered for or purchased with the aforementioned coins. A citizen's wealth would be determined by their profession, education, etc., and the amount of resources they can afford would be determined by their "wealth level." This wealth level would not develop for at least three generations (however many seasons), and not without a sustainable population of at least, say, 100, so as to justifiy personal ownership of certain venues/businesses, and thus, disparities in wealth. These disparities would arise slowly, and much of the town would remain predominately middle class until new, poorer familes arrive while older families become increasingly successful.

Professions would expand/emerge to reflect employment statuses (owner, worker, artisan, etc.) and experience (novice, experience, expert), and would also become more permanent among more advanced, high-income professions (laborers and builders can be converted from the middle and lower income professions at will, however). Profession availabilty would be based around lineage/education, both of which would be expanded as well to reflect futher ranks, with tracked family trees. Education would be expanded to apprenticeships and trade schools, allowing for more career options and higher starting experience levels, while families would have access to family careers, wherein they gain experience faster. But, back to wealth levels:

-"Very Low Income" would allow the households to afford basic goods (staple crops/gathered goods, firewood, leather clothing, cheap alcohol, small wood houses). Professions would include the novice ranks of miner, stonecutter, builder, laborer, gatherer, woodcutter, fisherman, tenant farmer, tenant herdsman, and barmaid/tavern boy, servant.

-"Low Income" would afford them all of that, and a little more/slight improvements (herbs, occasional acces to decent alcohol, nicer foodstuffs like beef and lamb, fruits, iron tools, small wood houses). Professions would include the experienced ranks of "very low income" professions, as well as novice ranks of craftsman, tailor, forester, sustenance rancher/farmer, blacksmith, vendor, teacher, bartender, parishoner, hunter and herbgatherer.

- "Fair Income (Lower Middle Class)" would afford them still more (more food options, occasional acces to nicer alcohol, a mixture of steel and iron tools, occasional access to better clothing, small stone houses/large wood houses, some basic craft goods, occasional physician access). Professions would include expert levels of the "very low income" jobs, experienced versions of the "low income jobs," and novice ranks of doctor, trader, landlord, bureaucrat, commercial farmer/rancher, scribe [bookmaker/seller], deputy, mint manager, mine manager, and tavern owner.

- "Moderate Income (Middle Class)" continues the trend of more and better stuff (food variety/quality, regular access to nice alcohol [standard wines and liquors], standard craft goods, steel tools, basic jewerly, regular physician access, medium stone houses). Professions would include expert tailor, blacksmith, vendor, teacher, and cleric professions, experienced "fair income professions," novice levels of jeweler, perfumist, mine, and constable.

- "Comfortable Income" (Upper Middle Class) continues the trend (maximum food variety/quality, basic incenses and perfumes, occasional access to fine jewelry, occasional access to fine alcohol, large stone houses, frequent physician access, a few servants). Professions would include expert levels of the "fair income" jobs, experienced levels of the "moderate income" jobs, and novice ranks of banker, gentry, judge, sheriff, mint owner, and mine owner.

- "High Income" is just a further increase of the trend, along with increasing profession levels (moderate/comfortable professions).

- "Excessive Income" is the second verse, same as the first. Very hard to attain.

The general trend among professions is this: more advanced professions allow for more automatic management of citizens. They should become more prevalent as town grow larger and more specialized, allowing the player to focus on further refining the system and focusing on large-scale concerns. For instance, the management professions help to insure that productivity is maintained and that workers do not starve. The same goes for ownership positions, which ensure that non-land-owning families are properly formed and have adequately distributed resources. It's all a way of streamlinging production, while also allowing for greater wealth accumulation.

I'm going to stop this here, though, before I move onto crime. You may've noticed some justice-based professions. I'll be getting to those later. But, for now, good night. Jesus, this is a lot. Sorry.
Player 1 30. Jan. 2014 um 23:50 
@Donuts StrongJaw - Very good something like you done i had in mind... Post Ideas, and possible solutions. Yours would need something like a World "Trade Pool" value (Background Task), were each Town will be added/substarcted to with their Trade values... Very Cool, but hard to script...And Currency/Wealth (Very, very complicated). If each NPC has income that would take a lot of calculations (CPU)... Nearly impossible to implement.
Zuletzt bearbeitet von Player 1; 31. Jan. 2014 um 0:13
Ursprünglich geschrieben von Player 1:
No, not Industrial age (that would be around 1900)... mid/late Medival - there have been Bakery, Mills, Weaving Mills, Cutter, Tanner, Butcher, Bucket maker (carpenter) ect... And i live in a region were many old Castels and Convents are and i know all of these had and have Herbgardens. Allso Honey would be a good recource (Meet, Sweet baken goods, Candles). Tell me how all "Sim" work the hole day and have time to make Bread and stuff out of weed... in a Dark house ? How do they Cook ? Were do they eat out of ? Were do they put the Recources/Stock/Wares in ? Are they sitting and sleeping on the Floor, in a empty House ? there is many more... and there is a School, ever seen a school with out books ? (Paper or Vellum,Ink,Feathers & Leather)

My mistake, you got me on the wrong foot with "factorys" but indeed, a nice choice and it would bring more depth to the game. Could be hard to manage though....
Ursprünglich geschrieben von Noppius:
My mistake, you got me on the wrong foot with "factorys" but indeed, a nice choice and it would bring more depth to the game. Could be hard to manage though....
Yes, indeed. But its an expansion... Not like Anno 1503, and you start with +100 diffrent recources. And are lost in "how" to keep your town allive... He could make "Tree" like DLCs... Expanding a new Resource & Jobs into the Game. For example, Bees - give you Honey and Wax. Need Beekeeper he makes Candles out of Wax, The Breewer makes Meet out of Honey, Herb and Water (Its not Beer it Increase Healt). Wax use by Dress maker give Rain Coats. Ect. ect...
Zuletzt bearbeitet von Player 1; 31. Jan. 2014 um 2:57
Cottage industry like Player 1 suggested.
Bandits/criminals outside/inside town like Tannersan suggested with rangers/town watch.
Personally I would like more wildlife/pets - dogs, cats, rabbits, squirrels, foxes, wolves, a few bears, could luke do a few flying birds like ducks, geeese, swans, maybe falcons/eagles, etc.
I would put more interaction with animals if possible, I'm not a speed 10 megacity person.
The game creator is not going to put a currency in the game appart from the bartering system btw
Ursprünglich geschrieben von Frog Bite:
The game creator is not going to put a currency in the game appart from the bartering system btw
I know read my answer to Noppius, i told him this is nearly immpossible to add it causes to many changes. He allso wants a wealth status for every NPCs... This is nearly UNDOABLE... But its a Wishlist... so i added it under Game changes. Like some will come and tell they want Warfare, i will add it.

@daddynomates - Guns ? in a Medival Game... are you Drunk? why not ICBMs?
Zuletzt bearbeitet von Player 1; 31. Jan. 2014 um 4:36
@Player 1: It might not be entirely impossible, if implemented backwards so that the professions' classes and levels determine income. It wouldn't be nearly as specific and you'd have to sacrifice career permanence, but it's certainly much simpler to program. X Profession + X Experience = X Income Level = Access to X Level of Goods. Higher Income Levels would require more goods to maintain their happiness, thus requiring a more developed commercial economy to maintain efficiency.

The currency mechanic can be scrapped, then, if it really is a sticking point.
Ursprünglich geschrieben von Donuts StrongJaw:
@Player 1: It might not be entirely impossible, if implemented backwards so that the professions' classes and levels determine income. It wouldn't be nearly as specific and you'd have to sacrifice career permanence, but it's certainly much simpler to program. X Profession + X Experience = X Income Level = Access to X Level of Goods. Higher Income Levels would require more goods to maintain their happiness, thus requiring a more developed commercial economy to maintain efficiency.

The currency mechanic can be scrapped, then, if it really is a sticking point.
Tell me how to do this if the Programmer says he wont put cash/currency into the game ? (read the post of Frog Bite) But i like your ideas. :)
Zuletzt bearbeitet von Player 1; 31. Jan. 2014 um 8:12
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