Banished

Banished

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Maverick Mar 29, 2014 @ 8:12pm
Tips and tricks - a hard/harsh 1000+
As a self-appointed game guru, I thought it best if y'all L2P from a master :)

This is full of juicy bits, tips and clues to stop turning up DEAD everytime ya click PLAY!

Soooo.... read it. (Or just keep freakin' whinin' 'bout hard it is and how "bugged" it is).

MASTER tips/input MORE THAN WELCOME on how I'm doin'. More tomorrow. Family and food o'clock time now.

And that's food that is in my house that I am cooking. Not dirty potatoes and raw venison I picked up while wondering around today... :)

^^ and THAT is your first protip :)

..oo00oo..

EDIT: After a little feedback I need to state that this thread was not designed to "follow", it was designed to refer to for tips. By building as I have and providing how I did it would firstly allow newer players to see some of the tried and proven techniques and consider their overall town designs before they build. I point out why I am building this building there/here and what the reasoning is behind it. It doesn't give every detail. You'd never learn anything if it did.

In addition this thread shows structured planning for the more experienced player and why some "fail-events" happen as they advance. It delves into causality, the relationship between the varying elements within.

Banished is not a ♥♥♥♥ing contest. There is no "right way". Only "hard way" and "not so hard way". I'm big on prevention of problems. This whole thread is about that prevention.

Cheers
Mav

..oo00oo..
http://steamcommunity.com/sharedfiles/filedetails/?id=243808876

Map Seed #7

Clear 1
Assign 2 builders, rest laborers
Build 1 - fishery - note placement.
Assign 4 fishers
Build 2 thru 5

Now they're at least mostly fed and housed. Food will drop as they fill houses. Should be OK.

Clear 2
Build 6 & 7 (hunter and gatherer)

Asign at least 1 to hunter if spare, preferably 2 for clothes and maybe some export - this is the pre-plan - we want crop seeds and livestock so need to start building up export product.

Depending on how fast you were, you may have laborers spare for at least 1 gatherer. Need to start building in food reserves now.

Build 8, 9 and 10 in that order. Firewood, tools and clothes.

Get the wood chopper going. As soon as you have some fire wood, switch him to blacksmith and then tailor back and forth to chopper etc. He will keep the community going until population starts moving thru. Watch wood and iron reserves. Grab extra if needed - in *small* doses.

Build 11 (barn) and kill the cart when finished.

By now we'll need to get population happening.

Build 12 and 13 - houses
Build bridge
Clear and build storage dump by the bridge
Start clearing 3
Build 14 then 15, 16 and 17

Put in last 3 houses next to 5, 12 and 13.

In the pic, it's year 7, population is well and truly fed, warm, employed and growing and above all, resources are in fine shape and we're now ready to grow. Extra capacity for food is already there, tools are good, firewood good and we're also stocking the TP for the first trader.

Area 3 already contains resources in reserve and ready to drop the market down and the town proper. The "original" start area is already established and by design has been built as a satellite for the town proper in mind.

The herbalist has a road leading from 15/16/17 into virgin forest and has not been built yet. No rush, health is fine.

I care not for education at this point. We need workers not shirkers. Eduaction will be introduced in the city proper soon.

This is an almost "foolproof" design and one thing for sure, once you reach this point you are well and truly safe to kick-on as it were. Take it or leave it.

I will add to this as I go so you can see how it shapes up.

(image contains minor road duplication by the bridge - I changed my mind on something)
Last edited by Maverick; Apr 4, 2014 @ 12:52am
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Showing 1-15 of 34 comments
Maverick Mar 29, 2014 @ 9:06pm 
As promised. Herbalist dropped in. Not absolutely ideal spot but another will be built in town later. Note small bridge so she/he can access the virgin forest across the stream.
http://steamcommunity.com/sharedfiles/filedetails/?id=243829756
Maverick Mar 29, 2014 @ 9:13pm 
As part of the whole original plan, town area is now taking shape. (This plan was decided before the first road tile had been built and is the key to success in Banished).

http://steamcommunity.com/sharedfiles/filedetails/?id=243829987

Notes:

In this I am a bit short of logs so doing a quick grab - close to home.

I have no need for market yet. It's paused in position as a placeholder.

Note pastures and fields and barns to the south. I don't need them either but it's a dual purpose tasking. While laborers are clearing the resources my future food requirements are also being met.

Smaller pasture will be for chickens. I'm more interested in cows and sheep later for warm coats and the additional food production.

Town houses steadily going in and new fishery being built north. All the while just watching primary resources. Capacity is being built in as we go.

1 trader has already been and because I had been stocking the trading post with excess I already have corn seeds.

Last edited by Maverick; Mar 29, 2014 @ 9:15pm
Temper Mar 29, 2014 @ 9:49pm 
I don't understand.Do you need some help ?

JUST KIDDING ! =P

Nice write up slash guide Maverick.


=)
Maverick Mar 29, 2014 @ 10:38pm 
Originally posted by Temper:
Nice write up slash guide Maverick.
Thanks Temper. Might help some of these poor sods. I hate being called an "elitist fanboy" just 'cos I worked out how to play. If I can do it - anyone can :)

And onwards.....

..oo00oo..

Starting to tick along nicely now.

Decided to get corn growing because everything is in place and it's more productive. Bought 3 sheep from trader and they are now breeding. They are in my small chicken pasture for now to allow faster access. The plan here (remember) is warm coats for my harsh environment and for exxport - they pay well.

Stone houses are starting to be built to alleviate pressure on firewood because I want that for export and it allows me to reduce forestry staff by choice. As I move further from firewood production areas I tend to do this to make less work for the tenants.

Market now built with just a couple of vendors to start flattening out barn storage and stocking of the central town area. When this is done early the benefits later are enormous.

Some extra roads and bridges are in. What I'm doing is building in quick access points for resources *if* I need them quickly.

School only just built and opened. Given my excess capacity it's now time to get that education "flatspot" out the way for the betterment of the whole game in the long term - namely, education.

All resources are healthy. Wood is a bit pinched with building and trading firewood but that's an easy fix.

Note hunters are maxed. Now I have sheep I am stockpiling leather that will allow me to make warm coats before my cattle herds can start in.

Town Hall now going in. It serves several purposes, most of all for much needed statistics as we grow.

We're in good shape with a steady population.

http://steamcommunity.com/sharedfiles/filedetails/?id=243849303
Last edited by Maverick; Mar 29, 2014 @ 10:40pm
Maverick Mar 29, 2014 @ 11:27pm 
A State of the Nation intermission

http://steamcommunity.com/sharedfiles/filedetails/?id=243856426

Thought it worthwhile to point out some critical points here, some of which I eluded to earlier.

Because I built the Town Hall, I now have access to the population graph. I think it's underused by many.

You can see I have very slow growth in children at the moment. If you look at my general statistics you will see students and children are equal. I consider this a great indicator of a balanced and steady incline. I'm controlling growth, it's not controlling me.

Villagers breed fairly quickly once placed in a house and if I continue to add a house occassionally I can hold the population growth in contained and measured levels. Peaks and troughs (reactive building) is deadly. Never respond to population decline, it is better to create population incline.

The other interesting graph fact is one I earlier called a "flat-spot" caused by starting a school.

You can see how adults dropped and students rose. This was expected and was planned in.

What happens is laborer numbers will drop as we wait for these students to enter the workforce and this can tip the balance on production. But we need education in the long term so it is better to get it "done" as soon as your community is in a solid, safe state to do so.

Because I knew it was coming I had deliberately set aside a forest, with easy access to "tide me over" while I wait for the first students to come through.

I did a significant drop in forester numbers and now can let the laborers pick up logs in their spare time. With farmers also available close, they can get logs when they are not working the fields too.

(And students are all close to the school so should graduate betweeen 16 and 17.)

While all this happening I am dropping barns and fisheries (both cheap to build) in all the spare places as part of risk management and redundancy. A single builder will tickle these into place with little impact.

All in all, we're in great shape. The right infrastructure is in, the nasty hurdles are jumped and we're setting ourselves to be a long term, educated and efficient group of people - and we're only at year 15.

Plans are now for brewery, church and cemetary and in-town herbalist to get health and happiness on the up. Just waiting for these students to get working, lazy sods! :)
UglyBird Mar 30, 2014 @ 2:43am 
Great TUT Maverick.
Every new player should see that, it explains very well the set up of a new town and gives food for thoughts.
Keep up the good work!
Horoai Mar 30, 2014 @ 3:33am 
Nice. I have 2 suggestions:
1) Do yourself a favor and record the damn thing xD It's just too much work editing pictures and writing everything up all the time. Most of that could automatically happen while you play, plus it's a bit easier to follow for everyone else.

2) Harsh hard? Omg so many 'nados and fires inc :(. I just set up my dual town on a map like that and had 2 fires and 4 tonados by year 26... Brace yourself!
Last edited by Horoai; Mar 30, 2014 @ 3:33am
Maverick Mar 30, 2014 @ 12:59pm 
Originally posted by Yggdrasil:
Nice. I have 2 suggestions:
1) Do yourself a favor and record the damn thing xD It's just too much work editing pictures and writing everything up all the time. Most of that could automatically happen while you play, plus it's a bit easier to follow for everyone else.

2) Harsh hard? Omg so many 'nados and fires inc :(. I just set up my dual town on a map like that and had 2 fires and 4 tonados by year 26... Brace yourself!

@ rolandm.2 - thx mate. I'm sorta hoping it will be a point @ piece when we get new guys.

@ yggdrasil - I had thought of that but I know from personal experience that many don't get youtube all that well and prefer something written and picced up. I'm only taking this to 100 or so and then it's pretty well rinse and repeat. Just making sure the fundamentals are covered rather than a full walkthrough to 1000+.

And disasters are off while I do this :)
Maverick Mar 30, 2014 @ 5:24pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=244169221

In this image we're showing a couple of points about trading. As stated earlier, I've been gradually building up supply in the Trading Post.

Now I want what the trader has for the diet variety it gives my villagers. Because it increases happiness and health I'm going to trade my "excess" in the TP for it.

BUT... before I do, let's bring up my inventory and check that if I trade the goods I won't be cut short.

A trap for the unwary is that after a trade, the traders will restock the TP. If you have 200 firewood for example in reserve, and 200 in the TP, selling all 200 firewood will
make the trader take ALL of your reserves to restock.

>>> Always try to have the frame of mind that you are selling *reserves*, not your excess.

In this image the items being "released to the trader" are in good quantities so there will be no issues when the traders restock.

PROTIP: Trading Posts are an excellent "emergency storage" because items stored there won't be used by the general populace. Place "excess" here and only "release", as suggested, if you still have excess when the trader arrives.

..oo00oo..

A couple of other points in green. Quarry and mine has been built across the river. I am slowly putting in stone housing for the workers that will reside there. Production has started in small quantities. Note tunnel middle top. This reduces distance to a barn for the housing that will go in for the stone/iron workers.

Warm coats. I stated right from the get-go that I want warm coats and had been "hoarding" leather in preparation. With just one tailor and a few sheep, I now have in excess of 150 warm coats, far more than I need. At 20 units a pop, it's GREAT passive income for trading early on. Warm coats are SOOOOOO good for the villagers -particularly in a harsh climate- it can't be understated.

NOTE child population a little low. No issue. Houses are going in and this will balance quickly.

Herbalist for quick villager access is in town as is a hospital. Health is maxed out, herb reserves are fairly good.

Still no pub (tavern). Haven't got anything to use for ale except berries (in short supply and inefficient) and happiness is good anyway.

Population now 62 and cruising.


There IS an issue with herbs and leather though. Supply is not keeping up with demand. 6 hunters should easily accommodate the tailor and 2 herbalists are more than enough also but numbers ARE dropping.

Back soon.......
Last edited by Maverick; Mar 30, 2014 @ 5:39pm
Maverick Mar 30, 2014 @ 6:09pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=244169477

This image should be a an "AHA!!" image for many, particularly those that suffer production/supply issues regardless of number of workers or buildings.

In my case, I've noticed herb and leather production only just keeping up with demand. Because I use both for export I want this fixed. In my case both of these have a fairly benign effect on the game so there is no cause for alarm.

However, the problem here can be catastrophic if it's food or tool production. It is such an insidious, creepingly dangerous thing that so often goes unnoticed or worse, ignored, that I sort of wish that Luke (the dev) could add a "worker refuses to work" event to alert us.

It is the single biggest cause - but rarely blamed - for a starvation crisis.

What MOST people do when they see production fall is increase workers in that profession or even build more buildings. This is the natural reaction but is generally NOT what is causing the problem. In fact it rarely fixes the problem, it can make it worse!

The problem I face is due to the *distance* I am making at least one hunter and my "main" herbalist travel to get to work.

When villagers are cold and/or hungry they travel home and then back. It is so much production time lost if the distance is too great that in my case, I'm surprised they are producing at all.

The yellow path brought up with the pathing tool shows which house they live in. Now that I know this, the fix this is obvious and simple. (just don't overbuild housing too quickly or you'll cause OTHER issues, yeah?)


The whole point in this is in NOTICING that this happens more than you realise and taking the corrective action will solve 90% of production and supply issues.

You can get a massive increase in production without adding a single worker or building just by popping houses in far more "sensible places".

If you find yourself going, "wtf?? why am I running out of x, y and z!!??" hit pause and bring up the pathing tool. You might be very, very surprised.

And just remember, everytime you build a house, you can cause the entire population to reshuffle as they all move closer to their workplace by... 1 house closer.

Fortunately it's usually always for the better and can improve production EVERYWHERE!!

:)
Last edited by Maverick; Mar 30, 2014 @ 6:14pm
Maverick Mar 30, 2014 @ 11:07pm 
At 100 citizens it's time to look at some details.

http://steamcommunity.com/sharedfiles/filedetails/?id=244238046

Everything needed has been built. Our food production is easily keeping up with demand. What I have done slowly is remove reliance on off-season production and shifted it to intensive farming. Note that we have a lot of (emergency?) capacity built in. Only my hunters are well populated because I have need of leather and no cows yet.

We're really only operating 1 medium chicken, 1 sheep and 2 fields for food. I get a little food from the trader ocassionally, mostly fresh veg and fruit for villager variety.

Vendors are maxed out. This is a common error not utilising these properly from the outset. They go a long way towards diversifying food across the map, keeping food, tools, firewood, coats etc. close to villagers living in outlying areas. This reduces villager time wasted walking everywhere to collect these things.

And it shows.

Less than 25% of the population is producing food and I'm easily meeting demand. This is a VERY pertinent indicator of a maps success. Piling on more production and people to produce a rapidly diminishing food problem is very, very rarely a solution. If you find a massive need to suddenly get food then something is wrong in the chain.

My education is (unforgivingly) only 94%. I had forgotten to put in an extra school as I built more houses to the north and created a long march for students. I spotted it when education had dropped to 84%. Tch Tch. Long term I am fine now :)

All villagers now have warm coats and this is a huge productivity blessing. During winter they will work longer, taking less time to "go home and get warm" which is what they do when they are cold. It also makes them happier increasing productivity.

With plenty of herbs, 2 hospitals, a church and a cemetary, health and happiness is peaking and a tavern hasn't even been built yet because no fruit seeds have come my way.

I have always said I created myself a small herb supply problem. It was time to act. A forester was placed on the right, across the river, and set to plant only. I will remove him soon and shift the herbailst over the river, still easily within reach of villagers. This is a good thing to remember. Efficient herbalists need old growth. Plant early if you want them close to town.

It's all about getting in front of problems. Proactive risk management.

We're humming.....

The next 2 maps will show the production engine behind this, a quite successful town.

Maverick Mar 30, 2014 @ 11:34pm 
MINING

I often hear it said by some that mining is not balanced properly and not very effective.

This gives rise to people chasing resources all over the map. They then lose productivity with their farmers etc. and worse, often lose villagers to cold and starvation as they try to get back home.

A good mining complex can be the panacea needed to remove many, many problems caused by chasing resources.

http://steamcommunity.com/sharedfiles/filedetails/?id=244247202

I have coal, iron and stone being mined. I do not rush building which causes the shortfalls that people then scramble to recover from.

My staff count is low so the burden on my population is small. 13 people in total are producing all I need and as is obvious, lots of capacity is readily available.

Houses are close, another cause of bad production and the area to drop the goods is very close with excellent accessibility.

Some of the houses close to the coal mine will "steal" coal for fuel but I am not fussed. Who doesn't nick the odd pen/pencil from the office? If it keeps productivity up? Meh....

I thought I'd also show the population graph here to highlight my point about rapid building.

Apart from a couple of minor peaks due to my inattention, the growth is a steady incline with no drastic peaks and troughs. This is done purely by only building houses 1 or 2 at a time.

A good tip is to build a house and watch who moves in. If they are older you are building too few houses. If they are very young (children) you are building too many. The former will cause population slumps and the latter will cause population peaks - neither of which you want.

If you're on a steady incline - you're doing it perfectly. Matching students and children is as good as an indicator as you will ever need. In mine, I'm slightly child heavy because I am building a few houses by the mines and it's triggering some growth.

Above all, look at my tool count. These are steel tools, not iron and last twice as long thus reducing peaks and troughts in iron and coal demand.

PROTIP: *Never* run out of tools. The effect can be catastrophic. Think about it.

I have plenty of stone to build even the biggest of buildings, in particular the stone houses which reduce my need for firewood, which reduces my need for logs, which reduces my need for foresters which allows me to...........

Coming up next.


EDIT: I failed to mention that the entire tool supply for 70 or so workers (including conversion to steel tools) and my fairly significant tools reserve has been accomplished with a single blacksmith. I recall many 10's of hours of experience ago, building 5 blacksmiths "cos they were %$#*& producing &^%$# badly" when all along it was down to the simple supply/storage chain. Once petrified of running out of tools, now I don't even blink.
Last edited by Maverick; Mar 30, 2014 @ 11:54pm
Maverick Mar 31, 2014 @ 3:06pm 
The final complex setup for efficient production.

http://steamcommunity.com/sharedfiles/filedetails/?id=244473996

An issue I often hear and a something I think is a mistake is placing the gather points for resources at each and every work area.

I seriously think this causes MOST supply issues.

Consider this image has one collection point (bottom left) for 3 forested complexes. It is ALSO the collection point for mining resources.

Right across this part of my map are houses close to all workplaces and barns for food/tool/clothing etc, taken there by the vendors. The housing area has a marginal effect on forestry production but I can over-produce so easily it's not even close to an issue.

At the collection point is a single blacksmith, 2 woodcuttters (I am exporting firewood and run the 2nd occassionaly) and the tailor.

Nobody has to walk very far, particularly those at the value-added end of the chain.

And my numbers prove what I'm saying here.

4 foresters are keeping up supply easily. 1 woodcutter (note the spring rush for firewood is over)

(Note that stone houses are creating the reduction in logs and firewood.)

1 tailor is making warm coats easily enough for me to export (wool from across the river).

1 blacksmith is making more than enough steel tools. If you look back at the mining image, the same collection point is used for the miners as well and this is one of the keys to success. Limiting the distance to the storage AND from storage for those that need the resource will create an easy production environment you can rely on.

In primary production I am using only a fraction of my potential. In manufacturing I have high efficiency and growth space as my population climbs.

Everything in Banished is about putting all the pieces together in the right way. Every barn, every house and quite simply, every building has a cause and effect relationship with every other building, road, barn and house.

No industry can be properly run independently or seperately from each other.

If you consider that everything has an almost symbiotic relationship with each other, you are well on the way to success in Banished.
Horoai Mar 31, 2014 @ 3:19pm 
Reading through this and thinking about how you establish your town, I realized mine are always extremely inefficient. My brother builds the same way you do, but I take a totally different route.

Whenever I place a building, actually even before I place my first building, the most important questions to me are 'how and where can I conquer space?". It strikes me every time how slow my town develops during the first 10 years, because I don't build a little barn with houses and only one high efficiency road, but rather an outer edge to one of town's future districts, a jigsaw piece which will fit without any trouble.

Shows how much depth this game has!

I wonder how well and fast you expand with this setup later on. My towns always seem to grow rather exponentially, for example: 1st district took 13 years, 2nd district took 10 years, 3rd 5 year, 4th 1.5 years, 5th only a couple of months and then I usually quit because I run out of reasonable space xD.


edit: just realized your last screenshot shows year 35.
Last edited by Horoai; Mar 31, 2014 @ 3:23pm
Maverick Mar 31, 2014 @ 3:34pm 
Originally posted by Yggdrasil:
I wonder how well and fast you expand with this setup later on. My towns always seem to grow rather exponentially, for example: 1st district took 13 years, 2nd district took 10 years, 3rd 5 year, 4th 1.5 years, 5th only a couple of months and then I usually quit because I run out of reasonable space xD.
I never place "fast" and "expand" in the same sentence with Banished - hence year 35. :)

But essentially I would build 2 more towns within reasonable distance of town 1 (triangulated usually) with high speed routes and branch the duplicates of the industrial/forestry zones radially from each of these towns.

In essence it would look like a snowflake. This way any of the complexes could supply each town and/or each complex and each town could supply each town.

The trick imho is in using the vendors to supply the new radial industrial areas (which get built first) until the town centres are built. All resources are pre-collected by building all pasture/crop zones etc. long before the citizens are required to move in.

It's 3 towns acting as 3 towns but as one city - if that makes sense. I'd easily get 1000+ if I continued but RL time constraints are going to stop me.
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Date Posted: Mar 29, 2014 @ 8:12pm
Posts: 34