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[Shining Rock Software] Banished - Page 10

Forum Index > General Games
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Logo
Profile Blog Joined April 2010
United States7542 Posts
February 27 2014 15:07 GMT
#181

Fishing can hit as high as 2500 per 4 workers, which makes it as productive as gatherers, but more space-efficient. You need a few key ingredients:
a) 60%+ water coverage in the radius,
b) Houses right next to the fishery,
c) A close barn to reduce time spent walking
At this point, I think that barns should be built anywhere you have a few food production buildings. Something like 2 fisheries + 3 fields should have its own barn, or even hunter + gatherer + herbalist. It will reduce the time spent walking a lot, both for dropoff and resupply, and a barn lasts forever.


Just note that fishing can be even more efficient than that. I have a fishery that produces 2k with just 2 workers (I haven't bothered increasing the workers beyond that). It's not a situation you can place often, but look for peninsulas or the areas where lakes and rivers meet. In good conditions there you can get up to like 80% water coverage and then your fishery will really boom for production.

I think, given the correct conditions, fishing at its best is the most efficient food production per worker and the most reliable. It's just that for any given map you'll only have like 2-5 places on the map that hit that efficiency.
Logo
Warri
Profile Joined May 2010
Germany3208 Posts
February 27 2014 18:01 GMT
#182
I just managed to get 1500 citizens.
http://imgur.com/a/vi87Q#0
The game is really great but has so many little flaws that make it barely playable in late game :/
I cant wait for the modkit though.
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
February 27 2014 18:13 GMT
#183
For me the game is worth the price despite the flaws it indeed has.
But once mod tools are released it will only get better.
It really is an amazing game already when you considering it was made by 1 guy in 3 years.
It ignores such insignificant forces as time, entropy, and death
Logo
Profile Blog Joined April 2010
United States7542 Posts
February 27 2014 18:29 GMT
#184
There are a lot of flaws, but all of the flaws seem like they're at the higher level of the simulation (other than diagonal roads not connecting, I hate that). The core simulation seems so strong and compelling there's really a ton of room for the game to grow by mods or not. Considering the game doesn't slow down to a crawl at 400 (or presumably 1000+, but I haven't gotten there) population is enough to make the engine fantastic.
Logo
Warri
Profile Joined May 2010
Germany3208 Posts
February 27 2014 18:44 GMT
#185
On February 28 2014 03:29 Logo wrote:
There are a lot of flaws, but all of the flaws seem like they're at the higher level of the simulation (other than diagonal roads not connecting, I hate that). The core simulation seems so strong and compelling there's really a ton of room for the game to grow by mods or not. Considering the game doesn't slow down to a crawl at 400 (or presumably 1000+, but I haven't gotten there) population is enough to make the engine fantastic.

It actually does slow down. I have an i5-4670 and it started at around 1k pop. Whenever it reassigns workers (the game automatically reassigns who works where to shorten travel routes every few minutes) the game freezes for 2-3 seconds. I figure this will get exponentially worse with more people.
rezoacken
Profile Joined April 2010
Canada2719 Posts
February 27 2014 18:50 GMT
#186
Yes game slow down for me on 1K+ pops, can't really play 10X at this size, I have to downgrade to 5X which I find painfully slow but it runs fine at that speed.

That is with an overclocked i5-2500K.

Either we are alone in the Universe or we are not. Both are equally terrifying.
Logo
Profile Blog Joined April 2010
United States7542 Posts
February 27 2014 19:18 GMT
#187
That's a shame, but still ~1000 simulated AI workers is pretty good; other games tend to cap at around 100-200 (Dwarf Fortress and the like) at much slower simulation speeds. 10x is doing a lot fairly quickly.
Logo
Espelz
Profile Joined October 2010
Germany818 Posts
February 28 2014 09:04 GMT
#188
On February 28 2014 03:01 Warri wrote:
I just managed to get 1500 citizens.
http://imgur.com/a/vi87Q#0
The game is really great but has so many little flaws that make it barely playable in late game :/
I cant wait for the modkit though.


Wow.. thats pretty impressive oO.

Did you just get lucky when it comes to desaster or did you manage to handle them somehow ? The housing layout seems pretty tight (has to if you want to get so many people ofc), so I suppose a fire would majorly screw you over.
"Its not over till Fantasy gg´s" - Sayle
Ghin
Profile Blog Joined January 2005
United States2391 Posts
February 28 2014 09:34 GMT
#189
I have discovered that the game is over if a market burns because the citizens will never be able to distribute goods properly ever again. Is there some trick or strategy to dealing with fires that people have discovered?
Legalize drugs and murder.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 28 2014 13:22 GMT
#190
On February 28 2014 18:34 Ghin wrote:
I have discovered that the game is over if a market burns because the citizens will never be able to distribute goods properly ever again. Is there some trick or strategy to dealing with fires that people have discovered?

I've never had a fire spread across three tiles of stone road. but that could be luck so who knows. also did you report the bug to the dev, a 1 man team isn't likely to find that without some help.
Pwere
Profile Joined April 2010
Canada1556 Posts
February 28 2014 14:23 GMT
#191
Heh, having an uneducated population is so much harder than I thought. I tried to get a bunch of achievements (no school, farm/orchard/pasture, post, mountain men) in the same small mountain with harsh climate map, but I quickly realized that there wasn't enough stone so I'd need trade posts. Having a 100% uneducated population means that you get abysmal ratios when crafting, your herbalists are terrible, you get less logs and your woodcutters make less firewood out of those. Your fishermen can't really break 1600, and most of them are under 1000. Your population slowly gets unhealthier as food/herbs get scarce, which makes everyone even less productive...
I pushed it to 275, but never got close to 300. It would be easy in a bigger map, or simply a valley, really, but at least this was challenging.
Ghin
Profile Blog Joined January 2005
United States2391 Posts
February 28 2014 14:26 GMT
#192
Accepting nomads is also a great way to kill your entire town with their lack of education and filthy nomad diseases.
Legalize drugs and murder.
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
February 28 2014 14:45 GMT
#193
On February 28 2014 18:34 Ghin wrote:
I have discovered that the game is over if a market burns because the citizens will never be able to distribute goods properly ever again. Is there some trick or strategy to dealing with fires that people have discovered?

Had my only market and half 1/3 of my houses burn down in a fire. Had 0 problems rebuilding. Didn't even rebuild the market until all 24ish houses had been rebuild and had not a single hunger case. Donno what went wrong for you.
It ignores such insignificant forces as time, entropy, and death
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2014-02-28 16:16:51
February 28 2014 16:14 GMT
#194
I'm really enjoying small mountain maps, though I didn't try to combine small mountain challenge with anything else besides hard mode and harsh conditions. Just in general I think the game is better if you push the settings in the right direction (smaller maps, harsher conditions, mountain vs valley, hard start).

With the small map you really need to managing things carefully to push your population. Initially stone is a huge resource so managing your supply until you can start trading is tricky. Even after that there are a lot of concerns. Space is the obvious one, you really need to place things carefully and really think about what you need and where. Do you really need a cemetary? Churches? A town hall? A On top of that resource management becomes much less forgiving. Start using too much wood/firewood and you can't just place more logging camps; you need to have been prepared for the situation. Not getting enough herbs for your population? Well you better hope they last until you can figure out how to squeeze an herbalist hut somewhere. Not to mention good luck finding areas where you can make a stable big enough to split cattle or sheep.

It also balances out some of the food options, well maybe. I'm not too sure about using orchards, but things like fisheries end up being pretty relevant even in non-optimal locations simply because they're space efficient.

Anyways I'm really enjoying the extra challenge and thought required for small mountain and it's comforting to know that I can 'finish' the tower well before it taxes my CPU (or before I get bored). Well that or the compact city is just going to burn to the ground one day; though the mountains and rivers provide some nice fire protection at least. It was a nice surprise how putting the difficulty up changed things; it's not even that the game is harder, it just took more thought and planning in a way that felt very nice and organic. It even sort of diminishes some of the min/maxing you will likely do on a larger map as you really have to do a lot of things sub-optimally to instead do them in a way that saves space or resources.


----

Also does anyone have good info on orchards & ranches like the farm size data linked before? I don't necessarily care about optimal efficiency, but I'm specifically curious about a few things. How does an orchard compare to an equally sized farm in production? How large does a ranch have to be to support enough cattle or enough sheep to be a population that can be split?
Logo
Warri
Profile Joined May 2010
Germany3208 Posts
Last Edited: 2014-02-28 19:29:22
February 28 2014 19:28 GMT
#195
On February 28 2014 18:04 Espelz wrote:
Show nested quote +
On February 28 2014 03:01 Warri wrote:
I just managed to get 1500 citizens.
http://imgur.com/a/vi87Q#0
The game is really great but has so many little flaws that make it barely playable in late game :/
I cant wait for the modkit though.


Wow.. thats pretty impressive oO.

Did you just get lucky when it comes to desaster or did you manage to handle them somehow ? The housing layout seems pretty tight (has to if you want to get so many people ofc), so I suppose a fire would majorly screw you over.

Hey, this came up on reddit as well so ill just copy what i posted there:
Frankly, yes [, i just reload]. I started the map with disasters on because it was the second map i played and i realized that disasters are no fun and dont add anything to the gameplay for me. So i just reload. I built many wells, but they dont do anything. And tornadoes are pure RNG, i had 2 that did absolutely nothing so far.
With plagues i continue and manage them. I dont have same crops next to each other, so just harvesting one helps. Livestock plagues can be dealt with by quickly slaughtering or splitting the stock in question.

On making fireproof blocks of road:
Yes, ive read that it works, but it takes so much space and the grid becomes misaligned, taking even more space. Also there are no small buildings or statues or colored roads or anything that can fill in the holes to make it pleasing to the eye. So it looks ugly and you get less people per area and even longer walking distances. I think when the modkit is released and fires are bit nerfed/fixed i will stop loading and deal with them properly, but for now ill stick with it.

Anyway, today i tried to expand my town a little bit more...
http://imgur.com/a/sf5xu#0
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
February 28 2014 19:32 GMT
#196
On March 01 2014 04:28 Warri wrote:
Show nested quote +
On February 28 2014 18:04 Espelz wrote:
On February 28 2014 03:01 Warri wrote:
I just managed to get 1500 citizens.
http://imgur.com/a/vi87Q#0
The game is really great but has so many little flaws that make it barely playable in late game :/
I cant wait for the modkit though.


Wow.. thats pretty impressive oO.

Did you just get lucky when it comes to desaster or did you manage to handle them somehow ? The housing layout seems pretty tight (has to if you want to get so many people ofc), so I suppose a fire would majorly screw you over.

Hey, this came up on reddit as well so ill just copy what i posted there:
Frankly, yes [, i just reload]. I started the map with disasters on because it was the second map i played and i realized that disasters are no fun and dont add anything to the gameplay for me. So i just reload. I built many wells, but they dont do anything. And tornadoes are pure RNG, i had 2 that did absolutely nothing so far.
With plagues i continue and manage them. I dont have same crops next to each other, so just harvesting one helps. Livestock plagues can be dealt with by quickly slaughtering or splitting the stock in question.

On making fireproof blocks of road:
Yes, ive read that it works, but it takes so much space and the grid becomes misaligned, taking even more space. Also there are no small buildings or statues or colored roads or anything that can fill in the holes to make it pleasing to the eye. So it looks ugly and you get less people per area and even longer walking distances. I think when the modkit is released and fires are bit nerfed/fixed i will stop loading and deal with them properly, but for now ill stick with it.

Anyway, today i tried to expand my town a little bit more...
http://imgur.com/a/sf5xu#0

So much wasted food in that pic Oo all those fields wasted
It ignores such insignificant forces as time, entropy, and death
masterbreti
Profile Blog Joined October 2010
Korea (South)2711 Posts
February 28 2014 20:51 GMT
#197
I'm having so much trouble after season 15 on Easy mode, It seems like a get a huge amount of deaths and my food production suffers and I cannot keep up with everything before everyone just dies.
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
February 28 2014 20:54 GMT
#198
On March 01 2014 05:51 masterbreti wrote:
I'm having so much trouble after season 15 on Easy mode, It seems like a get a huge amount of deaths and my food production suffers and I cannot keep up with everything before everyone just dies.

What was your population at the time? It could be your growing to slow or to fast with nothing enough food production.
It ignores such insignificant forces as time, entropy, and death
masterbreti
Profile Blog Joined October 2010
Korea (South)2711 Posts
February 28 2014 20:55 GMT
#199
On March 01 2014 05:54 Gorsameth wrote:
Show nested quote +
On March 01 2014 05:51 masterbreti wrote:
I'm having so much trouble after season 15 on Easy mode, It seems like a get a huge amount of deaths and my food production suffers and I cannot keep up with everything before everyone just dies.

What was your population at the time? It could be your growing to slow or to fast with nothing enough food production.


I reach about 80-90 adults, but I've had the same happen to me with 60, and even 40. Even though not 2 seasons before I would be floating 1500-2000 in the middle of summer.
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
February 28 2014 21:01 GMT
#200
On March 01 2014 05:55 masterbreti wrote:
Show nested quote +
On March 01 2014 05:54 Gorsameth wrote:
On March 01 2014 05:51 masterbreti wrote:
I'm having so much trouble after season 15 on Easy mode, It seems like a get a huge amount of deaths and my food production suffers and I cannot keep up with everything before everyone just dies.

What was your population at the time? It could be your growing to slow or to fast with nothing enough food production.


I reach about 80-90 adults, but I've had the same happen to me with 60, and even 40. Even though not 2 seasons before I would be floating 1500-2000 in the middle of summer.

Always ensure you have 2 or more laborers, if people die dropping you below that remove workers from non essential jobs to fill up. Hard to provide a lot more tips because of all the variables and how people play differently.

Ps. 2000 food is nothing at 100+ total population. Your consuming 10k or more every year at that point.
It ignores such insignificant forces as time, entropy, and death
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