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[Shining Rock Software] Banished - Page 6

Forum Index > General Games
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rezoacken
Profile Joined April 2010
Canada2719 Posts
February 20 2014 06:32 GMT
#101
God went from 600pop to 200 in a year due to starvation after an early freeze :D

Time to make babies to fill up the empty homes guys.
Either we are alone in the Universe or we are not. Both are equally terrifying.
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
February 20 2014 11:03 GMT
#102
also important to note if you dont have labourers a fire will wreck your city because labourers are putting out the flames.
WriterFollow me @TL_Chexx
anatase
Profile Joined May 2010
France532 Posts
February 20 2014 11:24 GMT
#103
On February 20 2014 15:32 rezoacken wrote:
God went from 600pop to 200 in a year due to starvation after an early freeze :D

Time to make babies to fill up the empty homes guys.




Haha yeah once they start dying of something they just won't stop, it gets very trendy.
Gorsameth
Profile Joined April 2010
Netherlands21574 Posts
February 20 2014 12:22 GMT
#104
Meh reached about the max of what i can do with my Small Mountain map at just under 100 pop. I just dont have enough room to grow my town any further :p

Has anyone found a use for Chickens?
Had a pasture full of them but they seem utterly useless. Producing less food then sheeps while not providing another product (wool). Seems like a terrible waste of space.

Also Farm worker allocation is a little wierd. Since a field can always hold 6 workers regardless of size its actually faster to split up fields into small parts rather then work with max size because production stays the same.
It helped make sure my far away fields were planted in time for a full harvest come the autumn.
It ignores such insignificant forces as time, entropy, and death
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
February 20 2014 12:25 GMT
#105
I think my chickens make roughly 800-1000 with eggs and chicken and its just two people
WriterFollow me @TL_Chexx
Gorsameth
Profile Joined April 2010
Netherlands21574 Posts
February 20 2014 12:36 GMT
#106
On February 20 2014 21:25 Chexx wrote:
I think my chickens make roughly 800-1000 with eggs and chicken and its just two people


Yeah but a sheep pasture of equal size makes more food and gives wool aswell Oo
It ignores such insignificant forces as time, entropy, and death
daemir
Profile Joined September 2010
Finland8662 Posts
February 20 2014 14:26 GMT
#107
Nearly starved my town by taking in a bunch of nomads. Some panic farm clearing and fisheries kept me barely alive (dipping down to 200 food with 200 population).

A very efficient (early) game combo is to have 1 forester limited to 1 worker and only allowed to plant coupled with a gatherer limited to 3 workers +2 houses in some far corner you don't need in the coming years. I found that without a planter the trees eventually clear out over many years. Make the houses stone so they take less firewood, meaning less worker trips to a storage.
Victolol
Profile Joined June 2011
Germany46 Posts
Last Edited: 2014-02-20 19:02:29
February 20 2014 19:01 GMT
#108
I have read about the game in this thread a couple of days before release and could restrain myself from watching Let's Plays so that I can get the full vanilla experience. From all the hype and the first post release comments I expected to have my first village die off fairly quick but so far it is still running.

I am at 209 population in Summer 37 now, have I been playing it "too safe" and that's the reason everything went better than expected? What is a good population to have around this time?

I did start on medium, fair climate and disasters on and had one tornado and one fire so far (though the fire came at a "good" time as I was about to finish a couple new houses and had a boarding house ready & unaffected as well).
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
February 20 2014 19:42 GMT
#109
On February 20 2014 21:36 Gorsameth wrote:
Show nested quote +
On February 20 2014 21:25 Chexx wrote:
I think my chickens make roughly 800-1000 with eggs and chicken and its just two people


Yeah but a sheep pasture of equal size makes more food and gives wool aswell Oo

you are correct I think it starts faster to produce food but other than that no advantages
WriterFollow me @TL_Chexx
ZasZ.
Profile Joined May 2010
United States2911 Posts
February 20 2014 20:42 GMT
#110
On February 21 2014 04:42 Chexx wrote:
Show nested quote +
On February 20 2014 21:36 Gorsameth wrote:
On February 20 2014 21:25 Chexx wrote:
I think my chickens make roughly 800-1000 with eggs and chicken and its just two people


Yeah but a sheep pasture of equal size makes more food and gives wool aswell Oo

you are correct I think it starts faster to produce food but other than that no advantages


Keep in mind though that food variety is never a bad thing, and that + disease and general aesthetics is enough for me to vary up my food sources, even if some are clearly more efficient/productive than others.
daemir
Profile Joined September 2010
Finland8662 Posts
February 20 2014 20:52 GMT
#111
You don't want to rely on a single crop/animal, if disease happens you'll likely starve if you relied in large part in those in your food production.
Pwere
Profile Joined April 2010
Canada1556 Posts
February 20 2014 21:06 GMT
#112
Does anyone understand how fisheries work?
Some games I have one that produces ~550 per worker, and sometimes it's abysmal, something like 200. It seems like covering two different sources of water is the key (small river + big, or river + lake), but it's not all there is to it. Water coverage from a single river is never enough, but simply having a fork doesn't guarantee insane income either.

Also, is there a point in having more than one hunter per cabin? One hunter will usually get 600-800 + 16-24 per year, while two or three hunters usually get marginally more (920/26 is the highest I've seen). It also seems like a small map can't support more than ~3 hunter cabins with lone hunters, as there simply won't be enough game running around.

Finally, is there any difference between seeds? Aside from food diversity, they all seem very similar, while sheeps seem much better than both chicken and cow.
Gorsameth
Profile Joined April 2010
Netherlands21574 Posts
February 20 2014 21:10 GMT
#113
On February 21 2014 06:06 Pwere wrote:
Does anyone understand how fisheries work?
Some games I have one that produces ~550 per worker, and sometimes it's abysmal, something like 200. It seems like covering two different sources of water is the key (small river + big, or river + lake), but it's not all there is to it. Water coverage from a single river is never enough, but simply having a fork doesn't guarantee insane income either.

Also, is there a point in having more than one hunter per cabin? One hunter will usually get 600-800 + 16-24 per year, while two or three hunters usually get marginally more (920/26 is the highest I've seen). It also seems like a small map can't support more than ~3 hunter cabins with lone hunters, as there simply won't be enough game running around.

Finally, is there any difference between seeds? Aside from food diversity, they all seem very similar, while sheeps seem much better than both chicken and cow.

Not sure on fishing. Think its about how much water they have in there range.

Hunters is the same issue as gatherers. Other Hunters in there radius will reduce the yield of both so your limited by space.

No difference between seeds other then preventing problems with Infections destroying your entire food income.
Haven't used Cattle yet but there about space efficient leather in the same way that sheep are about wool. Chickens just seem useless in general compared to the other 2 since there food is lower and they produce no other goods.
It ignores such insignificant forces as time, entropy, and death
daemir
Profile Joined September 2010
Finland8662 Posts
February 20 2014 21:16 GMT
#114
Chickens are quick to reproduce, if you can't afford more than a few animals from trading, then you get some chickens and soon can start splitting your original pasture. Have to try out different numbers of hunters per cabin, I've kept them at 3 but the food/worker is abysmal.

I managed to make a stellar fishery by building one on a spit of headland next to a river and lake, so most of the area is water. Best year I checked it made 2.5k food for 4 workers.
ZasZ.
Profile Joined May 2010
United States2911 Posts
February 20 2014 21:26 GMT
#115
On February 21 2014 06:10 Gorsameth wrote:
Show nested quote +
On February 21 2014 06:06 Pwere wrote:
Does anyone understand how fisheries work?
Some games I have one that produces ~550 per worker, and sometimes it's abysmal, something like 200. It seems like covering two different sources of water is the key (small river + big, or river + lake), but it's not all there is to it. Water coverage from a single river is never enough, but simply having a fork doesn't guarantee insane income either.

Also, is there a point in having more than one hunter per cabin? One hunter will usually get 600-800 + 16-24 per year, while two or three hunters usually get marginally more (920/26 is the highest I've seen). It also seems like a small map can't support more than ~3 hunter cabins with lone hunters, as there simply won't be enough game running around.

Finally, is there any difference between seeds? Aside from food diversity, they all seem very similar, while sheeps seem much better than both chicken and cow.

Not sure on fishing. Think its about how much water they have in there range.

Hunters is the same issue as gatherers. Other Hunters in there radius will reduce the yield of both so your limited by space.

No difference between seeds other then preventing problems with Infections destroying your entire food income.
Haven't used Cattle yet but there about space efficient leather in the same way that sheep are about wool. Chickens just seem useless in general compared to the other 2 since there food is lower and they produce no other goods.


From what I can tell the main difference in seeds is increased food variety and slightly different growing seasons, but that can be hard to prove empirically in game. But it means, should you get an early frost or late thaw, you are less susceptible to your entire crop being severely hampered.

I think one of the big things missing from this game, and perhaps will be one of the first things added once the modpack is released, is supply chain management. I want to be able to mill my wheat into flour and turn it into bread which is a much more useful food product that takes less overall space. That's the best example I can come up with, but there is a lot that can be done with the raw materials provided in the base game, let alone what people would add later.

I hadn't noticed that only one hunter provides so much of the overall yield for a Hunter's Cabin. I'll have to look into that, I'd been maxing mine out mainly to get a steady supply of leather as fast as I can, but it sounds like I can dial it back a bit.

Fish is pretty fickle. I usually get one early if I'm in a spot where it makes sense (river delta, lots of lake tiles, etc.) but unless you have a perfect spot they only seem to churn out ~1k fish per season with 4 workers, which isn't great. It's a lot of food for how much space it occupies on the map, but that's pretty much the only positive other than general food variety. I also have a feeling that fish may be a more important resource on the Small/Mountain/Harsh settings because the other food sources can be difficult to establish under those conditions, whereas fish doesn't take up much space and has a fairly consistent yield year-round.
daemir
Profile Joined September 2010
Finland8662 Posts
February 20 2014 22:12 GMT
#116
I hope we'll get different map types, plains, desert? Something else than pockets of forest surrounded by hills.
rezoacken
Profile Joined April 2010
Canada2719 Posts
Last Edited: 2014-02-20 22:20:17
February 20 2014 22:15 GMT
#117
Like I said in an earlier post I go by the following guidelines when it comes to food:

-Fish is best food per space but worse food per worker.
-Hunting is on the same level as Fish but provides some leather (maybe as someone said it isn't worth it to put multiple people in it and only one worker is a strong yield).
-Gatherer are best food per yield but need to be isolated on the edges, so you're probably limited in their numbers.
-Farm is your go to food for large cities. They provide diversity and are a happy medium between space and productivity. They sadly however create huge variations in food supplies making it hard to gauge if you'll be fine. Also an early freeze is a potential nightmare.
-Pastures is probably the best after gatherer in term of productivity, it also creates wool/leather and the meat is the food that is worth the most at the trader. The drawback from pastures is that it takes time to go online and isn't as efficient as farms when it comes to space.
-Orchards are terrible and should only be used for ale and diversity.

What is missing as someone pointed out are luxuries. Something like what the Anno series does. It would also make more sense to create huge town centers with all the shops and manufactures. Right now it's a bit too limited on just growing and increasing the basic needs over and over.
Either we are alone in the Universe or we are not. Both are equally terrifying.
daemir
Profile Joined September 2010
Finland8662 Posts
February 21 2014 09:18 GMT
#118
Definately looks like a single hunter in a cabin does pretty much the same as 3 does.
loginn
Profile Blog Joined January 2011
France815 Posts
February 21 2014 10:33 GMT
#119
How long does it takes for a merchant to come to your trading post ? I've had one for two years without anyone coming.
Stephano, Taking skill to the bank since IPL3. Also Lucifron and FBH
Ender985
Profile Blog Joined August 2010
Spain910 Posts
February 21 2014 11:33 GMT
#120
How do you guys manage the raw goods storage? I've found it affects the productivity a lot but I'm not sure what is the best way to go about it. At the moment I am using a small storage space (2x3) next to each producing structure (forest lodges, mines, etc) so that the workers have a place to leave their stuff close by and can get back to the real work fast, and then a bigger sized storage closer to the actual town or building sites, the idea being that the labourers move the goods closer to the useful sites once the small primary storage spaces are near full.

However I'm not sure who really moves stuff around and how to optimize for it. I have read labourers tend to do it, but then builders seem to sometimes take stupidly looong walks to the other side of the map to try and get some raw materials to their building site. Also marketplace workers seem to move stuff around but I guess they are just bringing it to the market.

For me the first merchant took around 2 years to appear on the river, then you get one more or less every 9 months. I tried building a second trading post on the same river to see if I would get twice as many merchants, but it doesn't seem to work. I guess building two of them only makes sense if you have access to two independent river streams?

The game is nice and quite challenging, but I guess once we get all this kind of stuff figured out it will get stale fast. I agree adding more map diversity and luxury goods/buildings (like ornamental fountains or monuments) would go a long way without having to fundamentally change the basics of the game.
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
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