Time to make babies to fill up the empty homes guys.
[Shining Rock Software] Banished - Page 6
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rezoacken
Canada2719 Posts
Time to make babies to fill up the empty homes guys. | ||
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Chexx
Korea (South)11232 Posts
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anatase
France532 Posts
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
Netherlands21574 Posts
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. | ||
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Chexx
Korea (South)11232 Posts
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Gorsameth
Netherlands21574 Posts
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 | ||
daemir
Finland8662 Posts
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
Germany46 Posts
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). | ||
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Chexx
Korea (South)11232 Posts
On February 20 2014 21:36 Gorsameth wrote: 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 | ||
ZasZ.
United States2911 Posts
On February 21 2014 04:42 Chexx wrote: 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
Finland8662 Posts
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Pwere
Canada1556 Posts
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
Netherlands21574 Posts
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. | ||
daemir
Finland8662 Posts
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.
United States2911 Posts
On February 21 2014 06:10 Gorsameth wrote: 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
Finland8662 Posts
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rezoacken
Canada2719 Posts
-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. | ||
daemir
Finland8662 Posts
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loginn
France815 Posts
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Ender985
Spain910 Posts
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. | ||
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