[Shining Rock Software] Banished - Page 7
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daemir
Finland8662 Posts
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Chexx
Korea (South)11232 Posts
I think that people misinterpret laborers. In big villages you need alot of them to move the goods from place to place. Many just reassign them to other jobs but being a laborer is already a job. | ||
Gorsameth
Netherlands21569 Posts
I dont think bigger stockpiles closer to your town matters much since I dont think you can really move goods from 1 stockpile to another atm. | ||
Ghin
United States2391 Posts
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Gorsameth
Netherlands21569 Posts
Also if your town is spread out to much you might want to spread out your houses aswell since citizens will often live in the closest house they can so you can create 'suburbs' to house the far out workers with a market keeping them stocked on food from far away barns | ||
daemir
Finland8662 Posts
For a big population center, plan things around a market, so the majority of your population gets the benefit of all products you produce/gather. Now to find out how many workers does a market really need to be effective. | ||
Ghin
United States2391 Posts
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Gorsameth
Netherlands21569 Posts
On February 21 2014 23:57 Ghin wrote: What buildings should go in range of the markets? Maybe I don't have the right buildings inside the radius or not enough wheelbarrow nobs to cart the onions The radius is just for houses i believe. They will go the market to get food and the market will get food to give out from the entire map if needed. | ||
rezoacken
Canada2719 Posts
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Belannaer
Finland42 Posts
Here's the video: | ||
ViperPL
Poland1775 Posts
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Pwere
Canada1556 Posts
On February 21 2014 07:15 rezoacken wrote: I believe we can improve on a few points. As I've pointed out before: A lone hunter in a cabin can produce as much as 1000/30 in a year. There is no point in having more than one hunter per cabin, unless they're in the middle of nowhere and they can't make the trip back to town in time for the next hunt. Note that venison is worth 3 per unit and leather 10 when trading, so a hunter brings anywhere from 2k to 3k+ in a year, which is the best ratio per worker in the game, with sheeps being 2nd at somewhere around 1k meat + 100 wool for 2 workers in a full pasture.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. 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. As for alcohol, it should only be produced from wheat or berries. A single wheat field produces 1500+ per year with 3 workers, with the 2nd best source being berries if you have a lot of gatherers, at ~500 per year, while a full orchard seems to yield anywhere from 300 to 800 per year for 2 farmers, but it takes years to grow and is space inefficient. On February 21 2014 20:33 Ender985 wrote: The trick is to place stockpiles right next to the important buildings, or somewhere on the way to one. For example, say you have a spot with forester + gatherer + hunter, you should place the stockpile around the end of their radius on the way to town, and that's where you should place your woodchopper if you want him to hit 1k firewood/year. This way, the supplies flow from outside inward and no one wastes any time walking. If you place the stockpile in the middle of the group, they might produce slightly more, but your woodchopper will have to walk a lot to get his logs, and for some reason, no laborer can work for him. He gets his own wood, and the shop sits idle the rest of the time.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. In the middle of your town, I think it's good to place stockpiles in every unused corner too small for anything else. You never know when you'll need a dropoff point, and it might save someone a trip sometime. Also, you should place a stockpile next to any building project that requires laboring. For some reason, if you chop a tree to build a house, they won't place the logs in the stack for the house right away, it needs to hit a stockpile first. Simply delete the stockpile when you're done, you lose nothing. On February 22 2014 01:03 ViperPL wrote: I haven't found rotation to help, except in case of infestation. The weather has the biggest effect on any late harvest (apples, pumpkins, etc.), while stuff like corn and beans is very stable at 7 per square, one worker per ~100 squares (15x15 -> 225 squares, 2 workers will usually get you ~1500 if barn is close).Damn, this game is great. I got it recently and can't stop playing! Finally I made it to 200 citizens, survived large scale starvation, and now swim in food. On topic of food - is it necessary to rotate crops? Like change each field to a different seed every year? I see no reason to ever have an ochard at this point, unless you really need to for alcohol. | ||
Gorsameth
Netherlands21569 Posts
On February 22 2014 01:03 ViperPL wrote: Damn, this game is great. I got it recently and can't stop playing! Finally I made it to 200 citizens, survived large scale starvation, and now swim in food. On topic of food - is it necessary to rotate crops? Like change each field to a different seed every year? only real reason to diversify crops is to avoid infection blowouts. There is no reason to rotate crops otherwise. It was mentioned for the beta but got cut for being to tedious. | ||
daemir
Finland8662 Posts
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Gorsameth
Netherlands21569 Posts
On February 22 2014 03:27 daemir wrote: Fisheries are really tricky, you likely won't have many spots on the map where you'd get a really productive one. If there's no awesome spot on the map near you, then I'd advice skipping fishing totally. It is horribly inefficient per worker if the spot is not ideal. on hard difficulty there required to get enough food before you manage to get seeds. Being inefficient is fine if you have no other means. | ||
daemir
Finland8662 Posts
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ViperPL
Poland1775 Posts
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Gorsameth
Netherlands21569 Posts
On February 22 2014 04:20 ViperPL wrote: Is there a way to prevent villagers from stealing coal from mine? Because blacksmith doesn't get enough of it to make steel tools. Atm no. | ||
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Chexx
Korea (South)11232 Posts
I think if they have firewood they wont take coal. Try to increase your firewood supply | ||
daemir
Finland8662 Posts
Here's a screenshot of my 3rd year harvest, where the area isn't even fully cleared yet (lot of iron and stone lying around) and the forester hasn't managed to make the forest as dense as is ideal. 2nd year harvest was over 2k as well, first year harvest around 1.5k. I still half of the original potatoes given at start left in the starting cart. Gatherer | ||
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