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[Shining Rock Software] Banished - Page 7

Forum Index > General Games
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daemir
Profile Joined September 2010
Finland8662 Posts
February 21 2014 12:11 GMT
#121
I'm sure they'll get added once the sole dev has time or once the mod tools are out.
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
February 21 2014 12:41 GMT
#122
I read that every trade post has its own timers so with more trade posts you should get more trade ships.

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.
WriterFollow me @TL_Chexx
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
February 21 2014 13:48 GMT
#123
I have stockpiles near where resources are produced aswell. Outside of mines/quarry's/lodges. Travel time is then from these stockpiles to building sites which can take a while but it is mostly done by laborers so its not that impactful.
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.
It ignores such insignificant forces as time, entropy, and death
Ghin
Profile Blog Joined January 2005
United States2391 Posts
February 21 2014 13:48 GMT
#124
I can't seem to get to 200 population. Every time I get close to that, the town takes up too much space and everyone starves to death walking to the wrong storage area. I watched a fisherman walk right past an empty storage barn and then starve to death holding a crate full of fish. What's the trick to laying out your town so people don't spend all their time walking?
Legalize drugs and murder.
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
February 21 2014 13:53 GMT
#125
Are you using markets at that size? They seem like a good way to handle long walk times for food when your town gets that big.

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
It ignores such insignificant forces as time, entropy, and death
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2014-02-21 14:13:51
February 21 2014 14:12 GMT
#126
Yes, always plan housing so you have them near where jobs are, that way travel times are shorter and everything is more efficient. For example, a remote fishery with 2 houses can be very productive, as the workers don't need to travel much back and forth. I plan each area with the needed workers in mind and place as many houses as needed too. So a gatherer/forester, 3 gatherers 1 forester planter, I also put 2 stone houses and that's a very nice little spit of land that will be productive and I can totally forget after it's built.

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
Profile Blog Joined January 2005
United States2391 Posts
February 21 2014 14:57 GMT
#127
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
Legalize drugs and murder.
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
Last Edited: 2014-02-21 15:05:25
February 21 2014 15:04 GMT
#128
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.
It ignores such insignificant forces as time, entropy, and death
rezoacken
Profile Joined April 2010
Canada2719 Posts
February 21 2014 15:07 GMT
#129
Yes it is for houses and possibly some production (tailor, tavern) though I'm unsure. Vendors will go on the whole map taking resources in barns.
Either we are alone in the Universe or we are not. Both are equally terrifying.
Belannaer
Profile Joined February 2011
Finland42 Posts
Last Edited: 2014-02-21 15:49:06
February 21 2014 15:48 GMT
#130
A lot of people seemed to have trouble starting out so I made a video detailing how to start out and survive your first year and onwards, especially on hard difficulty.

Here's the video:
ViperPL
Profile Joined March 2011
Poland1775 Posts
Last Edited: 2014-02-21 16:04:47
February 21 2014 16:03 GMT
#131
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?
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2014-02-21 16:10:23
February 21 2014 16:05 GMT
#132
On February 21 2014 07:15 rezoacken wrote:
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.
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.

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:
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.
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.

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:
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 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).

I see no reason to ever have an ochard at this point, unless you really need to for alcohol.
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
February 21 2014 18:11 GMT
#133
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.
It ignores such insignificant forces as time, entropy, and death
daemir
Profile Joined September 2010
Finland8662 Posts
February 21 2014 18:27 GMT
#134
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.
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
February 21 2014 18:29 GMT
#135
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.
It ignores such insignificant forces as time, entropy, and death
daemir
Profile Joined September 2010
Finland8662 Posts
February 21 2014 18:31 GMT
#136
I don't find that to be true on hard. Gatherers and single worker hunters work just fine. I'll always have my eye on a fantastic spot on the map for one though. If you score the ideal spot early game, that will fuel your expansion for decades.
ViperPL
Profile Joined March 2011
Poland1775 Posts
Last Edited: 2014-02-21 19:25:00
February 21 2014 19:20 GMT
#137
Is there a way to prevent villagers from stealing coal from mine? The blacksmith doesn't get enough of it to make steel tools, because people take coal to their homes.
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
Gorsameth
Profile Joined April 2010
Netherlands21569 Posts
February 21 2014 19:24 GMT
#138
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.
It ignores such insignificant forces as time, entropy, and death
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
February 21 2014 19:26 GMT
#139
On February 22 2014 04:24 Gorsameth wrote:
Show nested quote +
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.

I think if they have firewood they wont take coal. Try to increase your firewood supply
WriterFollow me @TL_Chexx
daemir
Profile Joined September 2010
Finland8662 Posts
February 21 2014 19:32 GMT
#140
Anyone who is having early game food problems, just use a gatherer in an optimal spot, meaning put it in a spot where nearly 100% of the working area is terrain where you can plant trees. Chuck in 4 workers, make an early forester with 1 worker on only plant and there you go, no food worries for many years. Build the gatherer as your very first building so you start getting food early on.

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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