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[Shining Rock Software] Banished - Page 9

Forum Index > General Games
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rezoacken
Profile Joined April 2010
Canada2719 Posts
February 22 2014 23:12 GMT
#161
I have the 900 achievement. Had no problem getting there when I was being careful with my placement and constantly checking paths. It crumbled later due to a fire (see earlier rant post).
Either we are alone in the Universe or we are not. Both are equally terrifying.
Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2014-02-22 23:51:24
February 22 2014 23:48 GMT
#162
The huge disasters are so dumb. I wish there was some minor bad stuff constantly happening instead of things you have no control over that simply destroy you.

This tornado wiped off my market and trade depot, including what little stone I had left. There is none left in the map, and I couldn't afford a 2nd depot yet. Can't rebuild anything, GG.

In another game, you get 4 infestations that barely dent any progress, and it gets a bit boring because of how steady everything is.

I hope the dev understands the situation or the community gets a good mod pack going. The game is solid and fun to play, but it gets frustrating considering how much better it could get.

On another note, does anyone know what's the actual effect of education? I was struggling for a while with clothes even though I had 3 lone hunters for a single tailor, then I realized that the tailor was the last uneducated citizen alive at 78. Is it possible that he would consume the same leather but output less clothes instead of simply working slower?
Kaneh
Profile Joined April 2009
Canada737 Posts
February 23 2014 00:06 GMT
#163
disasters are like, the real hard mode. if you don't plan ahead and set up reserves and actually know how to recover they crush you. Learnt the hard way you kinda need firebreaks else your town burns. I dont' understand why you're so angry that your town burnt tho. if you stack everything up, you'd kinda expect it all to burn unless you have modern tech and plumbling.

If you just want to simcity it up, then turn disasters off.

the 'easy/medium/hard' starts aren't the real difficulty settings, its more about the climate/terrain and disasters.
anatase
Profile Joined May 2010
France532 Posts
February 23 2014 11:18 GMT
#164
Sometimes i feel obnoxious about this game

It was Winter 12, the food supply was abudant, 4.7k in storage for a small population of 55. When Spring 13 arrived, my population was growing, to 70, and all of sudden, Gluttony kicked in.
My population started to eat like crazy and my food supply dropped first at 1300 by winter 14. Some started to die of starvation, all while my gatherers' season were lowering in yield. I thought it was a low period, that next year would be better.

By Winter 15, a food crisis occured, 200 food supply and starvation all through my villagers, 35 passed away.

Took a break from there, I could not take it, so many dead.

Much sadness. Such wtf.
Pwere
Profile Joined April 2010
Canada1556 Posts
February 23 2014 12:53 GMT
#165
I think once food gets scarce, people have to travel farther to get it, so you produce less, and it goes downhill from there... At this point I spam barns and overproduce. You never know when the next tornado is gonna be anyway.
Ender985
Profile Blog Joined August 2010
Spain910 Posts
Last Edited: 2014-02-23 21:49:54
February 23 2014 21:48 GMT
#166
It must be something like that.. I had the great famine of '75, where despite having 200/500 workers working the crops and 100 in the remainder of food production, the production was not big enough to feed everybody. More than half my adult population died of starvation waiting for the crops to mature and I had to call GG.

Now I wonder if expanding while making 15x15 crop fields with 6 workers on them is what killed me, thinking going big would be the way to expand buy maybe 4 1-man crops of 7x7 would yield more food per capita.. Will have to test it and see.

Also probably the fact that I had more than half my population producing nothing for the whole winter was to blame as well.
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
Aixler
Profile Joined August 2010
Netherlands946 Posts
February 23 2014 21:55 GMT
#167
https://docs.google.com/spreadsheet/lv?key=0ArtbcRRDHpNedHp3X05WZzlFNGxrNTdTQWhGLThhZWc&toomany=true
7x8 is about 15% more efficient than 7x7.
Ender985
Profile Blog Joined August 2010
Spain910 Posts
February 23 2014 22:27 GMT
#168
Nice spreadsheet, thanks!
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2014-02-24 04:28:54
February 24 2014 01:48 GMT
#169
You only need 2 workers for a 15x15 crop for most crops if the weather isn't terrible, as long as there's a barn next to it. One worker is usually sufficient for a 15x10 orchard.

Has anyone noticed a glitch when trading for ale? It seems like workers never unload the ale as it can only be consumed in a Tavern, and they can't deliver there. It would help a lot with depressed people if markets could store it :-/
Edit: Apparently it can be fixed.. not sure exactly, but after selling most of it, they emptied the rest. Weird glitch.
anatase
Profile Joined May 2010
France532 Posts
February 24 2014 22:34 GMT
#170
Is it possible that some kind of professions eat up more food than other?

Since i've opened a coal mine (10/15) my food supply has lowered from 5000 to 500 more or less, my pop grew at the same time but only 40~ or so, they are over eating, aren't they ?

Also do population consumes more food if "cold", meaning with a snow flake icones over houses/citizens ?
Gorsameth
Profile Joined April 2010
Netherlands21566 Posts
February 24 2014 22:39 GMT
#171
On February 25 2014 07:34 anatase wrote:
Is it possible that some kind of professions eat up more food than other?

Since i've opened a coal mine (10/15) my food supply has lowered from 5000 to 500 more or less, my pop grew at the same time but only 40~ or so, they are over eating, aren't they ?

Also do population consumes more food if "cold", meaning with a snow flake icones over houses/citizens ?

Snowflake means they don't have enough firewood/Coal to heat there house. Once its owners get cold aswell they will go to the house to warm but its not warm either so they die a little while later instead.

The food drop you saw it likely a result of the growth + houses needing to restock. There seems to be no link between profession and food intake. Esp since the professions are very fluid. People will switch professions to be as close to there work location as they can.
It ignores such insignificant forces as time, entropy, and death
Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2014-02-25 00:03:10
February 25 2014 00:02 GMT
#172
Also, it seems that mines and quarries are never worth it. One worker in a mine produces 30 coal/year, which is worth 180 in a trade. A lone hunter produces ~800 venison + 24 leather, which is worth 2400 + 240. Every random fisherman produces over 200. Not to mention that you can easily buy steel tools for 10 a pop which might be cheaper than crafting them, and you don't risk the run of having your citizen burning coal.

For a building that has a limited total output and leaves a permanent scar on your map, the yield is terrible.

Finally, the cold makes your workers way less productive, which usually lowers your food output. Then death makes them depressed and they work even less. The swings all compound each others in this game, but fortunately, it works the other way as well.
rezoacken
Profile Joined April 2010
Canada2719 Posts
February 25 2014 02:40 GMT
#173
You can wait a long time to get as much from the trading post as from a quarry in stones or to get enough tools for a 1K pop from the same trading post. And I don't really see your point, you don't need to employ everybody in food anyway. I always have plenty of workers to employ in a quarry/mine.

Sure maybe hypothetically you can get a better return with the trading post if you wait for slow arrival of stones and don't want to scar the map but that would require such a slow play that I would just hang myself playing that way.
Either we are alone in the Universe or we are not. Both are equally terrifying.
Pwere
Profile Joined April 2010
Canada1556 Posts
February 25 2014 05:14 GMT
#174
You can build 5 posts for 5x the trades, or get orders of 4k stones, aka an entire quarry, that you get for 8k firewood...
It's actually faster than mining it, plus a post is over 20k storage, so 4 barns, or 2(?) markets.

I guess it doesn't matter as much if you play a large valley, but small maps or mountains can't fit that many quarries/mines anyway.
ViperPL
Profile Joined March 2011
Poland1775 Posts
February 25 2014 12:00 GMT
#175
How does multiple trade post work? Each of them has separate timer on trader, so you can have a few traders present at the same time?
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
Aixler
Profile Joined August 2010
Netherlands946 Posts
February 25 2014 12:02 GMT
#176
On February 25 2014 21:00 ViperPL wrote:
How does multiple trade post work? Each of them has separate timer on trader, so you can have a few traders present at the same time?


Yes!
You normally get 1 trader per trading post per year, so more trading posts is a great idea if you rely on trading!
daemir
Profile Joined September 2010
Finland8662 Posts
February 25 2014 13:24 GMT
#177
There is absolutely no reason to build mines or quarries, because for half the workers for either you can make another forester + wood chopper and simply trade for all your coal/iron/stone needed via trading posts. Build multiple with 1 trader in each and it's not slow at all. Firewood is an unlimited resource.
rezoacken
Profile Joined April 2010
Canada2719 Posts
Last Edited: 2014-02-25 19:22:45
February 25 2014 19:20 GMT
#178
On February 25 2014 14:14 Pwere wrote:
You can build 5 posts for 5x the trades, or get orders of 4k stones, aka an entire quarry, that you get for 8k firewood...
It's actually faster than mining it, plus a post is over 20k storage, so 4 barns, or 2(?) markets.

I guess it doesn't matter as much if you play a large valley, but small maps or mountains can't fit that many quarries/mines anyway.


Hmmm I didn't know you could increase the number of trader by simply making more posts that certainly open up possibilities.
Either we are alone in the Universe or we are not. Both are equally terrifying.
Derez
Profile Blog Joined January 2011
Netherlands6068 Posts
February 25 2014 22:34 GMT
#179
Early game this is pretty great but later on it just gets incredibly tedious and all you do is wait around.
rezoacken
Profile Joined April 2010
Canada2719 Posts
February 26 2014 00:44 GMT
#180
Hmm I can't agree, I currently incorporated this strategy and I just automated the trading docks, doesn't feel tedious to me and it made the game even easier than it already was.
Either we are alone in the Universe or we are not. Both are equally terrifying.
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