[Shining Rock Software] Banished - Page 9
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rezoacken
Canada2719 Posts
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Pwere
Canada1556 Posts
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
Canada737 Posts
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
France532 Posts
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
Canada1556 Posts
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Ender985
Spain910 Posts
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. | ||
Aixler
Netherlands946 Posts
7x8 is about 15% more efficient than 7x7. | ||
Ender985
Spain910 Posts
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Pwere
Canada1556 Posts
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
France532 Posts
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
Netherlands21566 Posts
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. | ||
Pwere
Canada1556 Posts
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
Canada2719 Posts
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. | ||
Pwere
Canada1556 Posts
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
Poland1775 Posts
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Aixler
Netherlands946 Posts
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
Finland8662 Posts
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rezoacken
Canada2719 Posts
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. | ||
Derez
Netherlands6068 Posts
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rezoacken
Canada2719 Posts
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