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Here are some of the more questions that aren't covered in the official FAQ.
What do I do if I encounter a bug?
Check out the official Shining Rock forum's Bug Reports[shiningrocksoftware.com] board. Look in the Known Bugs[shiningrocksoftware.com] sub-forum to see if your issue is mentioned there (perhaps a temporary work-around has been found?), and if it's not, please report it.
Until things are fixed, check out McRib's thread about workarounds!
Is it worth it? Should I buy?
I don't know, I'm not psychic!
Seriously, though. Banished can be a great game, but it's not for everyone. The best way to figure out the answer to this question if probably to watch some Let's Plays or reviews on Youtube to get a better idea of what the game is like. Unfortunately, there's no demo.
Some complain it's too hard, some complain it's too easy. Your mileage may vary. Do feel free to ask on the boards if you're still not sure, but please try to inform yourself a bit about the game first. If you just ask "Should I buy it?", the answer will probably be "I Dunno LOL ¯\(°_o)/¯".
But if, say, you watch some videos first and then have some questions about a specific aspect of gameplay you're not sure about, someone will be much more likely (and able!) to help you.
My people keep starving! What should I do?!
Food is important in this game. Very important. Arguably the most important thing.
The short version is: Gatherers are your friend!
The not-so-short version is that not all food sources are created equal. The tutorial has you build a Fishing Dock. Now, fishing does have its uses, but even with max workers (4), it might not have enough output to keep you fed, especially depending on how you place it (as far as I know, the amount of water covered by the Fishing Dock's radius makes a difference in terms of yield).
Gatherers are your best bet early on, followed by Hunters (which also give you leather, which is good for making clothes; see below).
Crop Fields, Orchards and Pastures can be tricky. Pastures are good long-term, but not so good short-term. Same with Orchards. Fields can be good, but you have to place them as soon as you start (early spring). All three types are not recommended for a new player; you're much better off sticking to Gatherers and Hunters.
My people keep freezing! What should I do?!
It gets cold in winter! Really cold!
By the time winter comes around, you need to have a place for your citizens to live, or they'll freeze to death. They also need firewood.
It might be tempting to build a bunch of houses at the start, but you're better off building a Boarding House. CooLAciD's guide explains why in his first section, "Starting Out: Pause, Plan, Build", and does so rather well.
Your starting amount of firewood will probably last you through your first winter, but if you build houses instead of a boarding house, some families my take more than others, and some might run out.
I mentioned leather earlier: your people's clothes will wear out, and you'll need to make them new ones. This is not a problem right away, but you need to keep this in mind for later (a few years maybe?), so it's good to start getting leather early.
My people aren't having children! What's wrong?!
You probably don't have enough houses. Build more houses. But don't build too many, because a population boom can be deadly if you're not ready for it.
People will reproduce if they don't have adequate housing, but very slowly, and not enough to maintain your population.
Try to keep your number of houses roughly equal to half your number of adults.
Should I build a Marketplace? Why?
Yes. Yes you should. Some people advise waiting a while before building a market, I advise building a market before you build any houses (but after your boarding house and basic production buildings). The timing of the building of the market is debatable, but the building of the market itself isn't. Well, it is, but it shouldn't be.
Markets help distribute supplies where they're most needed. Without one, your citizens will travel further than they'd otherwise need to, and some families will take more resources than others. Less of an issue later on, but at the start, this can literally mean the difference between life and death.
Learn to love the market. The market is your friend. Don't be scared by the whole "12 vendors" thing; you only need 1 vendor per ~50 population or so.
How does the Trading Post work?
If you don't want to take chances, put your trading post on the big river (not the little ones). If you want to take a chance, you can put it on a lake that's connected to the big river, but this doesn't always seem to work (for better luck, put it on the lake's shore closeish to the big river).
It can take a while before your first merchant comes to visit; don't expect one right away.
Not all traders will trade for all goods. Try to keep a variety of stock on hand. Good trade items are: firewood, ale, clothes, herbs, most meats (venison, beef, mutton), tools. Especially firewood, ale and clothes.
You can ask a merchant to bring specific things next time they come, but only something that they normally trade (you can't ask a cattle merchant to bring seeds, for example).
The number of traders working at a trading post only affects how fast you move things in & out. You don't even need a trader working there when a merchant shows up, as long as you have stock (I think? Someone please confirm this).
What's the point of the Town Hall?
Information! The Town Hall gives you access to all sorts of graphs and general information about your town, which can be very useful.
Not important at first, but definitely build it once you're well established and can afford the resources.
The Town Hall also allows you to accept Nomads.
Should I let the Nomads settle in my town?
That depends... do you have enough food and housing? Clothes and tools? If you have enough resources, accepting Nomads into your town can be a nice population boost. They might bring disease with them, though, so I hope you have a hospital.
If you don't have enough resources, send them away. Accepting Nomads into a town that can't support them can easily be your doom. Too many mouths to feed, clothe and equip!
I've built all the buildings. I'm bored. There's no end-game content!
Well, I'm sorry to say, maybe this isn't the game for you, and you shouldn't have bought it. Too late now, though. Wait until the mod kit is out, that will no doubt make a considerable difference, if it's any good.
This game sucks. Why is it so popular?
No it doesn't. And it's a secret; I could tell you, but I'd have to kill you.
Or, maybe, some people like different things than you do?
There are already quite a few guides for Banished, but here are some basic tips to get you started/about common issues:
- Placing down a building is free; you don't use up any resources until builders actually start work on it. This means that you can place all the buildings you want ahead of time to prepare your town's layout and simply pause construction. If you change your mind before you start building, you can cancel the construction without it costing you anything.
- The more kinds of food your people eat, the better for them. This is one of the things that makes Gatherers so great, since they give you four different kinds of food. A varied diet makes for healthier citizens.
- Forest clusters are very useful. Build them just outside of your town. Forester + Hunting Cabin + Gatherer + Herbalist, or any mix of the above. Herbalists require old/mature trees to gather their herbs, so if you include the herbalist, turn off automatic cutting for the Forester. Hunters and Gatherers don't care, though, so as long as you don't care about herbs, go ahead and let your foresters cut down trees as well as plant.
- If I gather enough links, maybe there'll be a video section to this guide, but here's something to start you off with: Edaeloth has made some video tutorials which might come in handy, check them out!
- Thanks to Coup d'oeil for sharing this very interesting review.
- Check out TemplarGFX's breakdown of task priorities.
- Trouble with starting a new town? Check out wcbarney's one-stone-house power start!
- More later...
Bit messy now, but wanted to get something up before bed. I'll clean it up and add some stuff tomorrow (well, later today), hopefully more links to relevant things.
So yeah, if anyone has anything to share, please do!
I especially want to add more to the tips section, and make the FAQ question not such a wall of text.
This is how I fully automated logging for my town of 500.
I had 2 forested areas with 3 foresters huts each. i set the middle hut to plant and the two end huts to harvest. This set up supplied enough logs to build steadily any building i wanted, have enough surplus firewood to fully stock 4 trading posts, and still had surplus logs and firewood filling up my stockpiles. You can adjust labour as needed as your town grows, but at 500 pop i have them fully staffed and they vastly overproduce logs.
Just a way i found to automate logging so you never have to worry about it.
From my understanding of the game, here are the priorities of different professions :
Items at the top will be done first always (one task will not cancel the current one)
Townsfolk (regardless of profession, these are above all other priorities)
Get Food
Get Clothes
Get Tools
Go Home to warm up
Laborer
Retrieve/Return Resources that are on the ground*
Harvest Wood/Stone/Iron*
Builder
Build Roads
Build Other
Forester/Hunter/Gatherer/Fisherman/Blacksmith/Tailor/Miner/Farmer/Herbalist/Herder
Harvest Resource
Plant Resource (Forester/Farmer/Herder)
Process Land Tile (Farmer/Herder)
Vendor/Trader
Retrieve Goods from Stock
Teacher/Doctor/Priest
Occupy Building
Tasks and Assignment
To understand how it works (and why it seems alot of things are missing from professions above), you need to know how tasks are assigned
There are 2 global task groups that are assigned on a first in/first out basis (new commands are placed at the end of the queue) :
Convert to Resource
This is the queue that any tree/rock/iron removal request is placed into through the remove resource menu option. This is separate to profession based gathering
Retrieve Resource into stock
When a usable resource is placed on the ground, it goes into this queue for collection. This includes ALL resource based professions.
*current laborers are split evenly across these queues and take the first entry in the queue the moment they finish their current task. As tasks are removed and added, laborers will switch between queues as required.
Becoming a temporary laborer
To efficiently manage everything between all your townsfolk, professions have points where the townsfolk will switch to temporarily be a laborer for a single task
This is when each profession switches :
Builder
Build sites with assigned workers do not have all required resources
After Resting
Hunter/Gatherer/Fisherman/Blacksmith/Tailor/Miner/Farmer/Herbalist
After harvesting the resource and placing it on the ground to be collected
Vendor/Trader
After placing resource into Market Place/Trading Post
Teacher/Doctor/Priest
After getting food/tool/clothes/heat
After Resting
This is very important to understand as it explains why your townsfolk seem to sometimes do things completely not related to their profession.
For example, a gatherer may pick some mushrooms, but instead of taking those mushrooms to a barn, the gatherer becomes a temporary laborer.
If there are other available laborers another townsfolk may be assigned to collect the mushrooms, and the gatherer may be assigned to collect a different resource, or chop a tree/cut rock.
To summarize, Hunter/Gatherer/Fisherman/Blacksmith/Tailor/Miner/Farmer/Herbalist workers will turn into temporary laborers every time they successfully harvest. This does not mean they will always be assigned an unrelated laborer task, however it does if there are more tasks in queue(s) than their are laborers. The result can be more efficient than exclusive professions but sometimes it has the opposite effect.
Lot of people that had crash are easy to solve if you only follow the steps. So if you get a sticky maybe you want to put that in you Faq too.
I'm only on for a few minutes, so no big updates right now, but a few words:
That's very interesting. You set one to just plant and two to just harvest, or plant & harvest? If the former, I'm surprised 4 workers planting can keep up with 8 cutting!
Very interesting stuff, thank you! Just skimmed, so might have questions later, but this is great stuff. I think task priority is one thing that causes a lot of people headaches.
Thank you, and a sticky is what I'm hoping for.
Help us, mods. You're our only hope!
I've considered it. Maybe, we'll see how it goes. I don't think that many people read guides, though. I'm still hoping for a sticky; I think that's the only way that this will really work. I have a feeling this might get big, though, so perhaps I'll make a guide anyway and simply link to it. I'd like the main FAQ to be more stream-lined. That's part of what I'll be working on later.
Worst case scenario... I guess this is a thread that people could link to or something? I don't know, we'll see how things go.
Thanks!
Maybe everybody should report my post and ask for a sticky... I wonder how that would go... ;)
Somehow I get the feeling mods wouldn't like that... lol
When builders aren't building, they default to laborer. A building is actually not being "built" until all the resources it needs have been brought to it (which is a laborer job). So, effectively, until a building reaches "build" phase, it counts as though there are no building jobs, which means that builders act as laborers.
What would happen if we all opened a support ticket...? ;)
Thank you, that's a great idea! I did mention how to report bugs, but I should make a section about basic known bugs and work-arounds.