Banished

Banished

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[info] FAQ & Tips & Strategy (WIP)
FAQ & Tips

Introduction

A lot of questions get asked over and over again; this is normal. It can sometimes be hard to find what one is looking for, even with the search function. Because of this, it can be helpful to have a place to collate relevant information in an easy-to-access format. This is the purpose of this thread.

I'm lazy, so I make no promises as to how often I'll update it, but I'd like to at least include the basics. I'm no doubt going to forget some important things, so please do feel free to help out by giving your own answers and tips to commonly occuring issues.

WARNING: This is going to be long and ranty, because I suck like that. Maybe I'll try to make it more concise later. Or maybe not. I'm lazy.

Edit: Considering the rantiness, I've decided to work on a guide.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=233196906

It's far from finished, but I'll be working on that before I finish/clean up this FAQ. Feel free to take a look and offer suggestions in this thread. For example, can you think of any categories I might have missed?

Official FAQ

Some of the most frequently asked questions are actually answered on the official FAQ[www.shiningrocksoftware.com]. I know... crazy, right?! Who'd have guessed!

The last two (multiplayer & more content) alone account for a good quarter of all questions asked on this forum. Now you know the answers! Yay!

Is the game available for Mac or Linux?

Banished is currently only for PC’s running Windows. However, I’d like to make Mac, Linux, and SteamOS versions in the future.

What languages are available for the game?

English is currently the only supported language. When available, the mod kit will allow the community to create translations and language packs.

Will there be more features added to Banished in the future?

It’s possible, but undecided at the moment. I have a lot of ideas for expansions but I also want to prototype and make new games as well. The focus after release is going to be on the mod-kit and ports to other platforms. After that’s done I’ll decide what’s next.

Does the game have multiplayer? Will it ever have multiplayer?

Banished does not have multiplayer. The code for Banished wasn’t built with multiplayer in mind, so it’s very unlikely that it will be added in the future.
Last edited by Elegant Caveman; 3 Mar, 2014 @ 9:02am
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Showing 1-15 of 83 comments
Elegant Caveman 27 Feb, 2014 @ 1:49am 
FAQ

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?
Last edited by Elegant Caveman; 2 Mar, 2014 @ 6:04am
Elegant Caveman 27 Feb, 2014 @ 2:52am 
TIPS

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...
Last edited by Elegant Caveman; 4 Mar, 2014 @ 1:26pm
Elegant Caveman 27 Feb, 2014 @ 2:54am 
[reserved]
dcbobo 27 Feb, 2014 @ 2:54am 
nice job man!
Elegant Caveman 27 Feb, 2014 @ 2:56am 
Thanks, it'll get better. :)

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.
Last edited by Elegant Caveman; 27 Feb, 2014 @ 2:57am
Xtorma 27 Feb, 2014 @ 3:01am 
Tip:

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.
Last edited by Xtorma; 27 Feb, 2014 @ 3:03am
TemplarGFX 27 Feb, 2014 @ 4:46am 
Tasks and Priorities


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.
Last edited by TemplarGFX; 3 Mar, 2014 @ 4:48pm
Coup d' oeil 27 Feb, 2014 @ 5:10am 
Holy smokes! But will it work? Will the BUG posts stop? Stay tuned. Going to be tough without a sticky. Anyway nice job.
Last edited by Coup d' oeil; 27 Feb, 2014 @ 5:10am
wcbarney 27 Feb, 2014 @ 5:28am 
Caveman: Will you PLEASE make this into a full-fledged guide? A normal discussion thread disappears into oblivion in less than a day -- i.e., if there are no posts more recent than 2 hours then your excellent Tips & FAQ will be found on page 8 or so by the end of the 2nd day.
Barking_UK 27 Feb, 2014 @ 7:19am 
Bump and vote for a sticky
CoryandStuff 27 Feb, 2014 @ 7:59am 
I'm in class so I wasn't able to skim through everything you wrote but I have one thing to add; builders can also cut trees. Maybe that's a bug or they switch priorities to gathering resources before building... sometimes.... this can happen even if you have a good stock of supplies.

Originally posted by TemplarGFX:
Tasks and Priorities


From my understanding of the game, here are the priorities of different professions :
Items at the top will be done first always


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.
mafilux 27 Feb, 2014 @ 8:15am 
Builders generally cut trees to clear the land for the building site... I don't know if that's what you meant. Also some plants last through winter, such as squash and I think potatoes do too.
AppleNut 27 Feb, 2014 @ 8:30am 
Make this post a sticky !
McRib 27 Feb, 2014 @ 8:31am 
Good maybe you want conside a post about bugs? If yes please read her: https://steamhost.cn/steamcommunity_com/app/242920/discussions/0/540734254971841864/

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.
Last edited by McRib; 27 Feb, 2014 @ 8:33am
Elegant Caveman 27 Feb, 2014 @ 8:37am 
Thank you all for the support!

I'm only on for a few minutes, so no big updates right now, but a few words:

Originally posted by Xtorma:
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.

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!

Originally posted by TemplarGFX:
Tasks and Priorities

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.

Originally posted by Coup d' oeil:
Holy smokes! But will it work? Will the BUG posts stop? Stay tuned. Going to be tough without a sticky. Anyway nice job.

Thank you, and a sticky is what I'm hoping for.

Help us, mods. You're our only hope!

Originally posted by wcbarney:
Caveman: Will you PLEASE make this into a full-fledged guide? A normal discussion thread disappears into oblivion in less than a day -- i.e., if there are no posts more recent than 2 hours then your excellent Tips & FAQ will be found on page 8 or so by the end of the 2nd day.

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.

Originally posted by Whelan:
Bump and vote for a sticky

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

Originally posted by CoryandStuff:
I'm in class so I wasn't able to skim through everything you wrote but I have one thing to add; builders can also cut trees. Maybe that's a bug or they switch priorities to gathering resources before building... sometimes.... this can happen even if you have a good stock of supplies.

Originally posted by mafilux:
Builders generally cut trees to clear the land for the building site... I don't know if that's what you meant. Also some plants last through winter, such as squash and I think potatoes do too.

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.

Originally posted by Edaeloth:
Make this post a sticky !

What would happen if we all opened a support ticket...? ;)

Originally posted by McRib:
Good maybe you want conside a post about bugs? If yes please read her: https://steamhost.cn/steamcommunity_com/app/242920/discussions/0/540734254971841864/

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.

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.
Last edited by Elegant Caveman; 27 Feb, 2014 @ 8:39am
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Date Posted: 27 Feb, 2014 @ 1:46am
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