Banished

Banished

More stable populations
117 Comments
Darkmoon Tanit 5 Sep, 2022 @ 1:16am 
Is this compatible with existing save games or do I need to start a new game?
Fibonacci123 1 Feb, 2022 @ 5:26pm 
I'm not going to lie, i'm fairly sure your maybe genius-level iq+
Galahad 29 Dec, 2021 @ 8:26am 
Hello, I liked your mod very much and I tested it in a new part. However, I quickly had food problems when I never had this in my previous games. My 50-year-old couples find themselves with 6 or 7 children, I am overwhelmed with labor and everyone consumes a lot of food. It would be nice to have a version with a bigger gap between births (or so I wasn't lucky on that part). Anyway, thank you for this mod !
心有希翼 26 Aug, 2021 @ 1:31am 
生育年龄限制提高到 50 岁,平均寿命降低到 65 岁。这将导致更好的住房行为,随着时间的推移,人口数量更加稳定。

这些变化还有其他一些副作用。 值得注意:

- 对于任何给定数量的房屋,您的总人口会更高,

- 对于任何给定的人口,都会有更多的孩子。

两者都是因为生育年龄跨度较长。

非常非常罕见的是,您可能会看到一个家庭的成年人在孩子上学之前死亡 / 到了工作年龄,在这种情况下他们就死了,或者在他们完成学业之前就死了。在这种情况下他们成为了一个没有受过教育的工人,因为孩子们不能没有父母。
wild71child 21 Apr, 2021 @ 12:32pm 
i would have thought by now someone would have made an old folk home by now
Alex 31 Aug, 2020 @ 11:30pm 
congratulations, you fixed the single biggest flaw with this game.
Quarrel53 30 Jul, 2020 @ 6:43am 
Can't believe I never saw this mod til now. Used it with a vanilla game on easy and made sure We had some sheep to start with. Just begun year 7, and all going well: coal and iron mines, stone quarry, school about to release first graduates (hopefully pregnant), and just the one accidental death so far. Now slowly building the church. Health is down to 4/5 tho, so that needs attention, otherwise this mod makes a very useful addition to the base game.
forbesyj9 17 Dec, 2019 @ 3:23am 
@fleshus {LINK REMOVED} umm.. the young and attractive 17yr old... lets hope ur also 17yrs old.....
Ғlϵshus 3 Nov, 2019 @ 2:49am 
And a baby named Kelville was born from this couple ....
Ғlϵshus 3 Nov, 2019 @ 2:32am 
Ineffective.

I had only 7 villagers. A couple with a baby:
Lugenessa
Vancesco
Howardell (Baby)

3 mens who can pretend to mate between 40 - 60 years:
Geoffer
Parris
Myrone

And the young and attractive 17 year old girl:
Vinnifer
But no couple formed with Vinnifer. She waited until she was 27 years old and Howardell (the baby) reached 10 years old and moved in with him.
lomby 27 Jul, 2019 @ 10:25pm 
This one MOD has made the game playable to me.

Im very thankful for this... This should be in the base game, not a mod.
Symbro 22 May, 2019 @ 12:43pm 
ive lost most of my death messages and only have a few mods installed... oh noes!
jonathan.p.green01 5 Apr, 2019 @ 6:44pm 
Kaatrav,
Any chance of adding an orphanage to the mod, or is there already something like that floating around?
Enjoying the mod as is for now though, so thanks for your work.
kaatrav 24 Dec, 2018 @ 7:28am 
No... I haven't tested it separately yet... But in addition to the Colonial Charter 1.76, I used only one more mod, but as far as I know it does not change the mechanics of the population, but simply allows you to build two houses on the site of one (Colorful 2 Floors Little Houses from red-ketchup). Other mods at the time of the test is not included...
Anyway thanks for your mod. On Christmas vacation I will play around with it more in detail and separately in other embodiments. Now before new year not too much time on game... ;-)
sckchui  [author] 23 Dec, 2018 @ 8:56pm 
Kaatrav:
It sounds like you have many mods running at the same time. Have you tried running only one mod at a time, to see if any crash on its own? I think it will take many hours to find the exact problem. I don't think that my mod is able to crash the game, because it only changes two numbers about age and childbearing. Do you have any mod that changes the user interface? Or, do you have any mod that changes how houses work?
kaatrav 23 Dec, 2018 @ 2:45pm 
P.P.P.S. The game itself is not disabled, but only after clicking on "OK" in the error message. But hangs and does not respond, Yes.
kaatrav 23 Dec, 2018 @ 2:42pm 
Yes. With message about mistake... Sometimes with a black screen, sometimes not.
But the error message was every time. Another point - often it's happened when I pushed the building to see the number or age of children, etc. (in 2 out of 3 times with the error exactly pushed on the building).
P.S. Sorry for my English and the possible mistakes in the text. Translated through Google-translate from native language.
P.P.S. If I try again, I will make a screenshot of the error (if it is the same). If different-will put a couple of pieces. But this is not before the beginning of the new year holidays... Merry Christmas and happy New year! ;)
sckchui  [author] 23 Dec, 2018 @ 12:59pm 
Kaatrav:
I don't know what you mean by "crash" and "take off". What exactly happens? Does the game stop running and quit to desktop?
kaatrav 23 Dec, 2018 @ 10:44am 
This is a greats idea...
But my game start to crash.
Have you tested your mod with other known mods?
For example, like Colonial Charter 1.76 and/or RK Editor's?
I just really like to play with these builds (of course not at the same time), but when I decided to start a new game with CC 1.76 for the test, when approaching the 40-50-year milestone, the game began to take off...
kaatrav 23 Dec, 2018 @ 10:44am 
P. S. Maybe it's just different, but other than CC or RK I have no other mods affecting the demographics in the game... The only other similar mod is a variation of the mod "One to one year", but it is also disabled for the duration of the test game...
runic-pasta 7 Oct, 2018 @ 10:09pm 
Thank you for this mod. This mod works very well, irrational decreasing birth rate no longer bothers me. I really appreciate it. :steamhappy:
joeltt1 11 May, 2018 @ 11:02am 
Do you (or anyone else) know if there are any issues with this mod and the MegaMod 8? I just recently came back to Banished and have only your mod and the MegaMod 8 3 parts active. No matter what I do I can't stockpile food...at all, wondering if its a mod interaction.
Sarah 3 Oct, 2017 @ 10:32am 
Thank you so much for this mod. This makes the game less frustrating. Now and can grow the population steadily by just building more houses, which is more intuitive.
Dave1029 7 Jun, 2017 @ 11:30am 
The current mechanic ruins the game for me... this mod makes it bearable.
FlyingTyger 29 Dec, 2016 @ 10:15am 
Thank you SO much! I've got a village that's been thriving for about 6 (out of 16) years and all of a sudden dropped from 32 to 13 people, all unable to have kids - that's something the devs should have realized would be a problem. . . but apparently didn't - thank you for doing something about it. :steamhappy:
Peaceful Gaming 17 Jun, 2016 @ 8:28am 
I don't like the decreased life expectancy
Starbug 24 Feb, 2016 @ 3:35pm 
Logans Run mod
Gubernaut 25 Nov, 2015 @ 5:04pm 
Hey I posted the mod if you're interested in trying it https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=562533296
sckchui  [author] 19 Nov, 2015 @ 2:01pm 
Emton:
Yes, you may use the picture for my mod, as well.
Gubernaut 19 Nov, 2015 @ 9:26am 
Sure I have credit for all the authors on there. I was thinking of making a graphic that has all 3 logos so people know what they're getting into is it cool to use your More stable populations picture?
sckchui  [author] 18 Nov, 2015 @ 10:15pm 
Emton:
You can change the icon relatively easily, it's just an image file, but you should contact dcasez directly for his permission, out of courtesy if nothing else. I don't know how to contact him, myself. For my part, you're free to use my numbers, and I'd appreciate it if you give me credit for my part.
Gubernaut 18 Nov, 2015 @ 10:29am 
Here's the changes I used:

One To One Aging Stable Pop With DO

Changes:

float _adultAge = 2.0; // I kept the vanilla default (age 10), one year is one year mod uses 1.2 (age 6)
float _marriageAge = 3; //oyioy value (age 15)
float _marrigeRange = 6.0; //oyioy value (age 30)
float _childMinAge = 2.8; //oyioy value (age 14)
float _childMaxAge = 10.0; //used More stable populations mod value (age 50)
float _maxAge = 13.0; //used More stable populations value (age 65)
float _maxAgeTolerance = 3.0; //used default vanilla for More stable populations to work as intended
float _agePerSecond = 0.0000555554; //oyioy value for 1:1 aging
float _childTerm = 2685.0; //oyioy value for making 1:1 aging work
float _postChildTerm = 654.0; //oyioy value for making 1:1 aging work
Gubernaut 18 Nov, 2015 @ 10:29am 
float _healthUpdateInMonths = 1.0; // default vanilla is 3, I changed this to 1 to match the happiness update interval change made by oyioy
float _happinessUpdateInMonths = 1.0; //oyioy value
float _starvingLevel = 20.0; //oyioy value to make starvation death come 11% later, oyioy makes changes to float _foodPerYea and float _hungerLevel but I made those vanilla default
float _educationTimeLength = 4.0; //oyioy uses 7 years, default is 3, I set it to 4 years
int _maxDistanceForWork = 1000; // used oyioy value, default is 2000
int _timeUntilMaxDistanceForWorkInMonths = 3; // oyioy value, default is 6
Gubernaut 18 Nov, 2015 @ 10:27am 
Ok finally got this thing built after much fiddling. I did have to use the Disease Overhaul source files cause it makes a change to the citizens file. So now I got this mod it's a hybrid of DO, one year is one year and your Stable Populations mod. I changed some of one year is one year settings back to default. And made a couple custom changes. Do you know if DO author DCase is on steam? I would upload it but it uses his icon and mostly based on his mod not sure if he cares. Reading comments I've been seeing a lot of peole want a mod like this and if more people were playing it could be tested better.
sckchui  [author] 18 Nov, 2015 @ 1:42am 
Emton:
It sounds like you're doing quite well for someone modding the game for the first time. I'll be interested to hear how your mod turns out.
Gubernaut 17 Nov, 2015 @ 8:07pm 
Oh I'm stoopid I didn't need the source code for DO I can just use regular DO and then make these tweaks.
Gubernaut 17 Nov, 2015 @ 5:11pm 
Ah ok I found the source code for Disease Overhaul. So to that I'm making the changes to float _childMaxAge, float _maxAge and float _agePerSecond. After I do that I just got to figure out how to compile the thing and then I can stop bothering you ehehehe oh I'll just do a search about it.
Gubernaut 17 Nov, 2015 @ 4:49pm 
Ah crap but I forgot I'm using More Stable Populations from the Disease Overhaul. Is it possible to open a mod and make a change and then save it. I could just change float _agePerSecond in the DO mod and try it out.
Gubernaut 17 Nov, 2015 @ 4:32pm 
Ok the author for One Year is One Year describes his changes here http://banishedinfo.com/mods/view/27-one-year-is-one-year#comments

And he says
float _agePerSecond = 0.0000555554; this means one year is one year, the main change in this mod.

He's also made a lot of other changes that I would have no clue how they impact the game. But all I'm looking for is 2 things; Citizens age at 1 year for every game year and the housing behavior improved. So I could start off making the 3 changes to float _childMaxAge, float _maxAge and float _agePerSecond (increased from 0.000277777 to 0.0000555554). What do you think about that, also how do I compile the mod to test it?
sckchui  [author] 17 Nov, 2015 @ 3:59pm 
Emton:
Ok, so, for my changes, you need to go to Citizen.rsc and make the following changes:
float _childMaxAge = 10.0;
float _maxAge = 13.0;

I don't know about the 1 age per year changes. Now that I'm looking at the numbers more closely, you might have to multiply a lot of them by 4. You might want to ask someone who has made a 1 age per year mod.
Gubernaut 17 Nov, 2015 @ 3:42pm 
Ah I got the modkit running I'll just try to figure it out it's would just be 3 changes right
Gubernaut 17 Nov, 2015 @ 3:03pm 
Could you tell me the file to make these changes in? Also can I open another mod to see the changes it makes? I'm still a Banished noob and I just got the modkit If I can figure it out I'll try to make the change but also if you have the time to make the mod I could test it for a while and report back to you (wouldn't upload it). I've heard another person is interested in this and maybe it's a change some people want to try.
sckchui  [author] 17 Nov, 2015 @ 2:17pm 
Emton:
It's actually very easy to do, if you want to do it yourself. There are tutorials for making mods you can find online, and you only need to change a few numbers for the effects you're asking for.

I'm personally not going to make that mod myself. While it is easy enough to change a few numbers, it is a lot more work to test their effects on the game. This mod, for example, changes only 2 numbers, but required three long days of testing to make sure the game remained balanced and playable. By making the villagers live 4 times as long, you'll also make the testing time at least four times as long to observe long-term effects. That is, if you care about making a mod that's actually good, and not just changing numbers without caring about the consequences.

So, if you want a mod that has both long-lived villagers and improved housing behaviour, I'd encourage you to make it youself and see what happens.
Gubernaut 17 Nov, 2015 @ 11:32am 
Well I like the idea of the housing behavior being improved but I also like the idea that citizens age 1 year for each game year, would it be possible to combine those two ideas into one super idea?
sckchui  [author] 17 Nov, 2015 @ 3:30am 
Emton:
From what I understand, no, because they modify the same file. You can try it anyway, and the game will tell you if there's a conflict.
Gubernaut 17 Nov, 2015 @ 12:25am 
Is this mod ok to use with mods that make the villagers age 1 year for every 1 game year?
Sonwig 9 Nov, 2015 @ 11:50am 
good idea:steamhappy:
iru 21 Oct, 2015 @ 11:01pm 
Thanks! This mod works wonders and as far as I can tell it's fully functional together with Colonial Charters: New Frontiers 1.55.
Hazard 21 Oct, 2015 @ 3:11am 
This is exactly what I was looking for, thank you. I agree entirely that this is NOT a good game mechanic, and in-fact should be considered broken. I hope interest in your mod will slap some sense into the developer, and he'll make the exact same changes to the base game.

Good work! +1!
Kev 22 Aug, 2015 @ 3:02pm 
Yeah thats cool, been a while since I played and just been browsing the workshop to get started in a new session, this one sounds good, I'll give it bash, thanks.