Banished

Banished

Multiple Starts!
55 Comments
Fail_Quail 3 Nov, 2023 @ 8:59am 
A lot of the starts are impossible at the moment since you spawn with no food and no tools.

Been trying the Eden start. You get huge amounts of building materials, but the two colonists die of starvation before a storage barn (for food) and a food source can be built.
Van Hexing 2 Nov, 2023 @ 4:14pm 
It destroyed the game exactly as Zindith~TTV described. Reinstalling game files does not help. Beware.
gvc_gigi 18 Jan, 2022 @ 2:59am 
it needs far mor food at start for huge exodus
Filipóide 24 Jun, 2020 @ 3:09pm 
Make the best scenario an exodus but with the small town stuff... Really good mod.
Zindith~TTV 10 May, 2019 @ 12:28pm 
Nothing works, my people don't do shit! Literally no matter what I ask them to do, they don't do it! They will not build anything, will not gather food, will not clear debris, will not do anything but wonder around aimlessly! This mod has broken my game completely! Funny thing is this mod has ZERO conflicts with all my other mods, so IDK WTF is going on here....
BanditFly 15 Jan, 2019 @ 4:41am 
Exactly what I needed, thank you!
mr.Cat 22 Dec, 2017 @ 5:34pm 
Exodus conditions are awesome! I have at best 16 survivals on small exodus so far after very first year. Wonder if this is even possible to keep all 30 people alive.
Tikaszar  [author] 2 Sep, 2017 @ 3:03pm 
@Semilocon I personally haven't experienced any out of the ordinary health decreases while using the mod. Health is typically preserved by providing access to Medicine from a Herbalist, a more varied food diet, and proper shelter/heating/clothing. Also keep in mind the Health value will fluctuate much faster when playing in Eden mode initially, due to the low amount of population used to calculate the average health of the town. Hope this helps :)
Semilocon 2 Sep, 2017 @ 8:52am 
Tried out "Eden", the health drops dramatically everytime. Is that normal? Part of the challenge? Or did I do something wrong?
αwolf 20 Apr, 2017 @ 7:58am 
Is it possible to create a tool to let us set the amount of starting people/cloth/food etc?
Levin- Gaming- Inc. 4 Dec, 2016 @ 1:43pm 
Or a "trader" start with one trader, one wood cutter, one forester, one farm, a few sheep and like five homes. starting off maybe in the corner or someplace where they can't expand easyily without importing and exporting
Levin- Gaming- Inc. 4 Dec, 2016 @ 1:17pm 
I Think a "murder plot" start would go good, three families, three homes, one crop farmer family, one mercent family, one family thats a tailor and black smith, a grave yard with two dead. Who killed them, and why?
[SHC]XxjawsXx 25 Oct, 2016 @ 8:32am 
why has the dev givin up on this mod. i hope he revamps the mod again.
[SHC]XxjawsXx 11 Sep, 2016 @ 8:04pm 
could we have a farming family start. they would start with 1 crop and 1 orchard and they would have 1200 starting food and would have 20 clothes, 15 tools and no firewood.

i also like the idea that Goweigus has.
Keen 24 Aug, 2016 @ 10:38am 
I love this. I enjoy that the livestock that the Herders start with is random, so its different every time.
Goweigus 5 Aug, 2016 @ 3:55pm 
Love this mod, can we get a 'kicked out of Eden' start? A single couple, no education/food/tools/resources/etc (i suppose they could start with clothes since they werent 'naked' anymore)
TomaToe 9 Apr, 2016 @ 3:07am 
What a great mod!
M9.Complex 19 Feb, 2016 @ 7:00am 
good
Lori37 17 Nov, 2015 @ 3:23pm 
this mod somehow crashes my game....
Wessie ♥ 13 Aug, 2015 @ 10:31pm 
I'd sub for a start condition similar to Medium but with enough resources to build stone houses and one type of livestock. Like Easy, but without the wooden buildings I have to force people out of to upgrade and can arrange in a manner better fitting to my environment.
RockinRaider 30 Jul, 2015 @ 5:14pm 
eden start isnt so much hard as it is slo. does it block traders and nomads?
Aleczaender 15 Jul, 2015 @ 9:49am 
Deserted town? A Town that is super large but has only a few people? Kinda like if a Post-Apoccalyptic or plauge happeneed and wiped them all out... So they pretty much have to scavenge from everything.
Tnarg 29 Apr, 2015 @ 6:13am 
Just tried the small exodus and it's hard. The best I did was to save 9 or of the 30, I losted the rest in the first stavation wave. That time I did 3 gathers huts and 1 barn. I'm sure I can save them all just need to keep trying.
Vas 26 Apr, 2015 @ 4:31am 
I was hoping for some of the game default versions where you start out with one random crop type or one random live stock, maybe two. I like a lot of them here, however it would be nice to have a 3 family with kids and they bring along seeds of one or two farming crops, or 1 or two live stock with them to start a farm.
, 11 Apr, 2015 @ 2:55pm 
When i play with this mod and build my town when i exit the game to the menu its Crashes How do i fix this?
Ricobirch 22 Feb, 2015 @ 5:39am 
The small town or any of the easy exodus are pretty straight foward.
Swan Ronson 10 Feb, 2015 @ 9:14am 
Which mode is the easiest? I just want something that helps with a casual playthrough of this game, and not end in a cocain feuled rage quit cause of lack of citizen intelligence.
Silent Hunter 8 Feb, 2015 @ 9:19am 
hey again i was hoping if you knew what it would take to make this mod compatible with cc adventure? i like this mod a lot and it would be amazing to see this mod coexist with cc. also i managed to get one of the larger exoduses working pretty well you just have to be careful and harvest resources like a mad man (which i most assuredly am) thank you for this mod again it makes this game a heck of a lot better with diversity.
Casaubon 31 Jan, 2015 @ 3:16pm 
unfortunately this mod doesnt go well with the beautiful world mod by owlchemist, since both alter start conditions. its a pity
Tikaszar  [author] 29 Jan, 2015 @ 4:20pm 
I have had success in saving around 80-90 people so far on massive exodus, with an averaging of 20-40 on not so decent runs, no other mods or cheats enabled. My advice is to start small (hunting cabin and gatherer's hut with a building for storage), and branch out from there. Fishing docks don't seem to produce enough food fast enough to work for exodus mode initially. After the initial wave of starvations, you should progress to create more food and a boarding shelter, along with some firewood production. A single shelter is all it takes to make it through the first winter, and will allow you to focus on food production first.
The smaller exodus modes are significantly harder though, given that you have much less of a work force to base yourself off of, so I will most likely be increasing the education level of those modes so that they stay at around the difficulty level of the massive mode (and possibly supplies for small exodus), as well as some other balancing.
Dken 27 Jan, 2015 @ 5:02pm 
very groovy baby yeah!
Jaded 25 Jan, 2015 @ 6:23pm 
You need to fix exodus mode particularly with the massive one i dont think you actually know how this game works you cant "see how many you can save" they all die i would suggest removing the 40 family one its utterly pointless im really really good at this game without using mods or cheats ive gotten the entire map filled before but i cant even get the 40 exodus one to work

it goes like this "spam every food option avalible fishing docks farms hunters cabins gatherers cabins... they dont have houses so they die"

"focus on houses and homeless shelters... they die"

you need to give at least 10k food and a few starting farms for this to work not all of them will live through the first year but they wont all die off either at best ive been able to save around 30 people which i can just do in a regular game in no time theres no point to this game mode

Moose King 25 Jan, 2015 @ 12:16pm 
This is actually pretty dope.
Tikaszar  [author] 24 Jan, 2015 @ 7:55pm 
Most modes start with some form of food generation (be it seeds, livestock, orchard seeds, or stock buildings). There is no modification to the way the base game plays using this mod, the only things changed are the buildings/resources with which you start. I'll be revisiting and updating each scenarios start text to contain all the information about what that mode starts with.

I'm also currently researching and messing with the mod kit to see what I can do about generating a larger town off the bat. There are some issues with generating larger clear areas, which is a must for a large city. This is because I need to avoid generic building placements from landing inside mountains, lakes, etc.
I actually hadn't thought about burned buildings yet, so I'll look into the possibility of having burned down buildings placed for a new start mode.
3TinyMenInATrenchcoat 24 Jan, 2015 @ 7:14pm 
traders come into an empty town with 5 stone houses and 1 starter family with no kids? maybe a hunters lodge for food and thats it?
-Rothus- 24 Jan, 2015 @ 3:47pm 
Not sure how it could be done, and I already like how many scenarios there are, but what if there was a scenario where a med/small town was burned to the ground, and only several survived, along with a pathetic well or something (can those burn?)
Tactical Salad 24 Jan, 2015 @ 4:58am 
OK so if i got it right, nothing except easy exodus modes have seeds? I can still get them through trade later on in the game though, or not? thx^^ nice mod btw :D
llama power 24 Jan, 2015 @ 2:22am 
add a scenarios with a large large town with everything
Tikaszar  [author] 22 Jan, 2015 @ 10:37pm 
Also, just a heads up, the normal exodus modes will not be getting resource or farming enhancements. Part of the fun for those ones is seeing how many people you can save each time :p
Easy mode, however, will continue to be revamped based on feedback to provide a comfortable experience.
Tikaszar  [author] 22 Jan, 2015 @ 10:27pm 
Thanks for letting me know about the bug everyone. I've provided a fix in the 1.2 update, as well as a few new start scenarios :summerufo:
Bender B Rodriguez 22 Jan, 2015 @ 7:26pm 
love this mod but it seems there are no seeds or live stock even on easy exodus, had to build 10 fishing things and they still all died, just me or bug?
Gunther 22 Jan, 2015 @ 6:36pm 
Nice :D gotta get the :health:Doctor:health: Pack :3
Blackwater3229 22 Jan, 2015 @ 5:47pm 
Wow massive exodus you have absolute no chance without some food or cropfields so please add it. And even on the easy mode there are no crops... maybe a bug? 120ppl without fields... no chance :(
Mad Dissonance 22 Jan, 2015 @ 3:06pm 
@flip, you could prolly just load this one above CC:EA, but then i think you might not get the CC:EA options.
Reiner Braun 22 Jan, 2015 @ 2:11pm 
On "Easy Massive Exodus" i dont have any seeds for corpfield
SukeBear 22 Jan, 2015 @ 9:47am 
Is this compatible with the Excellent Adventure mod?
Tikaszar  [author] 21 Jan, 2015 @ 2:58pm 
Awesome idea, I should have Eden along with a few other new scenarios types done sometime tomorrow. Hope everyone is enjoying the new start types!
Zemeraire 21 Jan, 2015 @ 4:49am 
Is there any chance you could make an "eden" start? One family (no children), no buildings, but a tone of stuff in their stockpile and cart? Like enough food and firewood for years, tools and clothes to equipt a village? I tried the adam and eve mod, but I could never get more than a few years before their kids ate more than they could gather.
bobclean1 20 Jan, 2015 @ 9:59pm 
Thank you for repling, and i understand.
Tikaszar  [author] 20 Jan, 2015 @ 9:07pm 
Unfortunately, trade outposts and fisheries require manipulation of water which is outside the scope of my knowledge (for now...). As an alternative, I've been designing a bigger village start (around 30 families) along with the resources required for the buildings that are more difficult to setup generically.