Banished

Banished

More stuff to build. New ways to play.
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BobGrey 2 Oct, 2017 @ 6:08pm
New Mod Idea?
After playing this game with the Colonial Charter and New Medieval Town mods, along with the City Roads mod, I got an interesting idea:
This isea is based on how these two mods use a progression system in which you start your game using vanilla content, and as you gather more people and resources, you can expand into the new productions and buildings. This creates a sort of "technological progression."
Now, what about taking it to the next step?

What I came up with is an idea for mod that builds on Colonial Charter and Medieval Towns, and would add buildings for later eras, such as the Industrial Revolution, and even as far as the modern era!
What I think would be unique is if you start the game as vanilla, build up your town as usual, bring in some Medieval buildings, resources, and professions further into the game, then eventually progress to the Colonial era with the Colonial Charter mod, then continue toward the Industrial era. This would bring about new roads, such as rails. Later, as we advance closer to the modern era, we get resources, materials, and buildings needed to build motors, and then, motorized vehicles. This brings about new, modern roads. We can then advance into a faster-paced, fully modern, era.
Extreme-late-game would see cities with vast road and highway networks, tall highrises, and countless people.


Now, I have no idea how this game actually operates, in terms of the game engine, and I have no idea how to make a mod, I just came up with this idea while playing with other mods. What do you think of such an idea? Is it even possible for this game? How do you think it would look and handle? Have you ever had a similar idea for this, or another, game?
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Showing 1-2 of 2 comments
Elhavz 8 Jan, 2018 @ 2:40pm 
I don't know if it is possible but it sounds like a really good, well thought out idear.
Vrayna 9 Jan, 2018 @ 2:38am 
The problem with that is that there is no way to add any kind of scripted event or progressive unlocking of things in the game. Whatever a mod adds will always be available right from the start.

The only way to limit the progression would to lock some specific materials on special vendors that only show up at special trade posts (like CC adds trade posts just for farm stuff or building stuff).
You'd have to develop your town to a certain point to make the resources needed to build that Trade Post, and that in turn would bring you the next level of Building Materials. The fancy modern buildings would be visible in your build toolbar right from the start though.
It's something we thought about but decided it would feel too "clunky" to use. Iin the end we "locked" the more advanced buildings in CC by making them require "advanced" things like the Building Supplies and Homewares (or Military Supplies), meaning you need to have developped your town sufficiently to get to that level, unless you are lucky and can get the stuff from Traders.
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Showing 1-2 of 2 comments
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