Banished

Banished

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Megamod - End game luxuries?
Were the various mod luxuries ever fixed so somebody could actually move them to tavern type buildings for consumption? That should be the ale wench but in original Banished the only luxury is produced inside the tavern anyway, so she lacks the code to fetch any luxuries, and no one else will either.

You can pour wealth into a smuggler's dock and create production chains for nice things, but they sit untouched on the ground.

I enjoy the early game too but I'd love to end a game in a state of decadence.
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Showing 1-5 of 5 comments
Vrayna 23 Jan @ 1:42pm 
The issue isn't exactly that they can't carry luxuries, but they tend to carry too much, so there's not enough storage room for them to bring the luxuries where they should be consumed. For places that both produce and use luxuries that's a big issue because usually a worker will fill the inventory space with ingredients and leave too little space for luxuries you might want to bring from somewhere else.
There's a few "consumption only" building both in the last CC (in themed sets if I recall correctly) and in MM to try and get around that problem.
Pong 24 Jan @ 8:09pm 
Thanks for the knowledgeable reply!

I last played about 5 years ago, both CC and MM; and my endgames always sadquit after brute force testing every means of having mod luxuries consumed. I even tried trapping ale wenches and others within a walled area with nothing but luxuries such as scotch and chocolate, various storages including mod Luxuries Cellar / Cart (?), and of course the different mod consumption buildings.

Are you saying you've personally seen a working solution to the problem? What exactly do I need to do?
Vrayna 25 Jan @ 8:02am 
What I've used as a "trick" was putting all the luxuries to a tradeport (I wasn't producing, just buying), and then lowering the amount allowed in the tradepost by very small amounts so the workers wouldn't try to carry the lmuxuries by bunches of 100. That allowed me to progressively send the stuff to a tavern.

In another CC town I had just the monastery producing some form of booze, and a small tavern for the consumption. That seemed to work too but if I remember right, that town also had no church kind of building.

In Banished, "happiness" never worked quite right. People only consume luxuries to raise that stat, in the same way they'll only consume herbs at the herbalist if their health is not at 5 hearts. So if you have a cemetery, a church, good food variety and not too many people living between mines, you have a happy town, where no one will feel like using the luxuries. That might be why nothing you were doing seemed to work : people simply had no wish to consume anything.

The easiest way to crush happiness would be to destroy (or not build) the cemetery. You could try that and see if people then go use the luxuries!
Last edited by Vrayna; 25 Jan @ 8:03am
Pong 26 Jan @ 11:03pm 
That's critical info that they only consume luxuries to repair happiness. As said, the new luxuries only entered late game - when happiness was probably maxed already. I'm gonna run with your suggestion, for a No Cemetery Challenge. They will feel voids in their hearts which only vices can fill!

Maybe exporting all the ale will create space in taverns for different luxuries? I'd like to automate as much as possible.

Last question: Is anyone besides ale wench able to haul luxuries to consumption buildings?
Vrayna 30 Jan @ 9:03am 
The Traders should be able to carry anything, anywhere the stuff can be stored. That should also apply to the weird fake barns (called wharehouses I think in CC?) that were made from the Trade Post code but designed to be placed on land, and staffed with a worker who brings specific stuff into the barn to protect the stuff from being taken by strangers.
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