Banished

Banished

Banished PLUS
Zen  [developer] 25 Nov, 2014 @ 1:59pm
Version 2.2 change log
This will be last update for next couple days. i need to rest and test some new things I planned for Version 3.

Before I start writing what is in Version 2.2 I need to mention couple things:

1. This is game... You should enjoy and relax playing it, not judge everything not made as you wish to be.

2. Your people in game... They are BANISHED. Not stupid, not lost not in any specific time. Yes... All in game looks like they are in middle of 17th century... But think again. Would it looks different if you banish today (2014) group of people on some distant place... Some island where only one merchant comes and bring to trade only basic things. So they start with some tools and resources around them (wood, stone, iron...). Don't be so much against idea that they can dig land and build barn which is half in mountain. i said they are not stupid :)

Why this text above? Because I saw too many people ready to judge what modders do because they imagine game different. If you don't like someone's idea you can build your own mod, and publish it... I will first come to congratulate you on your work, and I think I'm not alone.

So let's see what is in this mod. I won't write what is different from previous versions, I will list all from begging (if I don't forgot something)...
Read this below like you read it first time. Forget whatever you know about this mod from past.

1. BUILDINGS
- All default buildings are more suitable for placement. You can now build barn half buried in mountain for example.
- Mines and quarries are unlimited and destroyable. You can destroy them and build something else on same spot. No more ugly holes. They also have lesser radius of negative impact (happiness)
- Storage barn... larger capacity, can store wood, iron and coal. Slightly more expensive.
- Storage yards... Increased capacity and size. As I mention before you can build them on hills like all other buildings.
- Trading ports... Increased capacity.
- Fishing dock... Increased radius greater yield.
- Forester and Gatherer... Increased radius and you can put more workers.
- Hunter lodge... Increased radius. More deers can be hunt per season.
- Herbalist... Increased radius.
- Cutter Yard (Woodcutter)... More workers (up to 3)
- Chapel... If you manage to build town with 100.001 citizen... you will need to build one more Chapel for that one citizen. Otherwise you need only one.
- Graveyard... Can be bigger than 20x20.
- School... Can have up to 32 students and 2 teachers.
- Tailor.. You can put 2 workers.
- Blacksmith (Tool maker)... Up to 2 workers and can produce Charcoal (coal) from 10 logs.
- Stone Houses... Can hold one family of 6 people.
- Market... Increased radius and capacity.

2. NATURE
- Trees (Forest, Oak and Pine) live longer, mature faster.
- Deer population is increased. No fear that your people will hunt all of them to extinction.
- Mushrooms are also protein not only vegetable.
- Berries give greater yield. No fear to brew some ale from them.

3. RESOURCES
- Wood, Stone, Iron, Leather, Fish all give bigger Yield if your people is educated.
- Crop Fields, Orchards and Pastures can be larger and have more workers. Do not overestimate your workers if you build too big field or orchard your workers won't be able to harvest all crops before temperature drop below zero. Don't blame me for your greed.

ALSO VERY IMPORTANT about fields. I read that some people have "bug" that only one worker work on field even if you put there 30 of them. I tried, tested, tested on other computer, tested with friends. NOT even one time we manage to produce that "bug".
So if you have that bug... better ask yourself... "Do I fell lucky?".
CHECK your other mods, check your game installation, check everything on your side before you start blaming modders.

4. CITIZENS
- They are Faster, Stronger, they age 1 year per 1 calendar year (except in Banished PLUS Turbo version where that is 2.5 years for 1 calendar year).
- Kids are kids till age of 9. If you have School WITH teacher in it they become students.
- If you didn't build school or school is empty by any reason (death of teacher) kids will become uneducated laborers at age of 9 and same rule is applied for students.
- When someone become laborer (at age of 9 or age of 13 after finished school) he will try to move to empty house nearest to his work. Until age of 16 he can't be married so she/he will live alone in that house. He/She will also live alone if he/she can't find partner of opposite gender. They can have child after age of 17 till age of 46. Female citizens CAN have child after 17 even if they live alone (ask neighbor for help).

5.NOMADS AND TRADERS
- Nomads will arrive even in ghost town (0 population).
- Traders offer more different goods and buy more. They also visit you more often.

Well that will be all if I didn't forgot something. But if I did forgot it that couldn't be so important :)

Now to mention something about compatibility...
Game will warn you about conflict with some mods (like CC Maple Harpoon) but you can use both without fear. They will work together you just need to decide load order in mod section.

That's all for now... have fun and enjoy.
Last edited by Zen; 25 Nov, 2014 @ 7:42pm
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Showing 1-15 of 41 comments
PopeOfDope 25 Nov, 2014 @ 2:19pm 
"Female citizens CAN have child after 17 even if they live alone (ask neighbor for help)." Died after reading this.
Lamerak 25 Nov, 2014 @ 2:23pm 
You arent a native english speaker are you
Zen  [developer] 25 Nov, 2014 @ 2:43pm 
No I'm not... sorry but English isn't my native language. But You can't say that you didn't understand what is written... right?
Big Mike 25 Nov, 2014 @ 2:55pm 
Does the citizen changes affect how many houses I'm going to need to build or how far apart, in comparison to the standard game?

Aside from that one question, everything else looks solid. Really looking forward to trying it out!
Last edited by Big Mike; 25 Nov, 2014 @ 3:00pm
Zen  [developer] 25 Nov, 2014 @ 3:15pm 
No they will do same as they do in vanilla game. The only change which include houses and citizens is that stone house can hold 6 people instead 5
Last edited by Zen; 25 Nov, 2014 @ 3:16pm
Athos 25 Nov, 2014 @ 7:00pm 
Thanks Zen, great update :D:
Joker 25 Nov, 2014 @ 7:32pm 
Your English is impressive! Your modding even better. You are amazing!
Last edited by Joker; 25 Nov, 2014 @ 7:32pm
Zen  [developer] 25 Nov, 2014 @ 7:44pm 
Thanks I hope that my English is understandable... If not... well nothing is perfect, but I will try to be better (in the future) :)
Originally posted by Zen Industries:
Thanks I hope that my English is understandable... If not... well nothing is perfect, but I will try to be better (in the future) :)
It's not that it's unreadable or bad English, it's just the way you word some of your sentences that gives away the fact that English isn't your native language.
Cu Sidhe 25 Nov, 2014 @ 9:44pm 
First of all great mod. I am having a problem now though that causes a crash for some reason. I've discovered that since the update that I will crash as soon as a trader arrives at my dock. I beleive that it is causing the crash because I've watched and looked for some indication as to what causes the crash and that is the only thing that I have found. It happens just as soon as the game is supposed to tell me that a trader has arrived. I am using CC Maple Harpoon as well.

EDIT: Further investigation has proved to me that any interaction with the trading post crashes the game. I cannot even click it without crashing.
Last edited by Cu Sidhe; 25 Nov, 2014 @ 10:29pm
Zen  [developer] 26 Nov, 2014 @ 3:42am 
Originally posted by Lord Hawk the Red:
First of all great mod. I am having a problem now though that causes a crash for some reason. I've discovered that since the update that I will crash as soon as a trader arrives at my dock. I beleive that it is causing the crash because I've watched and looked for some indication as to what causes the crash and that is the only thing that I have found. It happens just as soon as the game is supposed to tell me that a trader has arrived. I am using CC Maple Harpoon as well.

EDIT: Further investigation has proved to me that any interaction with the trading post crashes the game. I cannot even click it without crashing.

Can you tell me is that save? If it is it won't work with my mod. Mod is pretty much changed from previous versions and will crush old saves 100%
You have only one option if you like to play that save. Disable my mod.
If you start new game I'm sure that you won't have any problems. I just played and tested... all go smoothly... no errors or crashes.

I play with following mods enabled:
- Banished+
- CC Maple Harpoon
- Flatten Terrain Tool
- No more rain
- Tombstone removal
- Colorful 2 floors little houses
- Debug menu
Last edited by Zen; 26 Nov, 2014 @ 3:42am
Freshly B 26 Nov, 2014 @ 9:08am 
Hi. First of all I think this is a great mod. I would like to touch on the farm bug. I myself have experienced this bug. I don't bring it up to cause defense, merely because I feel it is legitimate. I understand you tested and were unable to reproduce. I THINK this happens to saved games using an earlier mod rev. In my experience, after an update when I load a save it gives the warning that "the mod version has changed and unexpected results may occur." This may help reproduce the bug other users are seeing. Thanks for your work, what you've done makes a decent game into a pretty good game.
enhjester 26 Nov, 2014 @ 12:48pm 
@Whatitdo: I skimmed over the description and had to look back, thanks for bringing that to light...haha.

I will try this mod over my break.
Perito Criminal 26 Nov, 2014 @ 12:54pm 
Hey, hello and good job on this mod! It is so complete and interesting.
BUT, it has two little problems that i think you can simply solve:
First, i noticed, in comparison with other mods and even compared to the normal game that the population growth is lower in Plus mod. Also, i dunno why, many houses were empty with other houses full of people living in it. I noticed that my population started to grow (adults) when i reached 10 years playing (went from 14 to 18 adults on the city).
Also i got a little bug with the farm and the pasture deploying.
I created a farm but the first trader brought me cows. So i buldozzed the farm and built a pasture on the same spot. Then i found out better to cancel the pasture building to use the same spot to build a larger pasture and cancelled the first construction. When i came back to see the place, it had a pasture built, working and i was just unable to remove it by any way. Thus, there was another pasture, under construction, by the side of this one, that was occupying some of it space.. any idea?
Zen  [developer] 26 Nov, 2014 @ 1:32pm 
@Duke
Since in B+ and B+ Turbo speed of ageing people is reduced there is also reduced speed of growing population. In B+ speed of growth is 1:1 (1 age year per 1 calendar year), and in B+ Turbo is 1:2.5 (2.5 age year per 1 calendar year). In default banish is 1:4 or 5

Houses are empty because of couple reasons. First and most important is distance from work.
If there is a free spot in house near work place and worker is a "member" od family, he won't move to another house if that house isn't closer to his job. Solution... make all workers "laborer" for one month, than return them to their jobs, they will start to rearrange their "home places" and move whole families to closer houses. If your family is married one they will try to move to house which is in middle of their jobs, or they will try to switch job to closer place... (I hope you understand me... )

I will look at that problem with pastures asap
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