How to play Banished? Simple tips. Banished Guide - general Banished tips on how to rotate buildings

Banished attracts with thoughtfulness in details, absence of bugs and perfect balance.

Here are some more helpful tips:

Do not expect a villager to immediately execute your orders. This is not starCraft.

The gatherers will collect twice as many mushrooms and berries if the forest is "old". Do not cut trees where you pick mushrooms and berries.

To send a villager on a long hike, he must be warmly dressed. Warm clothing, wool or sheep can be purchased from a merchant. Do not send the villagers for half the map to collect iron (Iron) - they will freeze to death.

When a merchant arrives at a trading post, do not forget to indicate the product that you would like to see next time (in the last tab - priorities). The merchants come from different cities. Some cities trade in seeds for new agricultural crops, some trade in livestock. The cattle dealer may not sail to you for a long time; it's random.

Traders do not buy all the goods in a row. If you fill up your trading post with meat, there is a high probability that the merchant with the goods you need is not buying meat.

Please note that different products have different trading "points". For example, one sheep is worth 600 points. One skin that a hunter gets is worth 10 points. So, 60 skins can be exchanged for one sheep. At the same time, a basket of berries costs one unit, so when exchanging a sheep for berries, the merchant will ask you for 600 units of this product.

If you buy one sheep, it will not be able to reproduce and will die.

In a large village, it will be very inconvenient for residents to go for new instruments. So as the size of the village grows, you will need more durable - steel tools, for which you also need coal.

Do not forget about the optimal route of your settlers. If a person has to go far to work, he will bring less benefit.

To preserve the health of the settlers, a herbalist must work in the village. In this place, I believe, the balance is upset - there are a lot of grasses in the forests, even in young forests, where a lumberjack cut down trees and planted new ones. The herbalist very quickly runs into the limit of herbal collection. However, the herbalist not only collects herbs - he also "sells" them. If the herbalist stops working, the collected herbs will not be consumed, and the inhabitants will not be healed; their health will decline even with the variety of food.

Oddly enough, the first-aid post does not sell collected herbs, does not heal residents with them, and does not help at all from "simple" sores. A first aid post is needed in case of emergencies.

It makes no sense to throw off the number of farmers for the winter. On their winter holidays, farmers help other workers move a load, say, a stone from a quarry to a warehouse.

Do not cut wood where you intend to build up. At the site of your new home, workers will cut down the forest and take it to storage automatically.

The market is used for the same as the barn. but unlike the barn: market workers evenly distribute food throughout the village, as needed - if there is a market in the sector, there is a demand for plums, but there are no plum trees nearby - market workers will bring cherries from a barn from another part of the village, automatically. Otherwise, people will themselves go for apples to another barn, where they are, through the whole village, reducing their productivity. The market also has significantly more cells for storing various goods than the barn.

Do not stand new homes if you are not ready to feed the crowds of hungry babies. Get efficiency from the people you have. Do not forget about the offspring, new houses are needed, but do not overdo it, otherwise you will not be able to cope with the growth of the village, and after 15 winters your settlers will begin to starve and die out. At the same time, the adult population, the "working hands", are dying out, leaving you crowds of hungry children who cannot yet be assigned a job.

Some agricultural crops will choke your barns to waste. For example, corn. But there are few useful vitamins in them. So that residents do not suffer from immunodeficiency, a varied diet is needed. At the same time, in some cases, you do not need to serve all possible and available agricultural crops. You can simply buy from, "sharpening" your village for the production of one group of goods. With the growth of the village, dependence on trade is inevitable.

It would be better if Banished came out under New Year... A small game, very small and intimate - a city-planning simulator on the scale of a village of colonialists. I want to take it, place it under a glass cover and sprinkle some glitter to make a Christmas ball. At the same time, the nature of Banished is nowhere more severe - and all because it does not originate fromSimcity or , as I think at the first meeting. Banished is rather the first successful heir .

Cave ancestors

Dwarf Fortress is one of those timeless games. Its first version was released in 2006, to this day it is in alpha status and is generally drawn using ASCII pseudo-graphics, that is, numbers, letters and many colorful icons, but this is not what interests us. Dwarf Fortress is a brutal gnome survival sim, renowned as one of the most challenging games in history thanks to its bottomless mechanics and the need to simultaneously monitor a myriad of factors, one of which will one day destroy the fortress.



Wooden houses are more profitable, but more wood is spent on heating them. In stone dwellings, the fuel efficiency is much higher. Yes, and fires do not like masonry. However, the weather loves to be capricious - it is thaw in the middle of winter, then snow in early autumn. If the crop is not harvested before the first snow, it is finished!

Banished, on the other hand, takes that idea, puts it in the form of a city-building simulator, and builds on this gameplay. We stop in the middle of a dense forest, under our command - several couples, in the bins - some wood, stone and food. From this meager set, you will have to build some kind of settlement and not let it disappear.

THIS IS CUTE: if you start the game on high difficulty, then instead of an already built barn and warehouse, you will only be given a cart with supplies - exactly the same as in Dwarf Fortress! Well, the details appearance we cannot indicate, but the situation itself (a bunch of travelers and their unprepossessing transport) leaves no doubt.

Crisis manager and other misfortunes

At Banished, our main and invaluable resource is people. The conditional goal is to build a large prosperous city. It is achieved by the correct distribution of efforts in several areas: the extraction of food, resources, the creation of tools and fuel, so as not to freeze in winter.

The entire production cycle is subject to the cycle of the seasons. In the spring we sow wheat and potatoes, in the fall we harvest, in the summer we prepare firewood so that when frost comes, residents can bask in hot stoves and fireplaces (in summer and spring, of course, fuel consumption is close to zero). Hence, a shift strategy of survival follows: in the summer, farmers look after the future harvest, and after mowing, they take up axes and pickaxes to get raw materials for construction.



Regardless of their profession and age, people wear the same clothes. And children are even weirder - look at the statistics of some girl, and she is 0 years old! Microcontrollers argue that one person is enough to manage large cultivated areas, who must be manually transferred from field to field, because crops grow without the participation of farmers.

The system of professions works here: with the arrows you increase or decrease the number of workers in a particular area. There was something similar in, but there subordinates received a specialty and did not change it, and in Banished, a fisherman easily becomes a hunter or a weaver. Even if he has been fishing all his life, there is no sense in this - yesterday's innkeeper will fish for crucian carp with the same return. Unless you went to school, this is the only way to improve efficiency.

The city of a thousand misfortunes

So, you built the first houses and sent the settlers to herd sheep and chop wood. Now - long years of waiting, to influence the growth rate is possible only with new dwellings, where matured kids will move from their parents. If young people are not evicted, they will not be able to have their offspring in a crowded house, they will be out of childbearing age - and the village will one day simply die out of old age. This is just one of the possible disasters.

The distance from factories to the warehouse is very important - too long a journey slows down the economy.

Suppose you take care of the newlyweds and help them escape from the grumpy old man. This means there will be a natural increase. In three to four years, with good governance, the population will double. What if you overestimate your farmers? Congratulations, the new harvest of zucchini was not enough even until the middle of winter, and the poor fellows are dying of hunger.

Let's say you have taken care of food, half of the population is poking around in the ground, the other half is running through the forest for game. You have not forgotten that every citizen needs a tool to work, otherwise labor productivity will drop by an order of magnitude? You have forged a safety stock of inventory, haven't you? No? Then watch how the blacksmith hysterically pounds on the anvil, not keeping up with the needs of the village, and the villagers pound one apple tree with a broken hoe for half an hour. If half of the inhabitants are left without tools, they will not have time to either harvest or fish - and that's it, meet the Rider on a black horse.

The barn is much more capacious than the warehouse - if you were able to fill it to the top, then the settlement will be in perfect order for at least a couple of years.

IT IS INTERESTING: one of the indicators of success among the population is the level of happiness. We did not manage to bring people to the handle, but in Dwarf Fortress the fortress could well fall from mass insanity. For example, the so-called "catostrophe" entered the legends: gnomes had a habit of being very upset if some fiend killed their cat. To be upset to the point of mass slaughter of those around them, whose relatives, in turn, were also upset and continued the bloody progression.

The longer a village has existed, the more misfortunes it will face. At one point, the ground deposits of stones and ore will run out - if there is no mine and quarry, then it’s gone. Hunters will wipe out the deer population - go for it. The soil will be depleted from annual crops - write it up. The house caught fire, there is no well - it was gone. They did not calculate the possibilities of the woodcutter and in the middle of winter they ran out of firewood - everyone froze to death. Absence external enemies(which were, say, in) and the creepy Forgotten Beasts, the main trouble in Dwarf Fortress, Banished compensates for with a long list of disasters following a single logistical error at the very beginning of the game.

In this field, Banished has surpassed The Settlers, SimCity, and Anno. The city building from Maxis should generally weep with shame! With their frenzied budget, the studio never created a sensible system for simulating the townspeople - the idiots had neither a permanent job nor a home. But Banished, assembled on the knee, can boast of real virtual people, with family, work and problems (only thoughts are missing, as in). The game also throws a serious challenge to the player - unlike the latest SimCity, where problems are created due to errors in the development, and not game mechanics.

Occam's razor

Banished only lacks variety. There are few buildings, few opportunities - only a lot of agricultural crops. Occupations and problems will not change hundreds of years after the village was founded, only the scale will change. Undoubtedly, the desire to grow a large and wealthy commune in itself sustains interest, but the moment of insight "what's next?" one day it will surely come.

You can buy seeds of different crops or cattle - chickens, for example - from visiting merchants at absurd prices. Diversity pleases residents and allows organizing crop rotation.

Although this drawback can be forgiven, because Banished was made by only one person - a programmer Luke Khodorovich ... He did not follow in the footsteps of Tarn Adams, who, obviously, was going to polish Dwarf Fortress until his old age, and still brought the development of Banished to a conditional completion.

Most of the claims are broken down about solo developer status. "The graphics are so-so", "there are few details", "the cows walk through the fence" - but how much can you do alone? Adams did, but for twelve years he has been living exclusively by one game and feeding on donations. Banished is not so ambitious as to spend decades of life on it.

* * *

And Banished, compared to Dwarf Fortress, is cute and begs to be handled like a kitten. While, in essence, it is much more severe than other city-building simulators: it is not enough just to build an effective commune, it is important not to let it die - and, of course, to play over and over again, learning useful lessons.

Note: This guide was written shortly after the game was released and is now outdated. Some of the above facts may not be correct. I have no desire, no time to test them. In other words: use at your own risk.

With some experience playing strategy and having lived at Banished for over 100 years, I think I have the right to write a list of tips for those who have just downloaded this game.
This manual hardly contains anything new that you will not find in the mass of others like it. Unfortunately, not everyone was present at one time at the English lessons, and therefore useful advice from English-language manuals will look like krakozyabs for them.
Stop, they won't be able to play this game at all.
I do not expect high marks, I just hope that this guide will help those who are taking their first steps on the path of an exile. If you find a mistake - do not hesitate to write about it. If you don't like it, feel free to dislike and write your own manual.

Oh yes.
Despite the fact that this is called "Quick Tips", there are quite a few letters here. Sorry for this little deception.

How to start playing Banished?

0 ... With the passage of training (Tutorials).

It is done surprisingly "right" in this game: you will not be exposed to any secrets of the game mechanics, and will not be loaded with an uninteresting plot. You will simply be shown which button is used for what. What to click to build a residential building or a fishing pier. How to assign workers to a building. How to trade. Nothing more.

1 ... We create a map for our first game.

Do not forget to select Celsius degrees in the settings first - by default, the game will read the temperature in Fahrenheit, which can be confusing.
Choose a large size (Terrain Size - "Large"). The type of terrain (Terrain Type) and climate (Clymate) are optional, but it is better to leave it as it is - the valley ("Valleys") and the temperate climate ("Fair"). Leave the Disasters "On". It will be much more boring without them. Do you want the game to throw you a challenge from time to time?
Select the difficulty ("Hard"). This only affects the initial conditions (the number of people and resources pre-built for them at home). The other two are less fun to start with. You won't feel survival.

2 ... The map was generated.

We immediately pause and look around. We choose one direction in which a large forest grows: for the first time we will not build anything there except for buildings connected with this forest. In the end, this forest will have to be cut down anyway. Your city will expand and the "green belt" will move to the edges of the map.

Successful city

1 ... Radii or ring buildings?

It all depends on the landscape that has been generated for you. If you are squeezed on one side by a river / lake, and on the other - by mountains, it may make sense to build along the river, but if the landscape is too difficult, it is easier to start all over again. Sometimes you may need to restart the card more than once. a random number generator may well throw you on a tiny island in a huge lake or into a crater in the middle of impenetrable mountains. Try to get as large and level as possible near your spawn location. The mountains and lakes, of course, are beautiful, but in the future you will understand why it was so important.
I recommend building the city as "round" as possible, alternating residential quarters with industrial buildings and fields / gardens / warehouses. This will make it much easier for residents to get to their jobs. You wouldn't want to stomp all morning to work on the other side of town, would you?

2 ... The most necessary thing.

Mark out a small area for the warehouse (Stock Pile). Send a group of townspeople to clear a small area near the starting area from trees, stones and iron ore. Your city will develop in that direction. In the nearest forest (in the opposite direction) we build the houses of foresters (Forester Lodge) and collectors (Gatherers Hut). They will provide you with food and logs for the first time. We build a woodcutter's hut (Wood Cutter), which will make firewood (Firewood) from logs and will not let you die of cold in the first winter.
Were you in time before winter? Fine. From now on, your further development in your hands.

3 ... Priorities for construction.

Regardless of the conditions in which you are playing, whether you are starting the game or trying to recover from a disaster, try to proceed in the following order:

  • Provide food for the population.
  • Provide houses for the population.
  • Provide the population with firewood.
  • Provide clothing to the population.
  • Build a School House.
  • Provide the population with tools.
  • Build a Market.
  • Build the Town Hall.
  • All the rest.

4 ... Subtleties.

  • First at home, then roads. Plan your city in advance. From the very beginning you should have a rough idea of ​​where and what you will have.
  • You can sketch out some plan of the city in advance, marking the location of the most important buildings, and then pause their construction (small button to the right of the building progress bar in the hint window to it). Construction can be continued at any time when you need it.
  • The Increase Priority tool (Tools and Reports> Increase Priority) is one of the most useful tools in the game, allowing you to draw the attention of residents to a specific area and do the work there first. Remember to use it when needed.
  • Keep track of the resource limits set for your inhabitants, and periodically shift them up. The original 5000 food limit is very little. Residents will not produce more resources when the limit is reached, which, in the case of food, can turn into hunger for you.
  • Foresters can independently collect stones and iron ore in their radius of work and plant new trees in their place, but if there are free hands in the city, it is better to help them with this.
  • Avoid crossing the zones of influence of foresters and herbalists. Herbs needed by herbalists only grow under old trees. Foresters cut down old trees.
  • Gatherers do not care under which trees to pick their mushrooms and berries. Their hut can be safely built next to the foresters' house.
  • Do not set up orchards near foresters' houses. Foresters will cut down mature fruit trees.
  • Deer herds always try to keep their distance from your city. It is not necessary to build anything near the Hunting Cabin.
  • Once you have selected all the stone and all the iron ore from the surrounding forests, it makes sense to build a mine and a quarry. Sending villagers on long hikes to the edge of the map is a bad idea, especially in the run-up to winter.
  • Building a Hospital is not a reason to abandon herbalists. Oddly enough, these are different things: herbalists contribute to the maintenance of health (Health) of the inhabitants (red hearts). The hospital only heals diseases (displayed as a yellow skull icon in the tooltip), and disease outbreaks are extremely rare. If you are limited in the number of free residents, there is no point in having a "duty" doctor.
  • Build a school as soon as possible. Educated residents grow up later (at 16-17), but they work better and are less likely to die in an accident at work. The uneducated become "adults" at the age of 10 and immediately begin unloading wagons building houses and digging stones (child labor at its best).
    Uneducated residents = bad.
  • At the very beginning, build a few wooden houses for your first inhabitants, but then build stone houses as soon as possible. Stone houses use 1/3 less firewood in winter.
  • Wouldn't you like to eat only fish and berries all the time? Feed the villagers as many types of food as possible. They will be both healthier and more fun.
  • The Market serves for the centralized storage of all types of resources, so that residents do not have to wander around the city in search of a lumberjack's house and a barn with apples stored there. It is reasonable to locate both residential areas and industrial buildings in or near the market influence zone. Remember that market! = Warehouse, you will still need the latter.
  • The Town Hall provides you with tons of useful information, schedules and nomads. Should be built as soon as possible.
  • Roads are great if they don't go through the forest. There is little point in building a road to the foresters and pickers: you simply deprive them of a few cages on which trees and bushes with berries could grow.
  • Stone roads are even better if they follow important routes. It makes no sense to make every street stone, unless you have a steady flow of resources that allows you to buy stones from pack merchants.
  • Don't build tunnels just because they're funny, at least at first. Their construction consumes a huge amount of stone (logic?), Which could be spent on something much more useful. The mountain is easier to get around. Build only if there is absolutely no way around, or if you are rich and you have nothing to do.

Social aspect

1 ... What makes people happy and sad?

  • Residents love to drink! Alcohol (Ale) in the presence of taverns (Tavern) allows them to remain "tipsy" for a long time.
    All types of alcohol are the same, no matter what you make it from. Most efficiently comes from Wheat, which is also a food product, so just try to have more wheat fields than any other vegetable field.
  • Residents like it when the deceased has somewhere to bury. Keep track of the number of free places in the cemeteries (Cemetery), build new ones with the expansion of the city. Graves in cemeteries disappear about 20 years after they appear, so you don't have to end up building up the whole area with cemeteries. If the city develops harmoniously, there will always be enough free space for graves.
  • If there is nowhere to bury the deceased, the mood of his relatives will drop to zero (half of one star).
  • Residents are pleased with weddings and births of children (applies only to a specific family).
  • The inhabitants are delighted with churches (Chapel), wells (Well), markets (Market) and trading posts (Trading Post). This information was provided by the developer, but it is not entirely clear whether this applies to the nearest or all residents at once.
  • Residents do not like to live near mines (Mine) and quarries (Quarry). At least that's what they say in other guides. Mine don't seem to care.
  • Residents are afraid of too many deaths in a row in the city.
  • The mood of the inhabitants is greatly reduced if they suffer from hunger, even more if they die.
  • A resident working, having a satisfying meal and living in a warm house, in the absence of other factors, will always be "happy" (five gold stars).

2 ... Briefly about demography.

  • The people want and will multiply as long as there is free space in the houses (5 places per house).
  • Women can give birth up to 45 years old; men provide their offspring for their entire life.
  • The people prefer to occupy full-fledged houses, and not temporary (Boarding House), the latter will be abandoned at the first opportunity.
  • If there are few free houses in the city, then sometimes different families can unite into one, for example, a lone widow with children can move to a lone widower, but it is impossible to spur residents to this other than by reducing the number of vacant houses.
  • However, it is noticed that if one of the spouses dies differently than from old age, his partner remains alone until the end of his days. Maybe a bug, but maybe a feature.
  • Don't build too many houses. Residents will prefer to live alone and will not start families if there are many vacant houses in the city.
  • The residents seem to have a peculiar concept of love. They do not complex about starting a family with any available partner of the opposite sex, even if he / she is 20-30 years older than them, but if it is possible - the family will be created with a "fresh" partner, not a widow / widower.
  • The normal number of children in a city is about a quarter of the number of adults. If there are more or less children, you are doing something wrong and this risks turning into big problems for you.
  • Nomads are bad. Not always, definitely. In certain rare cases - for example, after a catastrophe that mowed down half of the population, you may critically need working hands and fresh blood. However, all nomads are uneducated, which means they will work poorly, in addition, among them there is almost certainly a carrier of some kind of infection (it is not scary in itself if there is a hospital in the city, but a sick resident temporarily stops working, and if he is not cured, it is more likely everything, infect others and die). In addition, do not forget that nomads are also hungry mouths, and if you accept a large group, you risk unexpectedly learning on your own skin what a lack of food is.
    In general, if all is well with you, do not accept nomads.

3 ... Deaths, their warning.

  • Death from aging should be the most common in your city. This is normal and it does not upset the residents, if, of course, there is a place to bury the deceased.
  • From time to time, women may die during childbirth. This is sad, because both the mother and the child die, and the unhappy husband remains a widower. However, there is always a chance for him to find a new wife.
  • Also, from time to time, residents may die from an accident while working. Most often this occurs among masons ("was crushed by a stone"), in second place in mortality are hunters and miners ("was raised on the tusks by a wild boar" and "was crushed by the collapse of a cave"), on the third - shepherds, woodcutters and blacksmiths (" was trampled by cattle "," crushed by a fallen tree "and" melted by hot metal "). A sloppy builder can "die if he falls from a ladder." The teacher can "go insane and be banished" (perhaps the rarest and most original "death"). School education helps to significantly reduce the number of accidents, but does not completely eliminate them.
  • Death from hunger occurs if the resident does not have food in the house, or you sent him on a long journey to the edge of the map, where he managed to get hungry and did not manage to get home. Residents will not take food from other people's homes. They also showed an extreme degree of stupidity in the presence of food in the nearest warehouse or in their inventory.
  • Death from the cold is an extremely rare occurrence, because in your city you should always have at least one dwelling house warmed by firewood, where the frozen residents will come to warm up. Of course, it is better to keep all the houses warm, and to wear the best possible clothing (allowing them to stay "warm" longer).
  • Sometimes residents die of a "weak heart", what this means and how to prevent it is unknown.
  • Death by tornado it is impossible to avoid. There were no deaths from the fire.

4 ... A little more about your residents.

  • They are smart enough to find work on their own as close to home as possible.
  • They are smart enough to swap jobs with other residents, thus providing themselves workplace close to home.
  • They are smart enough to do simple things like building roads or clearing the area when their basic services are not required (like cultivating fields in winter or producing when the maximum goods are reached).
  • They are smart enough to dynamically change their route and task list (for example, as soon as you mark a new road, the nearest unoccupied residents, regardless of where they went before, will go to build it).

Resources and trade

1 ... The Most Important Rule.

Overproduction> Underproduction. Well-fed residents> starving residents. Healthy residents> residents suffering from a shortage of medicinal herbs. Scads and markets clogged with food and goods are> empty and filling only during the harvest season.

2 ... Food.

  • Each well-placed and fully processed food source can produce up to 1400 units of food per year (average income would be in the region of 1000-1200). Pickers of berries and mushrooms (Gatherers) can bring up to 2800 units per year.
  • Crop Fields are the best food source in my opinion.
  • Collectors will provide you with 4 types of products at once, but each of them will be a little bit and for them the forest in their radius of work is important, which greatly reduces their profitability.
  • Hunting is good because, in addition to meat, it brings leather for tailoring, but hunter houses (Hunting Cabin) should be built in deep forests away from the city, otherwise the annual flow of food and skins will be quite low.
  • Fishing is good when the Fishing Dock is located in such a way that the maximum possible number of water cells are within its radius - this directly affects the number of fish caught.
  • Pastures are mainly needed for the production of wool and leather. They are a good and stable source of food, but still not enough.
  • Chickens are terrible. Yes, they are cheap and give two whole types of products - chicken and eggs, but there will be very few of them, and the chicken coop itself is the most noisy the building is in the game.
  • Orchards are poor. At first, the trees need about two years to grow, after the flow of food will be inconsistent, because some trees will die and new ones will be planted in their place.
  • Set up gardens and chicken coops just to increase the number of food types in the city. Do not plant gardens or leave chickens in pasture if there is a choice between a garden and a field for vegetables and other animals besides chickens.
  • However, you can always use the garden as an emergency source of timber, and they are simply beautiful.

3 ... Manufacturing subtleties.

  • Don't make too much alcohol. Its stocks do not help you in any way, it is extremely unprofitable to sell them (1 barrel of alcohol = 100 units of raw materials), and residents can rejoice for other reasons. Limit it to, say, 25 units.
  • It makes no sense to keep 5 farmers on a large field, although the game provides such an opportunity. If a food warehouse is located nearby, 4 farmers will have enough time to harvest the crop before winter. Perhaps even three will be enough.
  • Most of the vegetables are thermophilic and die at the first frost. Wheat (Wheat) can withstand temperatures down to -1 Celsius, squash (Squash) - up to -4.
  • Animals in the pastures continue to breed even if there is no shepherd there, but the process will go much slower.
  • Although the game allows for this possibility, you never need to have more than one Herbalist per herbalist hut.
  • There is no point in making Steel Tools. Iron Tools are enough for the residents. There is no difference in efficiency, the difference in strength is only two times, the difference in resource consumption for coal mining (Coal) is significant, besides, stupid residents will all the time try to use coal as firewood in their homes.
  • It is advisable not to limit the limit of logged firewood (set it to several thousand), so you will always have a lot of goods for sale (next item), and residents are not threatened with death from the cold. The main thing is that you always have enough free wood (Logs).

4 ... Trade issues.

  • Never sell stone, coal, iron or tools, except in the most extreme cases at the beginning of the game (for example, to get seeds). You will not be able to replenish these resources, in the end they will run out, even in 100 or 200 years.
  • Good goods for barter trade with merchants are firewood (Firewood, cost - 4 per unit), meat (Venison, Mutton or Beef - respectively, venison, lamb and beef, cost - 3 / unit) and clothing (Warm Coats - 20 / units, Leather and Wool 15 each). In general, everything that you can fill in one way or another.
  • It is enough to buy 1 seed to sow the whole map with it, despite the fact that merchants sometimes bring several copies of one type of seeds.
  • Do not fill the trading post with goods that you want to sell by more than half - otherwise, you may suddenly not have a place for the purchased goods, which is especially unpleasant if you turn on auto-purchase.
  • There is a serious drawback associated with merchants, from the excessive use of which I recommend refraining: as soon as the merchant appears in your city, but has not yet reached the trading post, you can save the game, after which each time you load this save, the merchant will be different and have with you a different set of goods. Thus, you can get the desired merchant. Recommend. Refrain.
  • You can order merchants the goods you need, but keep in mind that they will cost more than usual. Otherwise, merchants bring a random set of goods.
  • If you ordered at least one item to the merchant, only this item and no other goods will be delivered.
  • If you ordered four or more items to the merchant, only two or three items will be delivered, randomly selected from the list of orders; less often - all ordered items, but in very small quantities.
  • After the construction of your first trading post, you may have to wait more than one season before the first merchant visits you. The larger your city, the more often merchants come and the more goods they bring with them.
  • As a rule, it makes no sense to keep more than 4-5 workers on trading posts.

Troubles on your head

1 ... Hunger.

Keep track of your annual food production through the Town Hall statistics: Production tab, Food column, Used (1yrs) columns, and "Prodused (1yrs)" If the latter is less than the first, break up additional fields as soon as possible and assign people with lower priority professions to work for them, if there are no free hands in the city. Try to control the population. Do not accept large groups of nomads (or better not at all).

2 ... Population aging.

Don't build new houses just to build new houses. This will lead to the formation of a large number of young families who will have children, which can ultimately lead to problem number 1. If after that you reduce the pace of housing construction, grown-up children will have nowhere to go from their parents, which will lead to a sharp decrease in the number of children, and the old people, meanwhile, will begin to die of old age. You can lose more than half of the population in such a way that it can force you to accept a small group of nomads or close one of the schools, releasing ignoramuses who are ready to work and reproduce (both are terrible, but acceptable in crisis conditions). The only way to avoid is to develop harmoniously. Always keep an eye on the average age of residents, children (excluding students) should be about 25% of the number of adults.
When the whole map is mastered and there is nowhere else to develop the city, such situations, unfortunately, will become the norm.

3 ... Diseases.

Appear when "disasters" are enabled at the beginning of the game. They are extremely rare and practically safe in the current realities (I have never had deaths from diseases; I do not exclude, however, that I am lucky). They are brought into the city if there is a trading post in it, as well as by nomads (among a large group, it is almost guaranteed that there will be at least one sick person). Patients are treated in a hospital, one per city is enough.

4 ... Diseases of livestock and plants.

Appear when "disasters" are enabled at the beginning of the game. Sometimes it can occur in a certain pasture or in a garden / field (the more there are, the greater the risk). If there is a similar pasture, garden or field nearby, the disease can spread to it. In the case of vegetables and fruit trees, you can simply wait until the disease passes - the loss of a crop from one field is unlikely to result in starvation for you. Diseases of animals are much more dangerous, but in the case of them, a trick works that requires only free space on the map: build a new pasture that can accept all the "sick" animals and move them all there (click "Empty" in the infected pasture). All animals will be miraculously healed. You can leave it there, or transfer it back, and destroy the unnecessary pasture. If there is a problem with the free space, you will have to say goodbye to the whole herd. Residents do not know how to isolate and kill only infected animals, so manually order the herd to be slaughtered - so you, at least, will have time to get at least some benefit from them; the animals left to their own devices will simply disappear without giving any meat or skins. If possible, do not place gardens, fields and pastures in large groups to avoid killing all crops and all animals. Oddly enough, the consumption of "contaminated" food is absolutely safe for the stomachs of residents, perhaps in the next patches this will be fixed.

5 ... Fires.

Appear when "disasters" are enabled at the beginning of the game. Try not to build up your city too tightly, alternate residential areas with gardens / fields (do not burn, oddly enough), put a well on at least each group of 10-15 buildings. Wells have shown their low efficiency in a real fire, but at least they will help to keep the spread of fire if extinguishing is started from the outermost burning buildings. The increase priority tool (Tools and Reports → Increase Priority) works well for extinguishing a specific building.

6 . Tornado.

Appear when "disasters" are enabled at the beginning of the game. There is nothing you can do about it. It remains only to watch how the merciless elements carry away the houses and residents.
However, you can always load the nearest save and hope that the tornado does not spawn, or spawns somewhere on the outskirts of the map. It is also rumored that tornadoes sometimes bug and do not appear, despite the pop-up report.

7 ... Known bugs.

  • If you draw a road under a resource (wood, stone, mushroom, etc.), you cannot cancel the construction of this road cell. You will have to collect this resource and build a road in its place, and then destroy it if you so need.
  • Sometimes residents get stuck behind buildings located next to the river, in the event that there are several empty cells between the river and the building, which are virtually impossible to get to, where they die of hunger. How they get there I do not know. Fortunately, this rarely happens.
  • The game can crash if you build a tunnel more than 40 cells long.
  • The achievement "Firefighter" currently contains a description error: instead of 20 Wells, 40 must be built to complete it.

What is the main guarantee of a successful and prosperous settlement? Undoubtedly, the success or failure of any enterprise is determined by many factors, the life of the settlement in Banished is no exception. So how do you still play Banished so that residents do not die in jambs in the first winter? There are very simple tips that will allow you to survive and even develop your settlement.

And so, the first. Housing should only be made of stone... Despite the fact that a wooden house requires much less resources, it is necessary to build exclusively stone houses. There are several reasons for this. Stone houses require less firewood to maintain a normal level of heat, which means you need to worry less about logging, which means there are more free hands. And of course, stone buildings are much less affected by fires.

Second. It's corny but simple There is never too much food... Set the maximum food collection limit, 500 thousand. Why? It's simple, food doesn't spoil, and lean years can happen all the time. Better to have more food in the bins for a rainy day.

Third. And again commonplace do not create unnecessary workers... If you don't have fields, don't make farmers. If you don't have foundations, don't make builders. Etc!

Fourth. Build warehouses and barns as often as possible... It is worth explaining here. If you haven't noticed yet, people take, and they also add food and other resources to (from) the nearest warehouses (barns). Thus, if a food barn is too far from a resident's home, he may start starving even if there is a lot of food in the city as a whole.

Fifth. Coming out of the previous plan the development of the village... Do not rely on chance and "then rebuild", build for centuries now. Plan the paths of movement of resources and provisions in such a way that all residents have access to food as soon as possible.

Sixth. And in pursuit of the previous point, use the markets... The market is a completely unique building. How does he work? Very simple. Without a market, residents pull into their homes all the food, coal and firewood that they can reach. The bad thing about this is that someone may not have enough ... The market, within its radius of action, establishes a kind of communism, giving out to residents exactly as much as they need and not a gram more.

The market will help establish "communism" in the settlement.

Seventh. Churches and alcohol are too overwhelmed... The production of alcohol requires a huge expenditure of food and therefore the decision to start production must be balanced, otherwise hunger. The church only increases the level of happiness, however, even without it, it is possible to raise the level of contentment quite high.

Eighth. Food is good, but varied food is even better... And even more, if one or two products predominate in the diet of your settlement, you are doomed to rule sick and stunted people.

Banished attracts with thoughtfulness in details, absence of bugs and perfect balance.

Here are some more helpful tips:

Do not expect a villager to immediately execute your orders. This is not starCraft.

The gatherers will collect twice as many mushrooms and berries if the forest is "old". Do not cut trees where you pick mushrooms and berries.

To send a villager on a long hike, he must be warmly dressed. Warm clothing, wool or sheep can be purchased from a merchant. Do not send the villagers for half the map to collect iron (Iron) - they will freeze to death.

When a merchant arrives at a trading post, do not forget to indicate the product that you would like to see next time (in the last tab - priorities). The merchants come from different cities. Some cities trade in seeds for new agricultural crops, some trade in livestock. The cattle dealer may not sail to you for a long time; it's random.

Traders do not buy all the goods in a row. If you fill up your trading post with meat, there is a high probability that the merchant with the goods you need is not buying meat.

Please note that different products have different trading "points". For example, one sheep is worth 600 points. One skin that a hunter gets is worth 10 points. So, 60 skins can be exchanged for one sheep. At the same time, a basket of berries costs one unit, so when exchanging a sheep for berries, the merchant will ask you for 600 units of this product.

If you buy one sheep, it will not be able to reproduce and will die.

In a large village, it will be very inconvenient for residents to go for new instruments. So as the size of the village grows, you will need more durable - steel tools, for which you also need coal.

Do not forget about the optimal route of your settlers. If a person has to go far to work, he will bring less benefit.

To preserve the health of the settlers, a herbalist must work in the village. In this place, I believe, the balance is upset - there are a lot of grasses in the forests, even in young forests, where a lumberjack cut down trees and planted new ones. The herbalist very quickly runs into the limit of herbal collection. However, the herbalist not only collects herbs - he also "sells" them. If the herbalist stops working, the collected herbs will not be consumed, and the inhabitants will not be healed; their health will decline even with the variety of food.

Oddly enough, the first-aid post does not sell collected herbs, does not heal residents with them, and does not help at all from "simple" sores. A first aid post is needed in case of emergencies.

It makes no sense to throw off the number of farmers for the winter. On their winter holidays, farmers help other workers move a load, say, a stone from a quarry to a warehouse.

Do not cut wood where you intend to build up. At the site of your new home, workers will cut down the forest and take it to storage automatically.

The market is used for the same as the barn. but unlike the barn: market workers evenly distribute food throughout the village, as needed - if there is a market in the sector, there is a demand for plums, but there are no plum trees nearby - market workers will bring cherries from a barn from another part of the village, automatically. Otherwise, people will themselves go for apples to another barn, where they are, through the whole village, reducing their productivity. The market also has significantly more cells for storing various goods than the barn.

Do not stand new homes if you are not ready to feed the crowds of hungry babies. Get efficiency from the people you have. Do not forget about the offspring, new houses are needed, but do not overdo it, otherwise you will not be able to cope with the growth of the village, and after 15 winters your settlers will begin to starve and die out. At the same time, the adult population, the "working hands", are dying out, leaving you crowds of hungry children who cannot yet be assigned a job.

Some agricultural crops will choke your barns to waste. For example, corn. But there are few useful vitamins in them. So that residents do not suffer from immunodeficiency, a varied diet is needed. At the same time, in some cases, you do not need to serve all possible and available agricultural crops. You can simply buy from, "sharpening" your village for the production of one group of goods. With the growth of the village, dependence on trade is inevitable.