Hrm, maybe they've addressed it with the addition of content. Mayhaps I'll give it another shot. These days I'm really scrounging for something that can hold my interest when I'm playing by myself.That said, I didn't have to repeat ships very often (something I remember @GasBandit mentioning being a problem) and every ship class has a very interesting and unique layout. I never felt bored of cutting ships.
To be clear, I'm about lvl 19 when I finish the story. Nowhere NEAR done with my debt or finishing the tug. And they did add a few ship types in the December 20th update (and maybe more, depending on when you last played).Hrm, maybe they've addressed it with the addition of content. Mayhaps I'll give it another shot. These days I'm really scrounging for something that can hold my interest when I'm playing by myself.
I last played march 2021, so there's probably been quite a bit since.To be clear, I'm about lvl 19 when I finish the story. Nowhere NEAR done with my debt or finishing the tug. And they did add a few ship types in the December 20th update (and maybe more, depending on when you last played).
That sounds more like the Sillicoids.GNN "The Terran have declared war on everyone."
I won an economic victory as themThat sounds more like the Sillicoids.
Usually the Klackons, for me.That sounds more like the Sillicoids.
In MoO2 it's everyone, when you let the Darloks play. Stupid spying assholes, making everyone turn on each other. Which is why I usually play as a custom race version of the Darloks, just so I don't have to put up with being framed all the time.Usually the Klackons, for me.
I usually play as a custom race version of the Silicoids because you can never make deals with them, which means they often start attacking early.In MoO2 it's everyone, when you let the Darloks play. Stupid spying assholes, making everyone turn on each other. Which is why I usually play as a custom race version of the Darloks, just so I don't have to put up with being framed all the time.
Everybody's first (and sometimes second) village dies in horrible misery in Banished. It's very unforgiving of mistakes and too-rapid growth. Make sure you don't start by building more than 3 houses, and after that only build more houses at a rate of one per year, and only then when you have a demonstrable excess of food.I played Banished and it was sad. One house was freezing and people were dying of starvation even though I built a fishing dock, a gathering hut etc right away.
Frostpunk is one of those games that I think people need to talk about more. Yes, it's soul crushingly hard... at first... but the game grinding you to a pulp is part of the point. People are counting on you, you can't be a fuck up and you need to have a vision of what your city needs to be in order to survive what is coming. And when you pull through? Nothing is more satisfying. I've gearing up to go back to Frostpunk before Frostpunk 2 comes out (not that it has a date) and this might be the kick I needed to reinstall it.Once you get good at Banished and are ready for a TRULY soul-crushing city management sim, look up Frostpunk.
#THECITYMUSTSURVIVE
Y'know, I like city builder and economic sims and suchlike, and so often I see some modern (relatively speaking) similar game like these passing by, and I think, "hey ,that looks kinda good, and sure, viking village? Sounds like fun!" and then I read something like this and I remember why I don't play these and don't like them at all.it's soul crushingly hard... at first... but the game grinding you to a pulp is part of the point. People are counting on you, you can't be a fuck up and you need to have a vision [...] in order to survive what is coming.
You might like Northgard."hey ,that looks kinda good, and sure, viking village? Sounds like fun!" ... I just wished there were more, more forgiving games in a similar vein
I played last night for a while and our oldest helped. The Village of Turd Nugget (named by oldest) failed to thrive. I built the forestry hut etc way too far away and that caused issues in winter 1.Everybody's first (and sometimes second) village dies in horrible misery in Banished. It's very unforgiving of mistakes and too-rapid growth. Make sure you don't start by building more than 3 houses, and after that only build more houses at a rate of one per year, and only then when you have a demonstrable excess of food.
The early game trick is gathering, but it needs to be done in a dense forest for best results. Find a densely wooded area and build a forester, hunter, apothecary and gatherer hut in it. Gatherers operate year round and return the highest amount of food per worker if the forest is dense, so set the forester to plant but not cut. Next, start a max size farm (I think it is 15x15) and make sure it has 4 farmers on it. After harvest, Farmers will act like laborers until it's time to plant in spring again, so you can tag a large area to harvest wood and they'll spend all winter logging, and your woodcutter can make sure you have enough firewood from that.
Once you get good at Banished and are ready for a TRULY soul-crushing city management sim, look up Frostpunk.
#THECITYMUSTSURVIVE
Growth is a tough balancing act. You have to periodically check the houses to see how many 15 year olds (or older) are still living with their parents, and compare that with how many adults are getting to be over 50. When that ratio starts to tip toward the elders, it's time to build a house or two.I played last night for a while and our oldest helped. The Village of Turd Nugget (named by oldest) failed to thrive. I built the forestry hut etc way too far away and that caused issues in winter 1.
The village of Turd Nugget 2 is doing much better, but at year 10 suddenly I am without firewood. I also have people dying of old age, but the baby boom stopped. Likely as I don’t have spare homes. We have a silly amount of food though.
Like I said - Growth is a tough balancing act. And you want to avoid "baby booms" as much as possible because that just leads to mass death down the line. You need to smooth the growth curve - you don't want everybody dying at the same time, so you have to make sure lots new children aren't conceived simultaneously - and those 16 year olds will start having babies INSTANTLY as soon as they have their own house. That's why I usually never build more than one (or rarely two) houses per year, and then only when there is at least 20,000 excess food.TN3 was doing awesome and I built houses as you suggested and ran out of food. I thought I had tons available.
The village of Butterball is at year 10 and I have a whole second set of gathering/hunting going before the next round of houses.
A small question to the people that own a Switch, do you have any recommendations for JRPGS? Maybe in the vein of Final Fantasy Tactics?
I am planning to buy a Switch, but since the games are so expensive (Darn you Nintedo!!!) I have to be a little more picky.
There's also a demo available if you wanna give it a try
Triangle Strategy, from Square Enix, and directed by Tomoya Asano of Bravely Default and Octopath Traveler fame. Comes out on March 4th.
Thank you for sharing all of this. The village of Butterball is doing really well!Like I said - Growth is a tough balancing act. And you want to avoid "baby booms" as much as possible because that just leads to mass death down the line. You need to smooth the growth curve - you don't want everybody dying at the same time, so you have to make sure lots new children aren't conceived simultaneously - and those 16 year olds will start having babies INSTANTLY as soon as they have their own house. That's why I usually never build more than one (or rarely two) houses per year, and then only when there is at least 20,000 excess food.
Also, once you get going on farming a lot, bear in mind that - possibly counterintuitively - the time when your larders will be fullest will be in winter - because the harvests are in. The number you want to go off of is in mid-summer, when no harvests are in yet. That's where you measure your food surplus. So you may have 40k food in early winter and think "time to grow!" but that's a mistake. Rather, measure in summer before your first crop even comes in (and some crops like Beans will mature so fast that you'll actually harvest them in mid-late summer). So if you are scraping the bottom of the food barrel in mid summer, it's not safe to build houses that year.
One more thing - NEVER take in nomads. EVER, unless you have a MAJOR food surplus and two empty bunkhouses, as well as a completely unutilized hospital. They WILL infect your population with some plague or another. If you decide to ignore this advice, at least make sure to make a unique save of your game before you click to allow them to join.
Other misc tips -
Steel tools don't make work go faster than iron tools, they just last longer. So they merely reduce the number of blacksmiths you need and resources consumed, they don't make your other workers accomplish more, so that can be a slightly less critical upgrade. Still good to have, but maybe prioritize warm (leather+wool) clothes first. Warm clothes let workers work outside without having to go home to warm up for longer durations.
Always have at least 1, preferably 2 laborers in reserve. If a schoolteacher dies and you don't have a laborer waiting to take their place at the exact nanosecond they die, then all the students quit school and never go back, thus becoming uneducated workers for the rest of their lives.
Hunting is by far the least efficient-per-person food gathering profession. However, until you can get cows, it will be your only source of leather, so you'll need at least one until then.
The deer wandering the map are purely cosmetic and have no bearing on actual hunting. Hunting is like gathering - it just works better in dense forest.
DO NOT OVERLAP FISHING DOCKS' AREAS. It will reduce the amount of food each fisherman brings in.
Trading docks can be used as emergency food storage. When you think you have enough food to expand, build a trading dock first, and fill it with 1000 of every kind of food you generate for yourself. Then refill your normal stocks. Not only is this good for trading, but if you fuck up and food goes dry, you can then reduce the "desired" amount of food in your trading dock to 0 and the traders will put it back into the village stores.
Don't neglect roads. Even the basic road that requires no materials to make gives a noticeable improvement in travel time. ESPECIALLY to places like your herbologist/gatherer/etc clusters in the middle of forests.