Then I got a nice suggestion from Finland for new storage buildings and as a result, this loft storehouse was built. It is a traditional type of storehouse for clothes and things like that and with bedrooms in the attic. In summer, people spent their nights here, certainly to escape from the crowded main house, which was heated in winter but also used as a workplace and kitchen. In order to implement this feature in Banished, it will be a storage location for clothing, textiles and utensils including a small happiness radius. With the passage, it will be also interesting as a gatehouse for farmsteads.
About the suggestions and some image researching, I came up with the idea of a big but old storehouse. There were similar buildings in different designs and sizes with such floor constructions as a typical feature, on the one hand to keep animals away but certainly also for efficient storage. In Banished, this is a useful addition, as the brick barn is only available in late game and the various sheds or pit houses are small. This is the first draft, with open walkways left and right, which additionally supports the space-saving design. More variants can follow later.
Such a supply barn where you can define the amount of certain items to be stored is not possible. Or it is but people could not gather these resources anymore. It would be technically a trading post without arriving merchants. CC has something like this and it needs a players action to free the stuff. So not really useful to support production buildings or to organize a working goods traffic.
Specialized markets or suppliers who provide charcoal and iron are doable. Will think about it. You ask especially to support blacksmiths? Also and in most cases it is the best strategy to place connected production buildings close to each other. Just as it would be in real, clay pits around a brickyard for example.
Yes, logistics is a tricky business in Banished. Those small and specialized carts are nice to optimize it and if you are looking for a stand-alone mod compatible with the North, you can try DS Wagon Vendors from compatibility list and also available in Steam Workshop. To be placed below the North because it gets adapted to work there.
Evetything looks awesome, but I love the SketchUp look of new trading post.Will you also do it as a standalone,so we can use it as alternative to vanilla trading post? Did you maybe consider to add a part for animals?
Oh yes, which kind of grain granary supports?
Anyway,great work. Regards zak4862
Yes, it can be also stand-alone then. Trading posts are very much connected to the resource management of a mod but it can be just a simple design replacement of the vanilla model. Livestock will stay in this kind of barn building to the right with an open gate at the back, from where they start their walk to the pasture.
The granary can actively store rye and wheat (what my mills process). Passively everything flagged as grain can be stored as well. This way the miller puts his flour there and the mates carry it away. This mechanic is a bit experimental and I would like to hear from players how it works or when it makes problems.
Over the past few weeks, Banished has slowly become my preferred side game: the game I launch and keep running on the side (or in the background) while watching streams or chatting with friends. At first, I thought it was too easy of a city builder to keep my interest, but bumping the difficulty to Hard and trying to keep my town alive & thriving forced me to analyze its systems and see how it all works together. To break down my interest in the game (and encourage others to try it), I've decided to make a new town, play it for one year each day, and post what happens to this thread.
The first step of establishing Burgeto is choosing the settings and the seed. Note that you do not see the map the seed generates; you can play the same map again later, but otherwise you go into each map blind.
Here's my starting position. Notice I have a bit over a dozen people, 9 of which are old enough to work, and a Supply Cart. First order of business is to scan the surroundings and figure out what I want to build where.
I pop open the Minimap and zoom out to look around. We've started right next to the main river with a huge forest on the other side. On this side, several hills and a stream will hamper my town-building. There's plenty of hills I can mine, but where do I want to place them so they don't get in the way of my food-gathering and town-building?
Here's my long-term strategy: build the town on this side, slowly snaking around the various hills and streams. Keep the other side of the river pristine for lumber & food to feed my growing town. I'm still not sure where I'll put the quarries & mines, but they'll have to be out of the way; they reduce the happiness of nearby houses and permanently use up any space they're put on.
First, though, I need to make sure my town survives the first few years. Shelter & food are my first priorities. I'll need to worry about tools & clothing next year, but for now those can wait. I plant a few initial foundations and pause them so work doesn't start on them immediately; I'll activate them one at a time as I gather the necessary resources.
Starting from the left, I've placed a Fishing Docks and two Houses next to a Storage Site & Barn. A Woodcutter, Tailor, and Blacksmith have been placed next to the Storage Barn, followed by two other Houses and a Trading Post. (The Trading Post is important once you no longer have to worry about initial survival; it's the only way you can get seeds & livestock on Hard difficulty.) I've also plotted a bridge across the river to the vast forests on the other side; they'll be a vital source of wood & food.
My first problem is the greedy townsfolk: the moment their houses are built, they snatch up a stash of firewood & food. The 2 houses on the right got shafted on the firewood & food, hence the Cold & Hungry icons over them. I need to give them a surplus fast, else they'll starve or freeze to death while their neighbors stay warm & fed. (I don't know why the townsfolk won't share a bit of food with each other; maybe they were banished for ruthlessness?) I quickly built that Fishing Dock and prayed they'd get some food before they starved to death.
Luckily, they managed to get some fish during the winter and hold off starvation for a bit. By the next spring, our food stores are still nonexistant, and 7 of our 10 workers are trying to gather food (4 fishers, 3 hunters), which will severely hamper constructing other buildings. By next winter, we'll need a Tailor and a Blacksmith to replace the rapidly depleting clothes & tools. With luck, we'll also have a Gatherer's Hut to diversify our food. (If citizens only have 1-2 sources of food, they fall ill.) We've survived the first year, but we have even more goals to accomplish next year.
Can't wait to see how this goes. I am slightly excited for the sole fact you actually laid down dirt roads right off the bat and with a nice little tract home style. My only beef you started with Fishing in a not so great spot. =P
First order of business is to make a Gatherer's Hut, completing our initial food trinity of Fish, Venison, and Berries. (The more diversity in your citizens' diet, the healthier they are.) We're running low on the Wood & Stone necessary, though, which means more clearing: trees next to the town are slated for the saw, while the stone around the hunter's cabin is gathered up. (I want that area clear of stone once I build a Forester's Lodge there so they can plant more trees.)
Unfortunately, over 2/3rds of my citizens are now devoted to gathering food, so construction is going much slower than before. I need to get my food stockpile high enough that my houses won't starve because someone else took all the food. At this rate, I'll only be able to build 2-3 buildings a year... and those have to be manned as well, causing my available builders to drop further. At this point, I'm wondering if I can use witchcraft to make my children grow up faster.
Speaking of children, Banished has an interesting way of letting you control your population growth: only one couple per house can have children. Any additional adults past the first 2 in the house are considered grown children living with their parents; they can't reproduce until you build a new house for them. (That little detail led to me killing off my first town from old age.) I currently have 6 potential families, but only 4 houses. I could build more houses, but that means more food & firewood used; I'm not sure I have the supplies to handle that yet.
I build the Gatherer's Hut by summer and start on a Blacksmith to craft tools. I finally have a food surplus just before winter, but I have almost no building materials for other buildings, which is a problem. Our spare Tools & Clothing are nearly out, which will cause productivity to plummet once my citizens have to cut stone with their bare hands in their underwear. Luckily, my hunters have slaughtered countless deer this year; each leather can make one coat, so we should have enough clothes for everyone once the Tailor's up.
...Which doesn't happen this year. I manage to construct a Blacksmith, but he doesn't have any Wood or Iron to build tools with. All of those resources are going into building the Tailor's... but we're out of spare tools, which could become a problem really fast. Luckily, we have enough firewood & food stored for a year, but this is what the first decade of Banished feels like on Hard mode: a constant series of crises narrowly averted.
I would do the Herbalist before a school or trading post. You're already at almost 3 hearts and just 1 worker will net you enough medicine for 50 people and plenty to sell at the trading post once you build that. Build herbalist and then trading post.
Cool. I misread what you wrote. Then I would get him/her supplies before the Tailor. Having been in a situation where I didn't pay attention to the tool count, I can tell you that it is pretty bad and everything turns into a snails pace even at 10x speed.
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