Tag Archives: banished

the exiles of kimberon – year 3

<< Year 2

Year 3

We’re having a major lumber shortage. We also have to bring our housing level up to 8 before the year ends or I fail the challenge. If I can’t build two houses before the end of the year, well, yeah…

To that end, we are squandering all of the lumber we don’t have yet to build a very expensive bridge to The Land of Convenient Trees To Be Cut Down.

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I’m also going to selectively designate a dozen trees for manual clearing from our current forest. They’re probably getting older and are what the forester will start trimming anyway – that is once I allow him to start cutting trees instead of just planting.

Early summer, and the bridge still doesn’t quite have enough wood – but food supplies are way up. We have 1600 surplus, double what we’d ended the year with. Some of that is thanks to the butcher extending the value of our venison, but not much. The fishers are really knocking it out of the park – having almost matched their catch from the previous year (which, to be fair was a very incomplete year).

And blam. Mid-summer, we have a bridge, and can now safely cut all the trees.

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In celebration of this, I am going to build a two-story house to handle our growing population.
The ground floor costs 24 wood and 16 stone, while the upper floor costs 32 logs and 8 stone. This is more than the price of 5 shacks and almost 4x the price of vanilla wooden housing. But it’s permanent housing – we won’t ever need to replace/upgrade it.

And they look awesome, Redketchup did an amazing job here.

Each floor is a separate building, capable of housing a separate family in comfort. The fact that the house renders in two stories is just a bit of voodoo – it is possible to build the floors as independent buildings, but the second floor buildings look strange without the ground floor below them. It’s also possible to jam a bunch of 2nd floor houses all up next to each other… which looks hideous and is kind of an exploit I guess?

We will be making heavy use of these houses, and will be using them as they are intended to be used. Occasionally, I will place a ground floor by itself, but will always leave room to add a second story in the future.

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Early autumn, and we have the first floor built, and the family moved in. Clearcutting the convenient forest is providing enough wood for now, so we are already ready to start building the second level as well.

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And that didn’t take very long at all. Second floor is complete. One of the fun things about this mod is that you can pick which color roof you would like. I am committing to complete randomness with these, so the ground floor had a red roof when initially built, but the second floor replaced it with a black roof when finished.

There are greens and blues as well, so it will make things look more interesting as we slowly replace many of our lower grade houses with these.

CC adds a number of nice houses itself, but most of those require materials that we cannot yet produce (rope, glass, bricks), so we’ll not be building any of those houses any time soon.

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Now we need to finish that tailor shop and get a forester planting saplings. Since the year is already half over, I think the tailor really is priority – because I expect to run out of coats this winter otherwise.

We’re also a bit short on firewood after adding the two new houses, so it’s a very good thing that we wasted 60 lumber on bringing all of that extra lumber closer 🙂

Early winter, the firewood supplies are running dangerously low, and the tailor STILL isn’t started yet…

3 new babies were just born.

Mid-winter, we still have 2 coats to spare, and they’re almost done building the tailor’s shop.

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And 3 more babies were just born, bringing our population up to 16 adults and 8 children. Every house has exactly one baby – 2 of which will become adults next spring, requiring us to build a 9th house.

Late winter, and the tailor is finally completed as we consume our last two coats.

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Not a moment too soon. Also, since the construction project is done claiming all of the lumber production, the woodcutter is starting to build up a surplus again.

Our food supplies are over 2500 now, and I’m going to pull 3 food producers (one from each source) off of their normal jobs to assist in tree chopping and building duty until we can get a barn and the forester put together.

Year 4

The tailor made a coat. Actually, she made 4 coats, but 3 of them were claimed immediately.

All of our food production numbers were much more in keeping with my expectations for the buildings in question this year. Once the forester comes online, we will have achieved a level of stability that allows us to start thinking about commerce, so that’ll be fun.

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Of course, people will keep breeding. And they’ll probably start to need medicine soon – their diet isn’t quite varied enough to keep their health from degrading slowly as it is otherwise wont to do.

Medical care will actually be a fairly major concern of mine as the settlement grows. I don’t know if it’s superstition or what, but larger populations seem to have more problems with disease and once I start allowing immigration, they’re absolutely going to start introducing new and exciting bugs to the mix.

Thankfully, since we won’t be spending any resources on schools, we will be able to build a physician much earlier than I would normally consider affordable – before we build our town hall 🙂

the exiles of kimberon – year 2

<< Year 1

Year 2

Welcome back! We’re just starting year two, and the various resource belts are feeling a bit tight. Food is holding steady, but we’ve cut down most of the convenient trees (apart from those we want to keep). We’re also running very low on tools and coats, so that’s our next priority.

Hunters are gathering leather – they got a single deer at the very tail end of winter, so as meager as it is, we are producing raw materials for coats.

The real problem with the smithy is going to be raw materials.

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We simply do not have enough stone or iron gathered. There are a lot of rocks in the general area, but people are being stubborn about picking them up – so I’m going to have to tell them to prioritize it.

We’re also going to finally break down the original cart that all of our starting supplies came in. People keep threatening to walk down to it, and that is something that cannot be allowed.

It is mid spring, we have 15 adults and have gathered enough materials to finish the smithy… and have run out of tools. So not a moment too soon. Now I just need to bully the builders into actually building.

Well, that was the most useless spring ever. Because tools are breaking for people, they’re working slower… which means food production is slightly down. The smithy is almost complete, however, so hopefully we’ll be able to replace all of our tools before summer is out.

The smithy is complete. I’d planned on building the butcher next, but right now, I think a fishery is more important as our food stores are under 400 and the population is only growing.

With Colonial Charter, the base smithy is changed. Instead of producing iron and steel tools, it gives you the choice of “crude” or iron tools. To get steel tools, we need to first upgrade the smithy (which will require bricks).

I normally don’t ever produce crude tools, but I think we might have to in this case. They wear out much more quickly (4x as fast), but are that much cheaper to produce (1 iron makes 3 crude tools – vs 1). And flimsy tools are better than nothing.

Once we restock up to some sort of surplus of tools again, I’ll switch the smithy back to normal iron mode.

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It is mid autumn, and everyone has tools again, and there are 15 spares in the shed. Back to iron.

The fishing dock is working and feeding into an adjacent meat locker. This puts our next priorities as a butcher and a tailor to process all of the deer we are producing.

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I’d really like to see coat production started before winter hits… and I think the best place for the tailor is going to be back behind the woodcutter. Unfortunately, I’d placed some dirt roads in the way, so those will have to go.

In the meantime, I guess we’ll also resume work up the butcher shop.

People are having to walk a long way to find trees now. After these buildings are done, we need to add two more houses – as our adult population is up to 16 but we only have 6 houses. But in order to make the houses, I am planning on deforesting the other side of the river… which means we need to make a bridge. Got all of that?

  1. butcher
  2. tailor
  3. bridge
  4. 2 houses
  5. forester

Yeah, a forester. Thickening the forest here will increase our food yield significantly, and prevent as much long walking to neighboring forests.

Early winter, and we’re down to 2 coats. The space for the butcher shop has been cleared out, but not for the tailor yet. I’m having to encourage people to go collect logs.

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Sigh. And after we cleared out the roads… it turns out the ground isn’t quite flat enough in that area for the tailor shop. I’ll put a stockpile in the usable space where the roads used to be and place the tailor on the other side of the road. instead.

Late winter, and the butcher shop is finally under construction. We still have 2 spare coats. I think the bridge is a higher priority than the tailor or new houses now.

Yeah. We’re going to build the bridge next, this is ridiculous.

Year 3

And that’s the end of year two and food production is finally going up again. We probably need to add a general purpose barn to accomodate it, actually… but that’ll cost 48 wood we don’t have.

The butcher had just started processing some meat as the season turned, but hasn’t finished anything yet. Thankfully, the fishery managed to produce enough to keep the people from eating too much plain venison.

The gatherer produced a decent amount of food, all things considered, but I think that it could be producing 20% more once we get the forester online – even without educated labor (which only half of our adults are now).

The hunters actually did an amazing job, producing 720 meat and 20 leather. The tailor will be able to stay busy for a while once we get around to finishing it.

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I am mostly concerned about wood availability right now. Cheaper houses burn more wood to stay warm during the winter, but more expensive homes cost more wood to produce in the first place… it’s vicious, I tell you 🙂

the exiles of kimberon – year 1

Howdy – I’ve been wanting to record a game of Banished for a while now, and have had 6 or 7 false starts doing it on video. For whatever reason, I can’t make a YouTube style let’s play of this really work out. Tutorial videos are fine, but nothing actually showing gameplay.

So… I’ve given up on that idea. And since the blog-style DF thing has been moderately well received, I’m going to see if I can do the same here – but with a lot more full screenshots since Banished is just a bit nicer to look at 🙂

Banished is a one-man project by a game industry veteran who rolled everything on his own. The devlog is some serious stuff. Since it came out a year ago, I’ve probably sunk 90+ hours into it. It fits into a critical niche in the city building/simulation genre that I’m very happy to see filled… and I could just gush about the game for hours. But instead, I’m going to play.

But as I just mentioned, I’ve played a LOT of Banished. So it’s time for a challenge (which I will explain momentarily).

The Mods

In what was the final real patch to the game (it is technically feature complete), he finalized the modding api. It’s not perfect – modders can’t script new behaviors/etc… but they have full control over the game’s data files, and can do a lot within the established framework.

So, we’re also going to play with some mods, because I’m a fan of modding games 🙂

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You’ll also notice that this was an OSX screenshot. The game currently only officially works on windows, but after a bit of fiddling, I’m able to run it through wine on my mac just fine 🙂
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