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File: ebd00cbd3cce2fa⋯.jpg (224.69 KB, 1024x576, 16:9, A4-1024x576.jpg)

cf9937 No.15288131

how do you survive this without seeds/farm animals?

fish gives almost no food, and hunting usually dies down after a while

d533c6 No.15288148

you know what to git


1ebe3c No.15288154

>>15288131

Hunting and gathering both give you barely enough to survive.

Fishing works best when you find a lake, the more water that surrounds your building the better.


8f792e No.15288158

>>15288131

>fish gives almost no food

Nigga what?

All area in the circle when you place the fishing dock that covers water will generate fish, divided among each dock with an intersecting circle. Build your fisheries on a peninsula off into a lake or on the mouth of a river into a lake for maximum yield. You'll get fuck all from creeks so don't even bother with that. They give so much food it's stupid.

>hunting

Same applies with the circle - any flat land in that circle that isn't occupied by a building will generate venison/skins, divided among intersecting circles for hunting shacks. Make an outpost with a forager, hunter, and forester all pressed together so the circles don't reach your town and enjoy huge amounts of leather and varied food. Hunters generally don't generate that much food but they are the only way to produce skins yourself. Foragers generate a lot of different types of food which is really good to keep your citizen health up. Apparently the stuff forages bring in grows best around old trees but I haven't noticed the difference in having a forester within the circle and not.


15d247 No.15288161

Overlapping fishing spots are bad.

Fishing spots upstream from another one is bad.

More water in the circle is good.

Make the holy trinity of forester, gatherer, hunter.

Forester does nothing but replant so you can cycle people in and out when the forest starts to die, but not old.

Gatherer gets herbs from old forests.

Hunter gets better gains from forested areas.


f1ac1a No.15288510

File: 96b32f3b614766a⋯.jpg (383.3 KB, 1680x987, 80:47, Application-steam-x64_2017….jpg)

File: 1eecdab374e4e5b⋯.jpg (461.22 KB, 1680x987, 80:47, Application-steam-x64_2017….jpg)

File: afe41577a1cd0d1⋯.jpg (419.73 KB, 1680x987, 80:47, Application-steam-x64_2017….jpg)

File: db4eec1033452df⋯.jpg (482.35 KB, 1680x987, 80:47, Application-steam-x64_2017….jpg)

File: 0e6828cebd919e4⋯.png (28.76 KB, 515x390, 103:78, Application-steam-x64_2017….png)

>>15288131

ignore everyone else but me - I played this game so much that i can't enjoy it anymore because 'solving' towns is too easy and rigid.

1:fishing huts give weak productivity per worker but let you capture food from an otherwise unusable terrain region and naturally have short trips from houses.

2:never build housing that outpaces the capacity of food provided just by hunting cabins and gatherers huts. they provide so much food and resources tradeable for iron/stone/whatever that they should be your primary focus for development.

3:array all of your tracts of productive land in the negative space between your marketplaces, with crops, trading depots and industry, pastures, or forestry in each quadrant around a market. feeding produce to storage barns straight to markets makes your workers waste less time hauling materials around on their job, so they produce more food / products in each season. you've probably already noticed that putting storage barns directly adjacent fishing docks give you a free ~100 fish per season per dock.

4:nobody ever tells you this, but hunting cabins only hunt one "deer" per cabin per season, so building two cabins next to each other at half staffing produces twice as much venison per season. deer don't care whether land is forested or not, but don't like buildings and like spawning on rivers.

5:finally, you want old growth forests in your hunter-hunter-gatherer-forester-woodcutter complexes because they maximise the produce collected by gatherers, so always have 1 forester on planting in each gatherer radius when you're setting them. you can switch them to cutting plus planting later if you set appropriate log limits.

pics are getting "one with nature" and "uneducated" in a single continuous save.


ca0cad No.15288518

>>15288131

Isn't the main problem with Banished that even with agriculture and animals once you hit a certain population they very easily get one crop failure away from not producing enough clothing which kicks their shit in during winter and then not enough food gets made then a death spiral and once it starts it's near impossible to reverse?

It *might* be possible to forward plan so that it doesn't go down like that but population influx was always the thing that killed my towns (are you listening Europe).


f1ac1a No.15288520

File: 386788a9a05077b⋯.jpg (580.7 KB, 1680x987, 80:47, Application-steam-x64_2017….jpg)

File: 5a626cbac94eaef⋯.jpg (461.01 KB, 1680x987, 80:47, Application-steam-x64_2017….jpg)

File: fda40c86386a4b1⋯.jpg (285.7 KB, 1684x1014, 842:507, Application-steam-x64_2017….jpg)

File: 912b77777ea877f⋯.jpg (487.99 KB, 1684x1014, 842:507, Application-steam-x64_2017….jpg)

>>15288510

also a small grannypocalypse happened in this save before pulling through and cruising to 400 population.


2850e4 No.15288579

File: 02950a8a307de13⋯.jpg (152.22 KB, 1366x768, 683:384, Screenshot150.jpg)

File: f422178611819c4⋯.jpg (163.68 KB, 1366x768, 683:384, Screenshot151.jpg)

File: 8309cb32445c2fe⋯.jpg (157.02 KB, 1366x768, 683:384, Screenshot152.jpg)

File: ca9a516d5d5360c⋯.jpg (154.44 KB, 1366x768, 683:384, Screenshot153.jpg)

File: 63f732dcbbdd10f⋯.jpg (162.66 KB, 1366x768, 683:384, Screenshot154.jpg)

I trust my Gatherer-Forester-Hunter hamlets away from my town center a lot especially in the early to early-mid game.

Also you should be playing Colonial Charter. The vanilla game works as a tutorial, but the amount of content (crops, animals, buildings, production chains, decorations) CC adds is really insane.

>no-UI screenshots still have those icons above buildings

>screenshots saved as .bmp

What the hell man?


6bf307 No.15288606

I rabidly played the game for a while and then burnt out because in the end there's not actually much to do. It's all very set, if you know what's best there's never a reason to do anything else. Even doing a no-farm playthough or the like it's essentially the same thing. Also I would greatly recommend listening to scottish folk and polka while you play, it fits well


22de39 No.15288676

File: eb9c2d4d9a4b820⋯.jpg (498.72 KB, 1276x998, 638:499, Screenshot4.jpg)


2850e4 No.15288946

File: df01e8bf26906cd⋯.jpg (381.66 KB, 1724x2006, 862:1003, number of lawbreakers play….jpg)

>>15288676

adorable


03e108 No.15288976

>>15288606

I kinda fit in the same boat. Even with the Colonial Charter mod after you get a reasonable place with all the buildings it just feels like there's not much else to do other then to start copypasting parts to expand which is really kinda dull, it does look nice though but the lack of variety in buildings gets old




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