![]() The game takes some planning and foresight is what I'm trying to tell you. You could yank some labor from their work, but you need those tailors to make the leather coats otherwise your villagers might freeze to death even with firewood. ![]() But schools are expensive in stone and you spent to much time trying to harvest logs for firewood because you took to much time making a woodcutter so you had to scrap the project 3/4ths in. That's because you tried to long to build a school that would increase productivity at the cost of making children not work until (modern) young adult age. Well that's fine, you'll just make a new Gatherer building! But you were expanding because you didn't have enough people to work food production in the first place. If you've been producing just enough food to satisfy everyone and nothing else, you're going to face potential starvation from the hoarding the new family is about to do. Success! But families need their own stockpile of food in the house to eat from. As soon as its built the resident couple (aged 50 and 14 respectively, but hey babies are being made so who cares) moves in. So here's a fairly typical scenario: You build another house for your village to grow. I guess making babies in your parents house never stops being awkward no matter what era it is. This is one of the few-ish things that isn't terribly period accurate, but there have to be some concessions for gameplay after all. New families are only made by couples with their own houses. If you started off the game building the first few houses and never built anymore, your village would stagnate into destruction. Everything else built is to answer your tyrannical whims or to answer for the needs those new houses (and the families in them, I guess) create. (Pictured above: 6 year old 'Darold' just having a gay old time frolicking through the graveyard while his mother fondly watching on) For example, more diversity in food products increases health, and building a grave site improves happiness (I shit you not). Harvesting and producing certain things can effect these stats. The lower either of those stats go, the more time they spend idling and not being productive, and having a low health stat can result in a outbreak. Keeping them healthy and happy is the goal as much as expanding. They get born, work, make babies, grow old and die and some other stuff too. The primary resource (and hell, the focus) is on the villagers. If you fucked up, you'll know when the deaths start rolling in. Everything you do up to Winter is to survive Winter. If you don't have enough coats or firewood to ward off the cold, you're screwed. If you haven't harvested enough food for distribution, you're screwed. This is pretty much 'Winter is Coming' the game. The actual gameplay is about staying alive getting rich is just a happy little bonus if you can manage it along the way. This is shown in the gameplay there are no other villages to compare your progress with, there's no marker to signify your growth, and trade only effects your village. Most of the work you're likely to be doing is to keep the people in your village afloat rather than making it rich. Ultimately though the game makes the setting into a product of the times it depicts. The objective of the game is to keep the population alive and grow it into a successful town. They have only the clothes on their backs and a cart filled with supplies from their homeland. Inbreeding, lethal mistakes, and spiraling starvation in the New World! That's the name of the game (also 'Banished') where there's plenty of 'Fun' to be had! So let's hope this playthrough is plenty boring.įor those of you who don't know, Banished is a village-building strategy game, where you control a group of people who start their lives in a new land.
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