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-   -   Banished (https://www.subsim.com/radioroom/showthread.php?t=208727)

Penguin 02-25-14 08:40 AM

Quote:

Originally Posted by Arclight (Post 2177889)
Got 8 15x15 fields, 6 farmers each. Some crops are ready for harvest early/mid summer. Getting 1400-1500 per field each year. Are the farmers all educated? :hmmm:

I went from 6 farmers for a 15x15 to 4 farmers. The harvest was only minimal less (about 5-10%), but having more free population outweighted the little production drop - though I haven't tested it before they were educated and had steel tools.


Quote:

Originally Posted by Oberon (Post 2178445)
I broke it. :O:

It would seem that if a farmer accidentally leaves a basket of wheat/whatever in a field over the winter, the field will not be replanted come spring. :dead:

:hmmm: Did you have a fire or did a farmer just switch jobs or kick the bucket?

The only time I notced dropping crates was in case of a fire, however this goes only for laborers. We deperately need an emergency button: hey cratfsman, you won't get a medal for working while your neighbor's house is burning down, move your fat arse and get a bucket of water, you know, fire can spread! :stare:

CCIP 02-25-14 09:12 AM

So far I've been doing my farming mostly with 14x10 or 12x12 fields, manned by two farmers each. Seems to work pretty well and brings in about 1000 food a season per field. That seems to be the most optimal that I've been able to get it.

Betonov 02-25-14 12:36 PM

I have more people employed as farmers than all other professions together.
Talk about a textbook pre-industiral society.

Does it says that intensive farming in one place will exaust the soil, or you can counter it with crop rotation. He got most of real life farming hacks right, why not crop rotation

Oberon 02-25-14 02:00 PM

Quote:

Originally Posted by Penguin (Post 2178568)

:hmmm: Did you have a fire or did a farmer just switch jobs or kick the bucket?

The only time I notced dropping crates was in case of a fire, however this goes only for laborers. We deperately need an emergency button: hey cratfsman, you won't get a medal for working while your neighbor's house is burning down, move your fat arse and get a bucket of water, you know, fire can spread! :stare:

Haven't had any non-natural deaths so far, so don't think he/she kicked the bucket, must have just switched jobs for winter into labourer mode and forgotten about the bucket.

Quote:

Originally Posted by Betonov (Post 2178669)
I have more people employed as farmers than all other professions together.
Talk about a textbook pre-industiral society.

Does it says that intensive farming in one place will exaust the soil, or you can counter it with crop rotation. He got most of real life farming hacks right, why not crop rotation

I've been wondering that myself, hence switching between fields, would be nice if it was modelled but many of the indicators I have seen in my googling seem to indicate that it's not, however letting fields fallow for a year or two seems to help.

kranz 02-25-14 02:57 PM

watched the trailer...
wow....
20 Euro....
wow...
I mean, seriously?

Arclight 02-25-14 05:08 PM

Aparently no on the crop thing;
Quote:

I figured crop rotation would be a good addition to farming. Soil quality would be a resource to manage, just like everything else. Every few years, depending on the crop, a fallow crop could be planted and left to die and rot in the field which would restore the soil.

If I was building a farm simulator only, this would be fine. But the player is also balancing many other resource producing areas, building things, placing roads, and generally forgetting to switch to a fallow crop every once in a while. This can be devastating to the town if the food production is balanced closely with food consumption. It’s also annoying to click on 30 fields and change settings.
http://www.shiningrocksoftware.com/2...tion-isnt-fun/

CCIP 02-25-14 05:14 PM

That could be solved with an "auto rotation" option. Maybe something for a future version/mod!

Arclight 02-26-14 06:12 AM

He kinda dismissed that with the "if you're going to automate it then what's the point of having it?" argument.

I tend to agree on some level, in that it leaves a player free to just have fun with the game. But considering Banished has a fair level of challenge and simulation, I'd really like to see a system implemented as well. Lends a little complexity to the otherwise pretty simple "make field, grow crop" farming in there now.

Normally I'm not that big on mods, but in this case I'd really like to see some expanded and deeper mechanics. Not that it's too simplified as it is, just that I'd like to see more things to tinker with.

CCIP 02-26-14 06:45 AM

Yup, no harm in that!

And to be fair, something like Settlers 2 (which still feels like one of the most similar games to this, and the reason why I immediately 'got' Banished) is even more simplified as far as mechanics, so I really have no big issues about that. Honestly, I don't think of Banished as a 'sim' in any hard sense, so I don't mind the simplifications. What I love about Banished is that it struck a really fine balance and manages to be both simple and really challenging at the same time.

The mod kit will do awesome things for this game though, I'm sure of it. Another thing I'd love to see is a little more complexity with things like professions and skills of the citizens, rather than "everyone can do everything".

Betonov 02-26-14 09:27 AM

Quote:

Originally Posted by CCIP (Post 2178972)
Another thing I'd love to see is a little more complexity with things like professions and skills of the citizens, rather than "everyone can do everything".

Tropico series has a nice system. One gains experience in a profession over time, educated people gain experience faster.
Just a system where people will get jobs based on distance from home and skill

Herr-Berbunch 02-26-14 12:43 PM

If anyone is currently deciding to buy this it's cheaper from the website ( http://www.shiningrocksoftware.com/buy/ ) rather than Steam, at least for me using GBP -

Steam is £15 = $25

Dev's website is $20 - £12

Prices are rounded up/down accordingly, but only by a matter of pence or cents, not even a quarter.

You still get a Steam key for it, and prolly the dev gets more cash. :yeah:

This info prolly doesn't count for anything during a Steam sale.

Egan 02-26-14 01:04 PM

Quote:

Originally Posted by kranz (Post 2178721)
watched the trailer...
wow....
20 Euro....
wow...
I mean, seriously?

Yeah, and it's stupidly addictive. It's one of those games thats easy to pick up but much more difficult to master. I don't actually play that many games any more, but I've been caning this since I got it. Going to have to stop, actually - it's eating into my time far, far too much.

RickC Sniper 02-26-14 02:44 PM

Is there a place in the game statistics showing how many and what types of seeds you have?

If you farm, say wheat, does the harvest itself generate seeds you need for replanting or must you acquire all your seeds by trading?

Currently I'm getting food by fishing\hunting\gathering but my population has grown right to the point where I can begin to think about farming.

Also....I know foresters restore a forested area that I've cleared resources from by replanting trees....but how much time does it take for the trees to mature?

Perhaps I messed up by just raping a perfectly good forest but I was desperate for wood. :ping:

Betonov 02-26-14 03:15 PM

When you build the town hall you gain acces to town statistics and a list of seeds/cattle.

And once you buy one seed you can sow anytime.
Don't buy 2 seeds it seems, waste of trade resources.

RickC Sniper 02-26-14 04:18 PM

Quote:

Originally Posted by Betonov (Post 2179152)
When you build the town hall you gain acces to town statistics and a list of seeds/cattle.

And once you buy one seed you can sow anytime.
Don't buy 2 seeds it seems, waste of trade resources.


Thank you!


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