Tutorials/First Year on Hard Difficulty: Difference between revisions

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This tutorial will help you survive the first on year on hard difficulty. Please don't feel obliged to follow all the instructions. Experiment, learn from your own failures and find your own play style that suits you.
This tutorial will help you survive the first year on hard difficulty. Please don't feel obliged to follow all the instructions. Experiment, learn from your own failures and find a play style that suits you.


==Basic Map Settings==
==Map Settings==
This basic tutorial will assume the following map settings:
This tutorial will assume the following map settings:
* Terrain type: valleys
* '''Terrain type:''' Valleys
* Terrain size: medium
* '''Terrain size:''' Medium
* Climate: fair
* '''Climate:''' Fair
* Disasters: on
* '''Disasters:''' On
* Starting conditions: hard
* '''Starting conditions:''' Hard


==Starting Resources on Hard==
==Starting Resources==
On  "hard" difficulty you start off with:
On  "Hard" difficulty you start off with:
* Four families (8 adults 5 kids)
* Four families (8 adults and 5 children)
* No [[wood]], [[stone]] or [[iron]]
* No [[logs|Wood]], [[Stone]] or [[Iron]]
* 100 [[Fire Wood]]
* 100 [[Firewood]]
* 1200 [[Food]]
* 1200 [[Food]]
* 20 [[tool]]s
* 20 [[Tool]]s
* 20 [[coat]]s
* 20 [[clothing|Coat]]s


==In-depth 1st year==
==The 1st year==
The very first thing to do is work out a good location for a [[Forester's Lodge]] as this will be the centre of your town for now. Its working area is shown as a yellow circle. You are looking for an area which has no rivers or hills within the circle.


Go ahead and place the building down. Assign just 1 [[builder]] and pin the building menu to the screen for easy access.
===Forester's Lodge===


Now you need resources, so assign an area just out side the yellow ring for clearance. You do not need [[iron]] for now, though it will be useful later. Make the selection fairly large (about 20x20).  
The first thing to do is to find a good location for a [[Forester's Lodge]], which will be the center of your town, for now. Its working area is shown as a yellow circle. A good place for a Forester's Lodge is in an area without rivers or hills within the yellow circle. Placing it like that will maximize the amount of trees the Foresters can plant and cut down.


Afterwards, opposite the lodge place down a [[Stock Pile]]. 4x4 will do, but no more than 8x8 for now.
Place the building and then assign 1 [[Builder]]. You can assign more Builders, but it is a good idea to have a reserve of Laborers for when you will be clearing resources. You can pin the building menu to the screen for easier access to it.


Next you need a [[Gatherer's Hut]]. Place it as close as you want to the forester's lodge and within the yellow ring.  
When the building is done you can go ahead and assign 2 Foresters, who will start planting and cutting down trees.


If at any point you have not got a clearance job set up but need more resources, feel free to set one up out side your yellow ringed area.
===Resources===


When your first 2 buildings are finished you will assign 2 people to each building type(4 people in total).  
Now you need resources. Opposite the Forester's Lodge place down a [[Stock Pile]]. A size of 4x4 should be enough. You can always build more Stock Piles later, when you need them. The stock pile will be used to store materials cleared from the map (Logs, Stone and Iron) and some produced goods (Firewood).


Now that we have a small stock of [[food]] and [[wood]] we can build 2 [[house]]s. To avoid people wasting time walking from their house to their workplace, try to place the houses as close as possible.
Now that you have somewhere to store materials you can assign an area for clearance, just outside the yellow ring of the Forester's Lodge. You do not need [[Iron]] for now, though it will be useful later. Make the selection fairly large (about 20x20).


The next few buildings are the [[Hunting Cabin]] and the [[Herbalist's Hut]]. Each one can also be built within the yellow area of the forester's hut.
If at any point you do not have a clearance job set up, but need more resources, feel free to set one up outside your yellow ringed area.


Then it is time to build another house. Just be aware of assigning additional clearance tasks if you are running low on a resource. [[Tree]]s will grow back on their own.
===Gatherer's Hut===


It is time to increase your storage capacity with a [[Storage Barn]]. You will probably later on want a central area for all your crafting buildings. It will probably be best to place it close to the centre of the map, just outside of the forest we are going to deforest with the forester's lodge. Next to that you will want to construct another house and a wood cutter.
Next, you need a [[Gatherer's Hut]]. Place it close to the Forester's Lodge, within the yellow ring.


If you got things done swiftly you should be seeing [[winter]] set in around about the time the last house is being built.
When the building is done you can go ahead and assign 2 Gatherers, who will start gathering [[Berries]], [[Roots]], [[Mushrooms]] and [[Onions]].
 
The Gatherer's Hut is a good source of food early in the game. It produces 4 kinds of food items, which helps to increase (or maintain) the happiness of your population.
 
===Houses===
 
Now that we have a small stock of [[Food]] and [[Wood]] we can build 2 [[House]]s. To avoid people wasting time walking from their house to their workplace, try to place the houses as close as possible.
 
===Hunting Cabin and Herbalist's Hut===
 
The next few buildings are the [[Hunting Cabin]] and the [[Herbalist|Herbalist's Hut]]. Each one can be built within the yellow area of the Forester's Lodge.
 
===Another house===
 
Then it is time to build another house. Just be aware of assigning additional clearance tasks if you are running low on a resource. [[Tree]]s will slowly grow back on their own.
 
===Storage Barn===
 
It is time to increase your storage capacity with a [[Storage Barn]]. The cart that you begin with will quickly become full.
 
==End of the year==
 
If you got things done swiftly, you should be seeing [[Winter]] set in around about the time the last house is being built.
 
You will probably later on want a central area for all your crafting buildings. It will probably be best to place it close to the center of the map, just outside of the forest we are going to deforest with the forester's lodge. Next to that you will want to construct another house and a wood cutter.


==Basic Build Order==
==Basic Build Order==
[[File:Hard_start.png |thumb|Hard start sample layout]]
[[File:Hard_start_grid.png |thumb|Hard start sample layout (grid)]]
[[File:Banished Hard Layout (Pinstar's).png|thumbnail|Banished Hard Layout (Pinstar's)]]
Your building order should be something like this:
Your building order should be something like this:
* One or 2 people set to builder
* One or 2 people set to builder
* (2 people) working at the [[Forester's Lodge]]
* (2 people) working at the [[Forester's Lodge]]
* Clearing tasks for resources
* Clearing tasks for resources
* [[Stock Üile]]
* [[Stock Pile]]
* (2 people) [[Gatherer's Shelter]]
* (2 people) [[Gatherer's Hut]]
* 2x houses
* 2x houses
* (1 person) [[Hunting Cabin]]
* (1 person) [[Hunting Cabin]]
* (1 person) [[Herbalist's Hut]]
* (1 person) [[Herbalist|Herbalist's Hut]]
* 1x house
* 1x house
* Additional clearing taks for resources
* Additional clearing tasks for resources
* [[Storage Barn]]
* [[Storage Barn]]
* 1x house
* 1x house
* (1 person) [[Woodcutter]]
* (1 person) [[Woodcutter]]


==food for thought/next few years==
==Food for Thought/Next Few Years==
after the first year there is a number of paths you can take
After the first year there are a number of paths you can take:
*trade
* Trade
*food
* Food
*market based society
* Market based society
*mining
* Mining
 
===Trade Path===
Diverse in its options and perhaps in many ways it is the defining moment of mid game. Once you have a [[Trader]] assigned to a [[Trading Post]] it opens up the rest of your game play. But lets not get ahead of ourselves. Right now we can only just about sustain 4 families, let alone produce enough goods to go into [[agriculture]].


<big>trade path</big>
The trade path is quite far off. Perhaps 5 years at minimum, you will want a higher population count and to be almost completely self-sustaining before even building the trade building.
diverse in its options and perhaps in many ways it is the defining moment of mid game. once you have that trader assigned it opens up the rest of your game play. but lets not get ahead of our self. right now we can only just about sustain 4 families let alone produce enough goods to buy into agriculture.


right now the trade path is quite far off. perhaps 5 years at minimum, you will want a higher pop count and to be almost completely self sustaining before even building the trade building. but what I ask you to do is ask your self "what can the trade give me I cant currently do well" this may be tools, clothing or unable to provide a diverse food pool. now with a target you need to find something you can do well. for example making alcohol from berries.
Before you embark on this path, ask yourself, "what can trading give me that I lack?", and, "do I have anything to trade with?". This may be [[Tools]], [[Clothing]] or the ability to provide a diverse choice of food for your population. Now with a target you need to find something you can produce efficiently in large amounts. For example, making [[Alcohol]] from [[Berries]].
"what sells well for what I can make cheep and only buy what I need. don't sell non-renewable items"
this is the core basics of trade in any game, but will serve you well for now.  


<big>food path</big>
===Food Path===
after year 1 there is only 2(3) buildings that make food. we want the best and the [[Gatherer's Shelter]] is just that.
After year 1 there are only 2 or 3 buildings that make food. The best option is the [[Gatherer's Hut]].
go back to your [[Forester's Lodge]] and pin it. place another one so the yellow area are only just about overlapping(it doesn't matter so much if they do overlap(about quarter way to the centre is perfectly ok) opposite the building place the [[Gatherer's Shelter]] and close by 2 wooden houses. then plop down a road to connect our new area to what we built in year 1. just keep doing this when you feel you need more food.


<big>market based society</big>
To produce more food you have to grow your population and then create more building that produce food.
a market society is a very effective way to organise where people live work and store.


find an area in the wild, close to centre of the map with PLENTY of area to build around(all be it not to far from where you started) and plop it down.
* Go back to your [[Forester's Lodge]] and pin it.
# roads, wrap a stone road around market.
* Place another one so the yellow area is only just about overlapping (it doesn't matter so much if they do overlap; about a quarter way to the center is perfectly OK)
# extend the road, corners away in a strait line from the building until the reach the markets yellow ring
* Opposite the building place the [[Gatherer's Hut]] and close by 2 wooden houses.
# on each corner place a 4x4 stock pile try to be organic with the lane/avenue
* Then plop down a road to connect the new area to what was built in year 1.
# closest to the market you will want job buildings like wood cutter. keep them "flat" to the market
* Keep doing this when you feel you need more food.
# time for a lane/avenue basically a square around the work buildings, once again be organic
# next you can build some houses
this type of organisation will help to reduce time wasted traveling to restock houses and walking to work


<big>mining</big>
===Market based society===
just after the 1st year your not going to need the resources a max mine/quarry can provide but stone can soon become a limiting factor. so find an area you don't plan on building, like an awkward bit of land between 2 rivers and place down a quarry and assign up to 5 people. this will reduce the need to clear cut large areas of your map.
A market based society is a very effective way to organize where people live and work.


==final notes==
Find an area in the wilderness, close to the center of the map with '''plenty''' of areas to build around. Place a [[Market]] in the middle.
as you expand you will start to fall behind on some resources. I know it sounds obvious but, stop what your currently doing(pause buildings etc) and fix the issue.


don't do to much at once. for example you may wish to stop time and lay out building plans. but pause the construction of all but a few before you start time again.
* Roads - wrap a stone road around the market.
* Extend the road's corners away in a straight line from the building until you reach the Market's yellow ring
* On each corner place a 4x4 [[Stock Pile]].
* Closest to the Market you will want job buildings, like the [[Wood Cutter]]. Build them so they face the market.
* Construct roads around the work buildings.
* Construct more houses


You are getting to the point where it feels your towns people are not doing anything? perhaps you should cancel that map wide clear cut you just did.
This type of organization will help to reduce time wasted traveling to restock houses and walking to work


before appointing ANY tasks that's on the other side of a river,finish building a bridge to get there.
===Mining===
Just after the 1st year you are not going to need the resources a [[Mine]] or a [[Quarry]] can provide, though [[Stone]] may soon become a scarce resource. Find an area where you don't plan on building anything, such as an awkward bit of land between 2 [[river]]s, and place down a Quarry. Assign up to 5 people. This will reduce the need to clear cut large areas of your map.


one last note. I know I have a habit of procrastinating(even that word is to long). so I thank you if you have read this far. all of what I have learned is from watching the YouTubers who have lovingly shown us the world of banished, so I wish to thank. arumba07 who is an 8 in my mind and quill18 for strategy over "you can just place it where ever you like" wins every day. in my mind at least
==Final Tips==
* As you expand you will start to fall behind on some resources. It may sound obvious, but stop what you are currently doing (pause buildings etc) and correct the issue.
* Don't try to do too much at once. For example, you may wish to pause the game and lay out some building plans. If you do so then at least pause the buildings until you have the resources to build it.
* Are you getting to the point where it feels your townspeople are not doing anything? Perhaps you should cancel that map wide clear cut you just ordered.
* Before appointing '''any''' tasks that are on the other side of a river, finish building a [[Bridge]] to get there.


{{Banished}}
{{Banished}}
[[Category:Tutorials]]
[[Category:Tutorials]]

Latest revision as of 14:31, 13 August 2014

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This tutorial will help you survive the first year on hard difficulty. Please don't feel obliged to follow all the instructions. Experiment, learn from your own failures and find a play style that suits you.

Map Settings

This tutorial will assume the following map settings:

  • Terrain type: Valleys
  • Terrain size: Medium
  • Climate: Fair
  • Disasters: On
  • Starting conditions: Hard

Starting Resources

On "Hard" difficulty you start off with:

The 1st year

Forester's Lodge

The first thing to do is to find a good location for a Forester's Lodge, which will be the center of your town, for now. Its working area is shown as a yellow circle. A good place for a Forester's Lodge is in an area without rivers or hills within the yellow circle. Placing it like that will maximize the amount of trees the Foresters can plant and cut down.

Place the building and then assign 1 Builder. You can assign more Builders, but it is a good idea to have a reserve of Laborers for when you will be clearing resources. You can pin the building menu to the screen for easier access to it.

When the building is done you can go ahead and assign 2 Foresters, who will start planting and cutting down trees.

Resources

Now you need resources. Opposite the Forester's Lodge place down a Stock Pile. A size of 4x4 should be enough. You can always build more Stock Piles later, when you need them. The stock pile will be used to store materials cleared from the map (Logs, Stone and Iron) and some produced goods (Firewood).

Now that you have somewhere to store materials you can assign an area for clearance, just outside the yellow ring of the Forester's Lodge. You do not need Iron for now, though it will be useful later. Make the selection fairly large (about 20x20).

If at any point you do not have a clearance job set up, but need more resources, feel free to set one up outside your yellow ringed area.

Gatherer's Hut

Next, you need a Gatherer's Hut. Place it close to the Forester's Lodge, within the yellow ring.

When the building is done you can go ahead and assign 2 Gatherers, who will start gathering Berries, Roots, Mushrooms and Onions.

The Gatherer's Hut is a good source of food early in the game. It produces 4 kinds of food items, which helps to increase (or maintain) the happiness of your population.

Houses

Now that we have a small stock of Food and Wood we can build 2 Houses. To avoid people wasting time walking from their house to their workplace, try to place the houses as close as possible.

Hunting Cabin and Herbalist's Hut

The next few buildings are the Hunting Cabin and the Herbalist's Hut. Each one can be built within the yellow area of the Forester's Lodge.

Another house

Then it is time to build another house. Just be aware of assigning additional clearance tasks if you are running low on a resource. Trees will slowly grow back on their own.

Storage Barn

It is time to increase your storage capacity with a Storage Barn. The cart that you begin with will quickly become full.

End of the year

If you got things done swiftly, you should be seeing Winter set in around about the time the last house is being built.

You will probably later on want a central area for all your crafting buildings. It will probably be best to place it close to the center of the map, just outside of the forest we are going to deforest with the forester's lodge. Next to that you will want to construct another house and a wood cutter.

Basic Build Order

Hard start sample layout
Hard start sample layout (grid)
Banished Hard Layout (Pinstar's)

Your building order should be something like this:

Food for Thought/Next Few Years

After the first year there are a number of paths you can take:

  • Trade
  • Food
  • Market based society
  • Mining

Trade Path

Diverse in its options and perhaps in many ways it is the defining moment of mid game. Once you have a Trader assigned to a Trading Post it opens up the rest of your game play. But lets not get ahead of ourselves. Right now we can only just about sustain 4 families, let alone produce enough goods to go into agriculture.

The trade path is quite far off. Perhaps 5 years at minimum, you will want a higher population count and to be almost completely self-sustaining before even building the trade building.

Before you embark on this path, ask yourself, "what can trading give me that I lack?", and, "do I have anything to trade with?". This may be Tools, Clothing or the ability to provide a diverse choice of food for your population. Now with a target you need to find something you can produce efficiently in large amounts. For example, making Alcohol from Berries.

Food Path

After year 1 there are only 2 or 3 buildings that make food. The best option is the Gatherer's Hut.

To produce more food you have to grow your population and then create more building that produce food.

  • Go back to your Forester's Lodge and pin it.
  • Place another one so the yellow area is only just about overlapping (it doesn't matter so much if they do overlap; about a quarter way to the center is perfectly OK)
  • Opposite the building place the Gatherer's Hut and close by 2 wooden houses.
  • Then plop down a road to connect the new area to what was built in year 1.
  • Keep doing this when you feel you need more food.

Market based society

A market based society is a very effective way to organize where people live and work.

Find an area in the wilderness, close to the center of the map with plenty of areas to build around. Place a Market in the middle.

  • Roads - wrap a stone road around the market.
  • Extend the road's corners away in a straight line from the building until you reach the Market's yellow ring
  • On each corner place a 4x4 Stock Pile.
  • Closest to the Market you will want job buildings, like the Wood Cutter. Build them so they face the market.
  • Construct roads around the work buildings.
  • Construct more houses

This type of organization will help to reduce time wasted traveling to restock houses and walking to work

Mining

Just after the 1st year you are not going to need the resources a Mine or a Quarry can provide, though Stone may soon become a scarce resource. Find an area where you don't plan on building anything, such as an awkward bit of land between 2 rivers, and place down a Quarry. Assign up to 5 people. This will reduce the need to clear cut large areas of your map.

Final Tips

  • As you expand you will start to fall behind on some resources. It may sound obvious, but stop what you are currently doing (pause buildings etc) and correct the issue.
  • Don't try to do too much at once. For example, you may wish to pause the game and lay out some building plans. If you do so then at least pause the buildings until you have the resources to build it.
  • Are you getting to the point where it feels your townspeople are not doing anything? Perhaps you should cancel that map wide clear cut you just ordered.
  • Before appointing any tasks that are on the other side of a river, finish building a Bridge to get there.
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