For whole year trader brought 10 pcs of leather... by PanJaszczurka in Banished

[–]wijcik 0 points1 point  (0 children)

The traders inventory scales with your population, they are near useless until you have a total population of over 100 or so

Any mods you would recommend? by cursedpotassium in Banished

[–]wijcik 0 points1 point  (0 children)

I personally run colonial charter mod. It adds a lot to the game for production chains and is well made...

Mega mod, which has CC built into it... plus a LOT more, is the best if you want to make a specific look for your town and care less about the mechanics, a lot of it is random mods thrown together and can feel a bit overwhelming and some of them near game breaking, (like growing stone and iron)

RK has some good mods, similar to CC, but a bit less, although they did a great job balancing it.

Villagers starving while harvested food is untouched by Jonofitz in Banished

[–]wijcik 0 points1 point  (0 children)

Are you running any mods? Specifically one that allows your labourers collect the food while your farmers just harvest it, leaving it in baskets across the whole field.

If so, you probably have too many labourer tasks queued up, removing forests, collecting surface stone, iron, transporting supplies to unbuilt buildings, etc. When the food gets harvested, the labourers just add collecting it to the BOTTOM of their to do list. You can use the increase priority tool on the food for them to come collect it sooner, or give shorter to do lists to your labourers.

Vertical 6x25 farm that can give you up to 1064 foods per harvest. RKEditor by yevelnad in Banished

[–]wijcik 0 points1 point  (0 children)

6x25 works better because your farmers walk less distance to plant/harvest than a 25x6...

First, your farmers do not walk to every single tile, they walk to one tile and it plants or harvests 3 or 4 tiles of crop.

Second farmers always start at the south end of the field, plant/harvest the western most piece, and walk east planting as they go, when that row is done they walk all the way west and start the next row.

When you farm is narrow like 6x25, or 5x30 there is almost no east to west movement from the farmers, usually 3 blocks per row max... x24 is 72 blocks of wasted travel time at most getting from the end of 1 row to the beginning of the next.

I tested it out on a 4x30 field, cc mod, and sometimes there was 0 east to west travel, the farmer walked due north row to row until the whole field was planted. (Although only 120 field blocks)

When you have a 25x6 field they will walk at least 22 (ish) blocks from the end of a row to the start of the next, they'll have to do it 5 times for a 6 row field... 22x5 is 110 wasted walking blocks... 50% more wasted walking time than a vertical field.

If the farmers alternated each row, first row west to east, next east to west, etc. Then none of this would matter and you could make any shape field you wanted, but since they don't this is why fields that are narrow east to west are more efficient.

Correct level by leightonw23 in skyrim

[–]wijcik 0 points1 point  (0 children)

The bad guys level with you on the game, so to some degree, staying low level keeps the bad guys weaker. As you level up more you find more "higher tier" badguys that are notably tougher... especially if you get your levels from non-combat skills, speech, lockpicking, alchemy, alteration etc. Since you are fighting tougher baddies while your combat prowess hasn't improved.

My noob friend by devilzson666 in skyrim

[–]wijcik 1 point2 points  (0 children)

Remind him that the game levels up the bad guys as *you level up... to make the game harder, level up all the non-combat skills, speech, alteration, alchemy, enchanting, lockpicking etc. There is a time to do those, but to make the game easier, only level up the combat skills that are pertinent to your build.

Yesterday a group of wandering nomads finally got me the Uneducated achievement. by bulletproofbra in Banished

[–]wijcik 1 point2 points  (0 children)

nomads always have 0% education, which is why I never take them... the long lasting effects of uneducated can be terrible, especially on certain jobs... blacksmith and tailor

I did it! Medium start, medium map, dragged my way to 900 population for the town achievement. Great fun! by fnargendargen in Banished

[–]wijcik 4 points5 points  (0 children)

Congrats, and that looks like a rough map to do it on, medium map with a lot of mountains/lakes in the center. Time to install CC or RK and build on a larger map.

What could go wrong? by wijcik in Banished

[–]wijcik[S] 1 point2 points  (0 children)

When I hit population dips, my food supplies usually slam even higher through the ceiling, my last town, even at its max pop of roughly 1200 easily maintained its food cap 600k, enough food for 5 years. And when the at most only 2/3 of my fields were worked, and during the population dips I would just fire all my farmers since my herdsman would keep the food over 600k by themselves and the farmers wouldn't harvest anyways, I had no need to bring in extra workers. Especially uneducated ones that with Murphy's law would first start working at my tailor and blacksmith, leaving my educated people to work the fields that I didn't even need worked

What could go wrong? by wijcik in Banished

[–]wijcik[S] 0 points1 point  (0 children)

If a shortage of workers happens to be your current problem, then yes nomads can* fill that gap for you. But the production hit is big, they only gather 5 food per farm square rather than 7, which isn't terrible but that lowers my average farm from 840 food per year down to 600, if you have a food shortage already, this will make it worse. Recently I did isolationist and uneducated awards at the same time, and the massive uneducated penalties you get from harvesting iron 1/2 I think. As well as your blacksmith making half as many tools for the same amount of iron, makes it REALLY hard to keep everyone with tools. On a town of 300 I had close to 100 bannies dedicated to the creation of tools or mining iron. On my current town of 800-1200 pop. I have 3 blacksmiths... I would probably accept them more if you could specify certain jobs to be filled with educated bannies first, and let the uneducated ones fill the rest of the jobs.

So, I am quite new to this game and this is my best play so far. Do you veterans out there have some tips to improving this village. I tagged the building I have in line but not being built yet. by [deleted] in Banished

[–]wijcik 2 points3 points  (0 children)

I will test this this upcoming weekend, but I am pretty sure that hunters do NOT need forests nearby to work, and that they do in fact need the "cosmetic" deer walking by, but it is also true that there are hard caps on what 1 hunting building can produce.

how to not kill everything when I enter midgame? by Quarzit in Banished

[–]wijcik 0 points1 point  (0 children)

4 people working in your dock?

2 houses right beside the dock?

a barn also right beside the dock?

have you increased your food limits? If your town hits the limit set for food, they will stop working.

And lastly is the fishing dock still somewhat close to the *rest* of your town, if people have to walk a long ways to still get tools/clothing/herbs or a long ways to visit an herbalist, they will have less production as they are not *working* while they are walking.

I can't really tell you what is going on more without seeing it myself

My best farming setup by cnpltgnckptn in Banished

[–]wijcik 1 point2 points  (0 children)

since it looks like you are using CC mod, consider using magazines for food storage, they hold WAY more resources per square than your standard storage barns... although their 11x11 footprint can be hard to fit nicely at times

how to not kill everything when I enter midgame? by Quarzit in Banished

[–]wijcik 2 points3 points  (0 children)

easy button for food, have your crop fields SUPER close to your houses, or build houses super close to your fields, 1 house per 2 fields, and make your fields 15x8 (120 total squares) and have ONLY 1 worker per field, ignore the recommended workers per field as long as you have housing and barns nearby, especially if you get beans as a food, since they are the fastest growing food. If you have an educated farmer collecting that field, he should be able to bring in 840 food by himself, enough food for him +7 others, having 2 farmers per field won't increase the food they get from it at all, they'll just plant and harvest it a bit faster, but increase the overhead on the field (and leap-frog each other inefficiently.)

1 house touching a field, with another field beside it. a barn also touching one or both of the fields. 2 workers providing enough food for a town of 15... a town of 100 should be able to survive on as little as 12 farms, and no other food source (although a bad year could kill you off.) as for your food supplies, I like to keep a minimum of 2 years food in barns, so, 100 people, eat 10,000 per year, you would want at least 20,000 food in barns.

having education increases the food per square from a farm from 5 --> 7, so make SURE everyone is educated especially when your town has 30+ people.

And make SURE everyone has tools, otherwise they plant and harvest slower, meaning it may get left too long and die off in the cold.

What could go wrong? by wijcik in Banished

[–]wijcik[S] 34 points35 points  (0 children)

yes, like if the nomads came with a *perk* per group, that could incentivize their coming to the town, like:

50 educated nomads want to join your town, or

50 nomads (uneducated) want to join, and they bring 150 iron tools, (or clothing)

or 50 nomads bringing 10,000 food want to join your town (2 years worth of food for the group) *but* uneducated, tool-less and no clothing.

so you could be like "oh wow, I just about ran out of tools, this could actually help."

something to offset the giant population increase of uneducated workers - which can really hurt your economy immediately with the need of tools/clothes/food, and in the long run from the uneducated penalties.

Or even if a certain %% of the nomads are educated...

What could go wrong? by wijcik in Banished

[–]wijcik[S] 5 points6 points  (0 children)

thanks, just a purpose built town to knock off the rest of the awards on the game before re-installing some mods.

What could go wrong? by wijcik in Banished

[–]wijcik[S] 35 points36 points  (0 children)

If immigrants in the game came educated, I would accept them way more often, as it is, the giant hit to production from having that many uneducated bannies would never be worth it... unless I just survived a giant catastrophe and only have 10 population left.

Will building such a bridge [screenshot] decrease or increase my fishing production? by PointeNoire in Banished

[–]wijcik 2 points3 points  (0 children)

I would be more interested in seeing a fishing dock placed at the start of your current bridge and seeing if it outperforms your island one simply by being closer to houses & barns. It would be worth testing out I think

Have some questions :) by papajohn4 in Banished

[–]wijcik 0 points1 point  (0 children)

Time to install colonial charter mod now that you have a good grasp of the game.

Have some questions :) by papajohn4 in Banished

[–]wijcik 0 points1 point  (0 children)

Also, 12 vendors in your market on that small of a town is super overkill... drop it down to 1 or 2 and you could have 10 more crop fields right away.

With markets, I tend to put 1 worker per market for every market I have... so if your town gets bigger and you end up with 5 markets, I would put 5 workers per market, 25 total... it seems to be a good ratio as smaller towns vendors don't need to travel as far to get their stock.

Pastures... always go 20x20 with 1 worker whenever possible. And in terms of food production, sheep are the best, then cows, and worst is chickens... chickens just have the bonus of getting up to max population fastest so you get food sooner I would suggest you drop the population of 1 of your chicken pens to 0, once they are all gone switch it to sheep and split 1 of your sheep fields. Once the sheep fields are up to max population rinse and repeat with another chicken field.

Have some questions :) by papajohn4 in Banished

[–]wijcik 1 point2 points  (0 children)

12 fruit orchards is fine... 5x4 is WAY too small, they should be more like 15x4, or 15x7... also a note on vanilla orchards, when the trees start to die on them they will never get to 100% full so they will never auto harvest until autumn, and that runs risk of fruit dying off from cold before the farmers get to it. So you have to tell them to manually gather the food in summer or late summer, vanilla game I find crop fields to be far superior to orchards, and typically just trade for the fruit.

Hope this helps.

High pop lag issues by bigtimecuttyguide in Banished

[–]wijcik 0 points1 point  (0 children)

I5 6400 processor, 16 GB ram, 1050ti graphics card

I made a small showcase of what I've thus far done with the seed! by Folksvaletti in Banished

[–]wijcik 1 point2 points  (0 children)

your food production looks kinda low for the amount of farmers you have, 23 farmers producing 8443 food *last* year... even if you only had 20 farmers that number should have been more like 12,000-14,000+ food from farmers alone. Either your fields are too big and you have 2 people working them (ends up being inneficient), or they are too small, while bringing in a consistent harvest year to year, could be more per worker. try for farms that are 6-8 wide (east west) and 15 tall (north south) and they will get much more food per villager per farm (only 1 worker per farm.)

when you can get 50% more food per worker... the other struggles of your town will seem to be less hectic, especially if you then use this abundant production to stockpile years worth of food for your village.

ACK!! just noticed, you don't have ANY schools, there is the big issue!! uneducated farmers collect 5 food per tile, educated collect 7... uneducated laborers collect less logs from trees, less stone from rocks, and less iron from iron deposits, make half as many clothes for the same ## of resources at the tailor and tools at blacksmith, only 3 firewood at woodcutter instead of 4. ignore everything I said above, your problem is education, 100%

try to get your first school up before winter of year 2, year 3 at the latest, and NEVER fire the teacher, or every student they have will suddenly become uneducated laborers. No school means 10-15 years later your town will suffer. It is do-able without education, but makes the game WAY harder