Banished is a city building game where you control a group of exiled people who are restarting their
lives in the wilderness. They have only the clothes on their backs and a cart filled with supplies
from their homeland.
The townspeople work, build, get older, have children, and eventually die. Kee...
Banished is a city building game where you control a group of exiled people who are restarting their
lives in the wilderness. They have only the clothes on their backs and a cart filled with supplies
from their homeland.
The townspeople work, build, get older, have children, and eventually die. Keeping them healthy,
happy, and fed are essential to making a successful town grow. Any structure can be built at any
time, provided that your people have collected the resources to do so.
There are many occupations that the people can perform from farming, hunting, and blacksmithing, to
fishing, teaching, and healing. You can choose to replant forests, mine for iron, and quarry
for rock, and more!
Build a city with any layout you want with almost no restriction on when, what, and where you build.
Keep the population happy and healthy by providing them with food and warm shelter.
Watch the town grow as you assign 20 different jobs to build buildings, grow food, craft tools and clothing, and more!
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When they messed up the latest Sim City Game I thought I was never going to have to resort to a prior game in the series. I loved Age of Empires but the war part turned me off of the series. And while I liked Settlers, it was too cutesy and it had it war aspect also. Actually the reason I liked Sim City was because you could turn off disasters and just build the city of your dreams. "Banished" comes the closest to how I like to play my city management games. It's not perfect yet, but this is only the first game into hopefully a continuing series.
One additional thing that could be added to the game to create some conflict would be to have the king find this little settlement and then nab some of the citizens for his army. Perhaps some of the citizens could have a scout ability that sniff out the coming troops and give the citizenry a chance to hide. The player then only loses some resources instead of people and resources.
In any event. I like the game as it is. And wish this developer continued success in his future games.
A charming title that blends the stress elements survival and the control of old school sim city where the survival of this small village relies on your ability to manage and develop it. The scope of this game is amazing when one takes into account that it was done by a single individual especially when you realize that he has almost seemlessy blended these to genres into one game.
I wanted something relaxing that I could play with my morning coffee on the weekends and it started off as such but I apparently found out why my villagers were "Banished" from their parent community...they are mentally deficient.
First time my adult pop was about 120 then a huge starve-off dropped it down to about 85 once I closed the schools to get more into the labor pool.
I slowly built up the population to around 110 and just now lost about 40 again to the point where I just didn't care and ran the speed up to x10 until it hit early spring again and I saved and quit. And this was when there was food in the barns, food in the marketplace, and most of the people starving were gathering food.
If they're too stupid to find food, they're too stupid to live, and Darwinism wins again.
What started as a nice relaxing way to build a village has turned into sheer frustration. At best I'm contemplating ditching this village, (I would hate to as I would like to see it grow and build the things I had planned.) and starting another on just the easy level to hopefully avoid such stupidity but it may end up as something I don't go back to at all. This may be my first and last village. I wanted relaxation, I got stress. I get enough of that from work.
I was impressed at first. I told people to get it. Now I will tell them to not bother.
Sadly lacking. To give you an example, you get two types of houses, one which uses up your precious stone, and the other which uses the easy to replenish 'logs'. There are no tents, no mansions, but good news, there is a homeless shelter! And yes, they called the wood resource logs, and there are no planks! This game sorely needs the ability to upgrade structures and add more diverse buildings.
There are no enemies, not even wild ones. Even though I had natural disasters on, nothing happened after hours and hours of play. Nobody even got sick! My herbs sat in storage until a trader came along who valued them at 4. Yes, things have value in this game, but mostly either traders don't want a lot of things, or the price is simply static. Trading in this game is pretty lame, since I just made hundreds of wool coats and stored thousands of venison - which stayed fresh forever - trading was just a matter of letting people do their jobs and then waiting for it to transfer to the trading post and trading it off.
Everyone except young children are workers in this game, and 12 yo's seem to just help out with whatever they feel like doing (unless they are a student), even if it's working in the quarry... Now the thing here is every worker is a part-time labourer... I had my tailor walk all the way through my town to cut some wood when they weren't busy, because I wanted to remove the resources in the area... Now, the trees behind the building the tailor works at really wasn't good enough, yet for some reason, they wondered off to do something when I may be relying on them to produce as many of a resource as fast as possible if it's an emergency.
When someone isn't healthy... What do they do? They keep on working and getting less healthy... But it seems they don't actually need anything. If I needed to assign them to simply labourer, then it wasn't obvious and it's a pain in the ass in the first place. So... What do they need? You're never told.
Labourers will pick up resources to place them in depots. If somebody is chopping down trees so someone can build there, they have to move the resource.... So they walk to the nearest depot, even if it's miles away... Why not just move the resources to the side of the building site? This just forces you to drop a depot down and then remove it.
Why don't hunters and foresters live in their buildings out in the wild? And why don't they need fuel for fires? It makes no sense
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