

So you have to make those decisions about how you want to balance those factors. Say, you need to produce food so you're no longer producing clothing or whatever your exports are, so your trade dries up, and then your people are cold in the winter. Or you need to produce some resource, so you have to shuffle people around.

I guess you could get into a situation like that, yeah, but I think it's more of a case where you're not producing enough food and you have too many people, so you just have to let 20 or 50 people die off. Does anyone ever have to sacrifice themselves for the rest of the colony? You say that the people are your resource.
#Banished the game reddit how to
You no longer produce anything from the mine, so you have to balance what people are doing and figure out how to get your town to survive after this terrible event has happened, whether it's a fire or tornado or just random deaths. All of a sudden your workforce is down by 30 people and you have to shuffle people around. Sometimes you go ten years without anyone dying in a mine, or you might have everyone die in a mine in the same month, and that certainly changes the way you have to react to the game. For someone like a tailor that's very rare, but someone working in a mine or quarry that's a little higher. There's a small chance that you may die while doing your job. How do you lose people in Banished?įor random deaths, there's a chance per profession for how dangerous it is. I saw you post on reddit that a blacksmith fell in his forge and died.

Now there are people who are just idle all the time, and there are people who go into a tavern and drink too much. It was getting really complicated, so I changed it to this system of needs that's weighted based on how important they are, and for each person those weights can change. Since that post on the website, I've changed the AI a bit. You've described your AI programming as very simple, based on simple needs and preferences. But when your town is small and you're just starting off, you have this desire to make everybody make it through the winter, for no one to get sick. You get to a city of 1,000 people and all of a sudden you can't keep track of everybody. My playtesters get really annoyed when they have someone who has lived for 70 years doing a good job at something, and they die. I like that you know the townspeople's names and you know where they live and what they're doing. The decision to avoid multiplayer aspects and combat pushes the focus toward an intimate relationship with the townspeople. So it initially wasn't something that I was interested in. I mean, I'm building the game I want to play. I don't care for it, and I don't think it's done well, and I guess it just wasn't a need for me. In games like Anno 1404 I always played without combat. I originally didn't think the game needed combat. Why do you think the game is better without it or just doesn't need combat? Last heard I heard, combat won't be in the initial release. But if I were to allow that feature creep to continue I would just never finish. I have ideas for several different types of expansions and ways to play, combat, more in-depth building that deals with more materials. I had a schedule that I'd pretty much completed back in May or June… This is certainly the type of game that I could work on forever. Do you think you've fallen into this problem at all? It's somewhere in between a game that's really structured, but you also get this ability to craft your own spin on it.Ī big pitfall for solo developers is constantly adding new mechanics and features. I've always looked at city builders, whether it's Settlers or whatever, I've always liked the style and what you can build. I've played SimCity 4 for ten years on and off. I've always like those, but there's a combination of a lot of stuff in there. Luke Hodorowicz: The thing I draw from most are the Anno games.
