Welcome to!A subreddit for all things Banished.Banished is a city-building strategy game developed by Shining Rock Software.Game developer: Related Subreddit(s).IRC.Server: irc.snoonet.org: 6667 (6697 for SSL).Channel: #Banished.Rules. No low effort (E.g.: 'this', 'lol', etc.) comments. Do not discuss piracy or ask for free game keys. Do not editorialize titles.
This page lists all the buildings in the original Banished game, plus those in Colonial Charter mod and (some of) Mega Mod, with production chains and trade profitability. A useful tool for calculating the optimal size of fields, orchards, pastures & cemetaries can be found at banishedinfo.com. Jan 22, 2017 Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety.
Keep things on-topic and about Banished. Please be civil & follow rediquette. No age/profession/name/etc. Combination postsGiveaways. If any generous gamers would like to give away the game, please so that we can organize a proper giveaway thread.Let's Play Channels ChannelPlayer-Live Streams ChannelPlayerSubreddit are now public!Please if your post doesn't show up in the new queue. Sometimes posts tend to end up in the spam queue.If you find any posts or comments that are abusive, revealing personal information, and not related to the game or the subreddit, please report them immediately. Hi allI've recently started playing with CC and, while I'm not having difficulty surviving (have a town of over 200), I'm definitely having difficulties with making it efficient.My typical play style has to do with 'districts.'
To give an example, Every time I expand to a new area with its own market, I like to specify what that area will be used for. So, my first district is all the mining / lumber supplies (building materials, furniture, etc.), and the second district is meat. I kept all my pens there, butchers, and build tinning and smokehouse facilities. What I didn't realize, though, is most of these higher up buildings need materials that are far away back in my first district (salt, glass, barrels, etc.). Of course the market brings some over there, but when you need high numbers of things, its just terribly inefficient.What strategies do you guys use to get around this?
Aside from having nearly every material localized right around itself (vertical integration?), are there mechanics I might be missing that can bring materials I need closer to where they'll be used even if they're being produced far away?. Yeah, that seems to be the way to go but the OP said he was spread out a bit.
I've been holding off on CC intentionally but have screwed around with it. Jak and daxter collection wiki. The market stalls and carts are great but even with those they seem to get glutted a bit. Like if you are providing 'materials' to producers of 'materials' the market asset starts filling up with what you are making instead of what you need to make it.Didn't play for real, but did briefly upgrade to the beta version of the game to check out CC 1.75 with the new limits. It's all a lot more evenly distributed across more limits and there's a specific stall or cart for each one.
I'm thinking this is what the OP is needing. Wood is pretty straightforward because it's only an input aside from foresters, of course. But if the building you are supplying uses inputs with the same flag as what they output, the market can start stocking it too and get glutted with that instead of what it's intended to be supplying.That's why I say the expanded limits in the beta version of the game is so great. Spreads things out across more limits and there are carts or stalls for each one. Specialized stockpiles and barns for each one too.