User Sma on the Banished Forums has created a huge number of Map Seed photos and posted them on a file sharing system, allowing you to download them to your PC.
Here's what they've posted so far.
Large Valley 0-300
Large Mountain 0-500 and Small Valleys 0-200
Small Mountain 0-200 and Medium Valley 0-1250
Medium Mountain 0-900
Source
Showing posts with label Tips. Show all posts
Showing posts with label Tips. Show all posts
Monday, March 17, 2014
Sunday, March 16, 2014
Unit Weights and Storage Capacities
The storage capacities of various buildings are determined by an overall weight capacity. The weights of each item are summarized in the table below.
| Unit Weight | |
| Most Foods | 1 |
| Herbs | 1 |
| Ale | 1 |
| Mushrooms | 4 |
| Firewood | 4 |
| Tools | 10 |
| Leather | 10 |
| Clothing | 10 |
| Wool | 10 |
| Logs | 11 |
| Stone | 15 |
| Coal | 15 |
| Iron | 25 |
| Storage Capacities (weight of storage) | |
| Storage Barn | 6,000 |
| Market | 10,000 |
| Trading Post | 20,000 |
| Stockpile | Varies from 1,000-25,000 |
Stockpile Capacity
In Banished, stockpiles range in sizes from 2 x 2 to 10 x 10. The capacity is determined by the weight of the items. The material weights are as given below
| Material Weight Units | |
| Firewood | 4 |
| Logs | 11 |
| Stone | 15 |
| Coal | 15 |
| Iron | 25 |
If you'd like the unit weights of other Banished items, you can see the post on Building Storage Capacities.
After the jump, I provide tables showing the ultimate weight capacity based on stockpile size as well as storage capacities of a firewood only, log only, stone and/or coal, and iron only stockpiles.
Friday, March 14, 2014
10 Tips
by John Murphy of the Banished Nation Guild
So when I started playing this game, I used to jot down notes for myself, just noticed the page is full LOL....Most of these are probably well known by now, but if it helps someone I guess the 5 minutes to type will be well spent. These are just a few tips to keep in mind while playing...
1. When first starting out make sure your blacksmith limit is not set too high, save your logs and iron
2. When in need of a laborer or 2, use your traders, your trade ports will still be functional, youll need to place the traders back if you need to stock up after a transaction
3. You do not need to click the thumb tack picture to pin a progress box, just move the box (Skyestorme)
4. Keep extra food stored in your trade port, will come in handy for those times when your food drops rapidly
5. If your teacher is close to dying of old age, be sure to have a laborer ready, if the teacher dies with no one to take their place, all the students will be sent into the world uneducated (kind of like the real world)
6. Save before removing orchards and crops, sometimes it causes the land to become uneven and not allowing you to replace
7. Change Village name to easily identify save spots
8. When possible send all your higher priced food (Venison, Beef, eggs, etc ) to the trade port, have the merchants send cheap food, and then auto purchase all Fruits, Vegetables, Grains, Herbs) you will increase 2 or 3 to 1 each shipment
9. A lot of debate here...Stones and Iron, Trade or Produce?....I like to trade on Large maps, but for small maps the mines and quarries are essential at the beginning. (just not enough on the map)
10. When desperate for something, make sure you request only that item from the trader, they will more then likely bring it. Instead of asking for Wood, Stone, Iron etc etc...Just click Iron (if that is what you need)
So when I started playing this game, I used to jot down notes for myself, just noticed the page is full LOL....Most of these are probably well known by now, but if it helps someone I guess the 5 minutes to type will be well spent. These are just a few tips to keep in mind while playing...
1. When first starting out make sure your blacksmith limit is not set too high, save your logs and iron
2. When in need of a laborer or 2, use your traders, your trade ports will still be functional, youll need to place the traders back if you need to stock up after a transaction
3. You do not need to click the thumb tack picture to pin a progress box, just move the box (Skyestorme)
4. Keep extra food stored in your trade port, will come in handy for those times when your food drops rapidly
5. If your teacher is close to dying of old age, be sure to have a laborer ready, if the teacher dies with no one to take their place, all the students will be sent into the world uneducated (kind of like the real world)
6. Save before removing orchards and crops, sometimes it causes the land to become uneven and not allowing you to replace
7. Change Village name to easily identify save spots
8. When possible send all your higher priced food (Venison, Beef, eggs, etc ) to the trade port, have the merchants send cheap food, and then auto purchase all Fruits, Vegetables, Grains, Herbs) you will increase 2 or 3 to 1 each shipment
9. A lot of debate here...Stones and Iron, Trade or Produce?....I like to trade on Large maps, but for small maps the mines and quarries are essential at the beginning. (just not enough on the map)
10. When desperate for something, make sure you request only that item from the trader, they will more then likely bring it. Instead of asking for Wood, Stone, Iron etc etc...Just click Iron (if that is what you need)
Thursday, March 13, 2014
How to Evict Granny
If you have older folks taking up the housing spots, you can kick them out!
- Set your number of builders to zero
- Use the Remove Building tool and select the house you want to evict the elderly from.
- Once the elderly leave for another house, stop the demolishing.
- Watch until new homeowners move in
- Set your number of builders back to what you had before.
Building and Storage Location Tips
Jamie's Tip/Thoughts Of The Day
by Jamie Ramsey of the Banished Nation Guild:
Meeting your bannies needs for food, clothing, shelter, warmth, and tools is difficult. It is the primary challenge in the game and if you don't know a few tricks it can seem daunting to say the least.
1. Remember blacksmiths and woodcutters need to be near or even touching a stockpile to reduce travel time and speed production.
2. Houses need to be as close to where people work as possible to speed production, but also to avoid freezing or starving on long treks.
3. People return home to eat and get warm. The further from home they travel the more likely they are to starve or freeze during their trek home. They do not eat at barns and markets the food is at home!
4. Tailors and brewers need to be close to barns or markets where they can pick up supplies.
5. Shortening the distance between supply, storage, and demand improves productivity. Ie between say a woodcutter, stockpile, and market.
6. Educated workers can produce up to twice the products of uneducated workers.
7. A good rule of thumb to keep in mind for storage. Keep a reserve of 100X your population in food, 10X your population in firewood, 1X your population in tools, and 1X your population in clothes.
8. If you follow #7 and have good supply of Herbs and Physicians you should never have to turn away nomads unless you lack building supplies!
9. Plan ahead so that producers have enough storage. You can literally end up with a full barn and food sitting in baskets outside it!
10. Variety is the spice of life and bannies like a varied diet.you can keep them fairly happy with food alone!
by Jamie Ramsey of the Banished Nation Guild:
Meeting your bannies needs for food, clothing, shelter, warmth, and tools is difficult. It is the primary challenge in the game and if you don't know a few tricks it can seem daunting to say the least.
1. Remember blacksmiths and woodcutters need to be near or even touching a stockpile to reduce travel time and speed production.
2. Houses need to be as close to where people work as possible to speed production, but also to avoid freezing or starving on long treks.
3. People return home to eat and get warm. The further from home they travel the more likely they are to starve or freeze during their trek home. They do not eat at barns and markets the food is at home!
4. Tailors and brewers need to be close to barns or markets where they can pick up supplies.
5. Shortening the distance between supply, storage, and demand improves productivity. Ie between say a woodcutter, stockpile, and market.
6. Educated workers can produce up to twice the products of uneducated workers.
7. A good rule of thumb to keep in mind for storage. Keep a reserve of 100X your population in food, 10X your population in firewood, 1X your population in tools, and 1X your population in clothes.
8. If you follow #7 and have good supply of Herbs and Physicians you should never have to turn away nomads unless you lack building supplies!
9. Plan ahead so that producers have enough storage. You can literally end up with a full barn and food sitting in baskets outside it!
10. Variety is the spice of life and bannies like a varied diet.you can keep them fairly happy with food alone!
Sunday, March 9, 2014
Force The Trader To Stay At The Dock
by Jamie Ramsey of the Banished Nation Guild
Has a trader ever brought something you really want, but you don't have things stock piled or need to wait to harvest something? Well you can keep that trader there for as long as you like if you leave the trade window and tab open! When you need to leave the trade window simply press pause.
Managing The Food Supply
Jamie's Food Tips: The Banished have to eat!
1. One of the contributors to your Banished settlers health and happiness is a balanced diet. It is best to have a mixture of many food types. So don't just plant endless fields of taters!
2. Crops grow at different rates. Beans are the fastest growing!
3. Frosts during the Autumn and Winter will damage/destroy unharvested crops so make sure that you have enough farmers to clear those fields before Jack Frost takes his share of your crops!
4. Some crops are more effected by frost than others. It appears that squash are hardier!
5. Farms are the most efficient food producers, but hunters, gathers, fishermen provide food year round instead of just at harvest time.
6. Except to add variety to your Banished diet chickens are worthless. Sheep and Cattle not only provide food, but leather and wool!
7. The leather and wool from your pastures can be used for Warm Coats, which make excellent trade goods. Beef and Mutton can also be traded for 3 times the food ie 1 Mutton = 3 Wheat at the trade port!
8. Always have a food surplus. The more the better.
by Jamie Ramsey of the Banished Nation Guild
1. One of the contributors to your Banished settlers health and happiness is a balanced diet. It is best to have a mixture of many food types. So don't just plant endless fields of taters!
2. Crops grow at different rates. Beans are the fastest growing!
3. Frosts during the Autumn and Winter will damage/destroy unharvested crops so make sure that you have enough farmers to clear those fields before Jack Frost takes his share of your crops!
4. Some crops are more effected by frost than others. It appears that squash are hardier!
5. Farms are the most efficient food producers, but hunters, gathers, fishermen provide food year round instead of just at harvest time.
6. Except to add variety to your Banished diet chickens are worthless. Sheep and Cattle not only provide food, but leather and wool!
7. The leather and wool from your pastures can be used for Warm Coats, which make excellent trade goods. Beef and Mutton can also be traded for 3 times the food ie 1 Mutton = 3 Wheat at the trade port!
8. Always have a food surplus. The more the better.
Friday, February 28, 2014
Farming - The Ideal Crop Size
Ideal Field Sizes
Each farmer can handle a field grid up to 56 in area.
In the table below, I've calculated out the area of each field. The x and y axis represent the length of each side of the field. The number in the box represents the area provided. The colors represent the number of workers needed to maintain the field. Given that each worker can maintain a field area up to 56 , some field sizes are more efficient than others. For instance, a field size of 6 x 10 (60) would require two workers. However since two workers are capable of maintaining an area up to 112, it would be an inefficient choice. You'd be much better off using an 8 x 14 (112). For each of the four colors (green, blue, purple, pink) the boxes with the darker shades are less efficient and should be avoided. The boxes with lighter shades are the more efficent field sizes for the amount of workers.
Ideal Orchard Sizes
Each farmer can handle an orchard grid up to 72 in area.
Each farmer can handle a field grid up to 56 in area.
In the table below, I've calculated out the area of each field. The x and y axis represent the length of each side of the field. The number in the box represents the area provided. The colors represent the number of workers needed to maintain the field. Given that each worker can maintain a field area up to 56 , some field sizes are more efficient than others. For instance, a field size of 6 x 10 (60) would require two workers. However since two workers are capable of maintaining an area up to 112, it would be an inefficient choice. You'd be much better off using an 8 x 14 (112). For each of the four colors (green, blue, purple, pink) the boxes with the darker shades are less efficient and should be avoided. The boxes with lighter shades are the more efficent field sizes for the amount of workers.
| Field Grid Efficiency | ||||||||||||
| 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
| 4 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 |
| 5 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | |
| 6 | 36 | 42 | 48 | 54 | 60 | 66 | 72 | 78 | 84 | 90 | ||
| 7 | 49 | 56 | 63 | 70 | 77 | 84 | 91 | 98 | 105 | |||
| 8 | 64 | 72 | 80 | 88 | 96 | 104 | 112 | 120 | ||||
| 9 | 81 | 90 | 99 | 108 | 117 | 126 | 135 | |||||
| 10 | 100 | 110 | 120 | 130 | 140 | 150 | ||||||
| 11 | 121 | 132 | 143 | 154 | 165 | |||||||
| 12 | 144 | 156 | 168 | 180 | ||||||||
| 13 | 169 | 182 | 195 | |||||||||
| 14 | 196 | 210 | ||||||||||
| 15 | 225 | |||||||||||
| 1 Worker = Green | Darker Colors = Less Efficient | |||||||||||
| 2 Workers = Blue | Lighter Colors = More Efficient | |||||||||||
| 3 Workers = Purple | Red = Ideal Sizes | |||||||||||
| 4 Workers = Pink | ||||||||||||
| Ideal Sizes | ||||||||||||
| 1 Worker: 7 x 8 / 4 x 14 | ||||||||||||
| 2 Workers: 8 x 14 | ||||||||||||
| 3 Workers: 12 x 14 | ||||||||||||
| 4 Workers: 15 x 15 | ||||||||||||
Ideal Orchard Sizes
Each farmer can handle an orchard grid up to 72 in area.
| Orchard Grid Efficiency | ||||||||||||
| 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
| 4 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 |
| 5 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | |
| 6 | 36 | 42 | 48 | 54 | 60 | 66 | 72 | 78 | 84 | 90 | ||
| 7 | 49 | 56 | 63 | 70 | 77 | 84 | 91 | 98 | 105 | |||
| 8 | 64 | 72 | 80 | 88 | 96 | 104 | 112 | 120 | ||||
| 9 | 81 | 90 | 99 | 108 | 117 | 126 | 135 | |||||
| 10 | 100 | 110 | 120 | 130 | 140 | 150 | ||||||
| 11 | 121 | 132 | 143 | 154 | 165 | |||||||
| 12 | 144 | 156 | 168 | 180 | ||||||||
| 13 | 169 | 182 | 195 | |||||||||
| 14 | 196 | 210 | ||||||||||
| 15 | 225 | |||||||||||
| 1 Worker = Green | Darker Colors = Less Efficient | |||||||||||
| 2 Workers = Blue | Lighter Colors = More Efficient | |||||||||||
| 3 Workers = Purple | Red = Ideal Sizes | |||||||||||
| Ideal Sizes | ||||||||||||
| 1 Worker: 8 x 9 / 6 x 12 | ||||||||||||
| 2 Workers: 12 x 12 | ||||||||||||
| 3 Workers: 15 x 15 | ||||||||||||
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