World of Banished

Conversations => Challenges => Topic started by: seanth on April 30, 2019, 01:42:06 PM

Title: 4 Grand Challenges!
Post by: seanth on April 30, 2019, 01:42:06 PM
Each year in a Earth system modelling class I teach, we finish the class off by playing Banished. The students work in teams to see which team gets the highest score in four(4) challenges. Full details are in a file (https://docs.google.com/document/d/1BB7VLYWa3njuLGgFKcVLGsbnqr_FRbtiJS8G0OAsYZM/edit) I provide my students. Obviously the details are different for WoB, so here's the basics:

Time limit: 50 years of game play

Necessary mods:

Provided save files:

IMPORTANT:

A Trading Post exists in all of the provided save files. It's there only to make it easier for nomads to show up. DO NOT USE IT TO MAKE TRADES. Trading is against the rules


CHALLENGE #1: Hunter-Gatherer-No roads-No trade

Here, you will start with the Hunter-Gatherer.sav (https://www.dropbox.com/s/b07ubv5avpjwbzo/1-Hunter-Gatherer.sav?dl=0) save file. Establish a colony anyway you see fit, but you cannot build any roads or tunnels. Bridges are allowed, however.

Your Bannies do not have access to any seeds, and since you are prohibited from using the Trading Post, you cannot acquire any. You must rely only on any combination of hunting, fishing, and the gathering of wild foods from the forest. NOTE: Forest lodges are allowed even though planting trees could be considered agriculture.

This is the hardest challenge. Good luck.


CHALLENGE #2: Hunter-Gatherer-Yes Roads-No trade

This is similar to Challenge #1, uses the same Hunter-Gatherer.sav (https://www.dropbox.com/s/b07ubv5avpjwbzo/1-Hunter-Gatherer.sav?dl=0) save file, but as you establish your colony you can build any sort of road or tunnel that you like. Bridges are still allowed.

Your Bannies still do not have access to any seeds, and since you are prohibited from using the Trading Post, you cannot acquire any. You must rely only on hunting of deer, fish, and the gathering of wild foods from the forest. NOTE: Forest lodges are allowed even though planting trees could be considered agriculture.


CHALLENGE #3: Agriculture-No Roads-No trade

Here, you will start with the Agriculture.sav (https://www.dropbox.com/s/h0qpavrt25sy61d/2-Agriculture.sav?dl=0) save file. Your Bannies brought a large assortment of seeds with them when they were forced into the wild, but you can’t build any roads or tunnels. Bridges are, surprisingly, allowed.


CHALLENGE #4: Agriculture-Yes Roads-No trade

Do what you did for Challenge #3, using the Agriculture.sav (https://www.dropbox.com/s/h0qpavrt25sy61d/2-Agriculture.sav?dl=0) file, but now do it with roads and tunnels. Go ham and make a landscape of cobblestone streets if you want. Just make sure you can raise enough food for your starving, huddled masses.


SCORING:

Having a large population does not mean they don’t live in a soul-crushing hellscape (https://www.vice.com/en_us/article/4w4kg3/the-totalitarian-buddhist-who-beat-sim-city). The final score will be a function of both population and happiness. The rubric works like this:

Code: [Select]
    Population alive * fraction of happiness.
    Example:
At year 50, Team A has 70 Bannies alive, and their happiness is 4.5 out of 5 stars (4.5/5=0.9)
            Final score: 70*0.9 = 63
At year 50, Team B has 140 Bannies alive, and their happiness is 2.25 out of 5 stars (2.25/5=0.45)
            Final score: 140*0.45 = 63
WE HAVE A TIE!
Title: Re: 4 Grand Challenges!
Post by: seanth on April 30, 2019, 01:47:04 PM
LEADER BOARD (top 5):

Hunter/Gatherer-No Roads:

Hunter/Gatherer-Yes Roads:

Agriculture-No Roads:

Agriculture-Yes Roads:
Title: Re: 4 Grand Challenges!
Post by: Jewelz on January 23, 2020, 06:55:02 AM
This is quite cool. I may take this on when I'm done using my newfound deco mods and ready to actually "play" banished again!