No glaciers, no kidnapping. Just a bit time do do other things, than Banished playing and writing about it. People who know me longer, knows I've made some brakes like this from time to time in the past, too. But I knew all the time, that one day, I would be back. This game and this community are much too nice, to be put by side for a very long time.
I actually played a few years this afternoon and I have some first impressions and a few questions/requests/suggestions to
@Tom Sawyer. Again I'll use the screenshots I made for myself to remember, what I wanted to talk about. I had to start a new game because yesterday evening I just took a look and didn't save anything. The name of the new town is the random Sigurdo. Itīs a bit cool, because I think Sigurd is an old Nordic name.
First pictureJuly year 2. My 3 families have got homes. The sheep got a pasture. We have some food, firewood and basic building materials. (There's one small forester from Kid's Forest outpost mod in the south). Next quest; tools and clothing. I will use the possibilities in the North as far as possible. Vanilla buildings and buildings from other mods will only be used, if I see no other option.
For tool production we will need charcoal. So after the chopper a stack was built, then I went for the bloomery. To construct it, we will need clay. OK, that make sense. A large claypit now at the beginning? Makes no sense. But I have discovered a long time ago, that
@Tom Sawyer hardly makes anything that doesn't make sense. And here is a possibility to make a mini clay pit as one of the instant tools. It's not so easy, because the spot, where you build this pit, can't be used for anything else later. And planning far ahead is not my strength. You can see the small brownish circle close to the menus. That's my mini pit. It's not a big thing, and I don't know, if it's possible to have the sign, that the pit is closed. It would also be nice, if it was possible to see, how much clay is collected that (and last) year, like at other "normal" menus.
The picture shows all the things, that could be made at the farmers workplace. We need clothes and have a lot of wool. So, wool coats it is. With the shepherd start I'm pretty sure it will work, but I don't think it will work with less (or no) sheep from the start (each coat need 4 wool with these uneducated worker). It doesn't seem like the workshop could process hide from deer. I think it should. If you don't have all these sheep, you will have to build the large vanilla tailor right at the start (or better some modded smaller version, if one work with the deer hide). It would be a pity. I like the idea, that all necessary things could be made in these workshops from the start; less efficient, than in a larger specialized building, but enough to support a small initial population. Iīm pretty sure, that these kind of settlers knew how to prepare deer hide for clothing.
Second pictureThe instant hunter has been changed. You don't need to assign a hunter. A laborer does the kill. I don't know if it's an improvement. It's easier, but it's also easier to forget, that you have put a hunter somewhere and a laborer walks around in the circle, looking for a prey, instead of doing something useful. I will not say, that I liked the old version better, I just want to know your motives, Tom. It would also be nice to be able to see at the menu, how much meat/hide was collected.
You can also see the workshop. It can make iron, tools, barrows and traps. It would be nice, if the menu had more lines, so you can see all different products. I have tried to make barrows. It doesn't seem to work. It's said, it needs wood. There's a lot of wood but the blacksmith isn't keen on carrying it to his workplace. Is there anything else needed?
You can see, we aren't very healthy, so in summer we will collect herbs and then build a herbalist.