Banished

Banished

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Bandaid's Complete Guide to Banished
By Mida
A full explanation of the different parts of Banished and how to play the game.


If you have anything you want me to add thats not already in here, just ask me in the comments section and I will get it in asap.
In addition, if you have any screenshots or youtube videos that you think would be of benefit, I will gladly put them up and give you credit for them in the guide.
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Getting Started
So you've gotten banished. You've created your world, and now you get to attempt to create a town (read gravesite).

But where to start?

The most important step that you can do in this game is enable your resources tab. First you want to click the Cog in the bottom right corner of the screen. This will open up your Tools and Reports tab. Alternatively, you can hit F2.

Now, in this tab you want to click the far left option, Show general statistics. This will open a nice tab that shows all of your general statistics. This includes your resource levels, your food level, your population, the season (very important), and how your population is distributed.

If you started on normal, you should already have a good amount of food and resources.


Your Overview and You!
Here are a few short videos I made to help you learn how to navigate around your Banished Overview.

Simple Overview

This will give you a basic idea of how to navigate the overview, and how to display the information that you want.



More Advanced Overview

This will show you some of the more advanced things you can do with your overview to help you better manage your town.

THINGS THAT CAN AND WILL KILL YOU
This guide makes no promises that you will not:
  • Starve
  • Freeze
  • Get old and die
  • Catch the Herpes and die
  • Be a fatty and eat so much fried chicken your heart explodes
  • Burn to death
  • Get trampled by a boar
  • Have a mine collapse on you
  • Die in child-birth
  • Have a worker commit suicide by jumping off of a ladder
  • Starve to death due to annorexia (Sergill the child, you will be missed...)
  • have a blacksmith use molten metal as clothing
  • Have people thinking they are fish and can breathe water
  • Become knowledgeable about the flight capabilities of a tornado
  • have Unga go Bunga and headbutt a rock until he dies
  • Have a woodcutter get into a deadly makeout session with Gimili's Axe
  • Have the "GREAT" fortune of having all female children...
  • Have a herdsman shout "TORO" when he should have gtfo!

The important thing that I will say is that it is highly important that you get your houses up for your population before winter. By the first winter, you ideally want 5 houses. Four for your starting population, and a fifth for any "accidents" that occur during the winter.

By your second winter you want to be sure have a woodcutter to keep your houses stocked with firewood during the winter. By the fifth, someone to make you some clothes, assuming you haven't had a mass "hand-me-down" moment, a.k.a. everyone died.

The other thing that you have to be careful of is your clear orders. If you send someone on too far of a task, they can die of starvation or hypothermia if they don't get back in time. From what I have expierenced, hunger and heat function both as a "tank system," much like a gas tank. They need refilling with a pit stop from time to time.

So be sure to keep your orders around your settlement, and not say, clear a patch of land on the far corner of the map because it looks prettier. At start, building around you is the way to go.

There is also the hidden issue of the widow/widower effect. From what I have observed, if one half of a couple dies a horrbile death (say getting gutted by a boar) the other member of the family will NOT find a new mate, therefore will no longer add to the population. Just a heads up.

How to mitigate starvation
The best way that you can mitigate starvation is by having a good supply of consistent food sources. This primarily means farming, as other means can fluctuate between seasons. The key thing to note, however, is that you want to be sure that you do not having simply one crop, as it may become diseased, nor should you have only one storage facility for all of your crops, as it may burn down. If your storage facitilites catch fire, you do lose all that was stored in them. Having your food turned to ash, while it may satisify an american palate, does not satisfy the palate of your Banished Citizens.

How to mitigate Freezing
There are really four things that you can do to mitigate people freezing to death.

The most important thing is a house. A house will heat people up when they visit it, so it acts as a refresh on how cold someone is. To do so however, it needs fuel that it can burn, so early on make sure you have a wood chopper who can keep your people supplied with firewood.

The second thing you can do is proper city planning. The farther you spread buildings out, the farther your people have to go in order to reach their destinations. This translates into more time exposed to the elements. If you keep the distances short, the chances of them freezing to death is much less.

The third thing is clothes. Clothes actually decay over time. If you click on a citizen, you can see the status of their clothes. Being sure to maintain clothes that are warm is a great way of ensuring that your people won't freeze to death.

The final thing you can do is be cautious with your move orders. If you send people on too long of a move order then they very well may freeze/starve by the time they complete the order. Be very cautious about rivers as a result of this, because though on the map it is a close proximity, remember, if there is no bridge, they have to find a path around it.

Confirmed disasters
Tornado

Fire
Be cautious about fires, you can mitigate their damage by proper planning and the placement of wells. Ideally you want a small amount of space between buildings as space permits, or the arrangement of blocks with ample space between, so that the fire doesn't spread to all of your buildings, and is contained.

Blighted Crops
Your crops can become diseased and wither and die. See the farming section about how to mitigate it.

Illness
Traders may bring illness into your lovely community and sicken them with their disgusting germs. You can use hospitals and Herbalists to mitigate this, however the hospital is far greater than the herbalist.

Diseased animals
Animals out to pasture may get sick. See the worker/building discription for information about how to mitigate it.

Others may be added as they are confirmed
Happiness
Happiness can be taken as a measure of how productive your society is. If your people are unhappy, the amount of time they spead not producing increases. However, if they are Happy, they will produce at their maximum rate. Be warned, the productivity of a citizen is influenced by their person happiness, not the global. As a result, only use your global happiness as a snapshot about trends in your town. You may have to select people to see who the debby downers are, or identify trouble spots for happiness.

The following things effect happiness:

Markets (Positive)
Access to a market will increase happiness.

Wells (Positive)
Access to a well will increase Happiness.

Taverns(positive)
Because who doesn't get happier whe they are smashingly drunk (pre-hang over)

Trading Posts (Positive)
I am not sure if its a city wide effect, or if it is just in proximity to it, but the developer alleges that it does created happiness

Cemetaries (Positive)
Because who doesn't enjoy knowing there's dead bodies next door?

Chapels (Positive)
They work in proximity. Will not comment on the implications of this.

Births and Marriages (Positive)
These will only influence the familes directly involved.

New clothes (Positive)
These help the people stay warm, so it is a positive way to influence happiness.

The following things cause a negative happiness change.

Death in the family (Negative)
This reduces the happiness off all those involved. This effect apparently persists for a couple of years.

Starvation (Negative)
Again with the not being happy that you are starving to death. Sheesh, back in my day...

Freezing (Negative)
But I thought you loved popsicles, and you are what you eat...

Sickness (Negative)
While sick people will not be happy. Apparently they don't enjoy being miserable, same as us. However, not sure if there is a lingering effect of this.

Mines and Quarries (Negative)
Mines and quarries apparently have an aoe effect for happiness reduction, so be sure to place them away from your living quarters.



Resources
There are the following resources in the game

Food
Food has many different types that all contribute into the overall food listing. The known buildings for food production are: Farms, Fishing Dock, Hunting Lodge, Gatherer's Hut, Orchards, Pastures, and Trade. The buildings that may require trade in order to actually setup are the farms, Orchards, and pastures, as these have prerequistes such as animals or seed. In addition, Orchards will not be productive during their first few years of life do to the time it takes for trees to mature.

Note* I have read literature that may indicate that a Gatherer's Hut is actually the most productive means to generating food. Take this with a grain of salt, as I have not had time to confirm it.
The known types of food are as follows:

Fish, potato, venison, Cabbage, Corn, Squash, wheat, pumpkins, Eggs, Chickens, Onions, Beef, Berries, Cherries, Mushrooms, Apples, Berries, Peaches, Pears, Walnuts, Pecans, and Plums.

While ale is technically a type of food, AFAIK it does not satiate any of your people's hunger, merely their happiness.

Logs
The three ways that you can get logs are by either chopping down trees manually, setting up Forester to give you a renewable supply, or via trade.

Iron
Iron can be acquired in three ways. There are surface nodes that come in a limited supply that you can mine manually. You can setup a mine to effectively generate a massive node that will take a considerable amount of time to deplete. Finally, you can trade for iron.

Stone
Stone can be acquired in three ways. There exists surface nodes that can be mined manually. Alternatively you can setup a quarry that will function as a massive node that takes susbstantially longer to deplete. Finally, you can trade for stone.

Firewood
Firewood is produced by a Wood Chopper and is used to keep your houses warm during winter. See logs on how to generate those for usage by the wood chopper. You can also trade for Firewood.

Herbs
Herbs are produced by herbalists. They are used to heal your people. However, a herbalist will only find herbs near mature trees. As such you should place them ideally in a natural forest, or in proximty of a forester that has has chopping set to off. You can also trade for them.

Coats (Hide, Wool, and Warm)
The coats are produced by the Tailer and require 1 leather, 1 wool, and 1 of each respectively. AFAIK, the hide and wool coats are interchangeable, but the wool coat is better suitited for a sustainable model. You can also trade for them.

Tools (Iron and Steel)
Tools are produced by the blacksmith. The blacksmith will require Iron and logs to produce an iron tool. They will also require Coal if you wish to make steel tools intead. You can also trade for them.

Coal
AFAIK, Coal can only be produced via a mine set to extract coal or via trade.

Seeds & Animals
The only way to gain these are through purchase on trade, or be given them to you based on your difficulty.
Expansion
One of the most important things to know is when to expand, and to where.

The first thing is to know when. To do this you need to look at your population distribution. For this example we will use a population as follows: 32/2/5. What this population means is that you have 32 adults being productive members of society, 2 students learning, and 5 children throwing rocks at your windows. That is not a sustainable split. Ideally, you want to have enough children to replace your adult population at your cruical structures (food production and firewood production) in the case of a die off. With this split, you only have two students that could immediatly step up, so you will have some issues.

The second thing is you want to check your town hall, assuming you have one. If your town hall says that you are producing more food then you are expending, then you know that you have capacity for more needy mouths. Otherwise, it might be best to stave of expanding unless you have a large enough stockpile to go ahead until you can expand your production as well.

So if either things are the case, what you have to do is make some houses. Your people are much less likely to have the naughty fun-time if they don't have a place to raise them, so place down some houses. Ideally they would still be in range of your market, that way goods would be distributed to them.

You can also check your overall capacity for expansion by clicking on your houses. If you have 3 adults living in one abode, no they aren't into the kinkyness. There are three there because someone is basementdwelling due to a lack of houses. So you can expand, just be careful you don't expand too much too soon.

Boarding houses are a good way to stablize your population early on, be careful though, as it may come with a happiness penalty.

The difference between a stone and a wooden house is that a stone house costs much more, however will consume firewood at a much lesser rate.
Population
Population is one of the most important factors towards developing and managing your town. There are only two ways to grow your population. They are having babies, or accepting nomads into your town.

There are 3 Main factors in population that you need to manage. They are as follows:

Size

The size of your population is a cruicial number. While you may think adding as many people as possible is a good idea, this can actually hurt you, badly. You must match your food production. If you have too many people in your village, people will starve. Just because the baby that broke the back of your food supply was the newest addition, doesn't mean that it won't be a productive member of your society that will die. You need to be careful about this. I cannot stress this enough.

With that said, you cannot let your population stagnate, and the next section will explain why.

AGE

The age of your population is one of the hidden you-dun-goofed things about this game. You can be lording it over a highly productive, rich town, and then a year or two later, suddenly no one lives in your town, because everyone died...because there is no social security or medicaid in Banished. You must expand at least fast enough for your population to replace itself. If you do not, then you will not have a population to worry about. Make sure your people are having babies at a semi-constant rate, and you won't really have to worry too much about people dying out. However, if you instead encourage people to have babies in waves, then you will have mass die off's then people coming into age. Either way, its a balancing act.

Also, you have to worry about the stage of life people are in, be it child, student, or adulthood. Adulthood is the only productive age, with that said, the longer spent as a student, the more productive that worker will be over their life time. Again, with that said, this puts off their production for a few extra years, so again, its a balacing act between what you need now, and what you need later.

Gender

Gender is the only other thing that comes into play, and it rarely only matters unless you got screwed already. I know I for one have had an entire baby boom be nothing but females. While I love the ladies, without the men, there are no babies. There's really nothing you can do about this but load a prior save.

Widower Effect

As mentioned elsewhere, there is another hidden effect that can cause your population to get out of wack, and that is the widower effect. Once a couple moves into a house, that is THEIR house. Even if one of them dies, the other will not move out on their own. As a result of this, even if they are in their prime child-birthing years, they will NOT find a new spouse and procreate. What you need to do is set the home to be demolished, and then unset it. This toggles the state of the home back to uninhabitied, meaning your widower/widow no longer 'owns' the house. The game will count it as a brand new home, meaning a new couple (potentially with the widow or widower) will move into the home, and start with the chic flicks.

The only way to stay on top of wether or not a widow/widower is living in one of your homes is to get into the habit of checking your homes. If only one person lives there, good chance their spouse died, so your only option at that point is to tell them no sexy times, no roof.
Buildings
It is highly important to know the tradeoffs of the buildings below, and I have reproduced them in a recommend build order.

Houses
Houses are critical to your expansion. Ideally, you want a house for every pair of man and woman, as that is the manner in which to maximize your expansion.Stone houses use less firewood but cost more to build. Boarding houses are a great first build, because it reduces the need of a marketplace and makes it so your pop. increase at a reasonable rate for early on.

Gatherer's Hut
Will send people out into the woods to gather nuts and berries. This is an excellent way to get food early on, as a perfectly placed Hut can easily gather in excess of 2,000 food in a single year. However, this requires a radius filled with forest. Eventually, your people will have to go too far, or other building will get in the way. As such, it is advisable to advance to farms when you can.

Hunting Cabin
By far the best option for getting leather (and a hefty amount of venison to eat ) early on. A good season of hunting can provide you with over 20 leather and 800 venison, but be careful, as it is not sustainable, particularly when you need to expand into the woods.

Fishing Dock
A sustainable form of food production. I've heard stories of people running towns off of nothing but fish, however in order to do this, you have to get extremely lucky on the random generation of the map, as more water by the dock equates to more fish.

Farm
Farms produce your food throughout the game. It is ideal to diversify your farms, to help protect the majority from disease. Please note, farms and orchards do not actually require workers to make the crops "grow," They must only be there for planting and harvesting, which opens up micromanagement opportunities.

Wood Cutter
The wood cutter is a very important structure, as it will take logs and transform them into firewood. Without firewood, your townspeople may freeze to death during the winter. Remember to keep your eye on the stock level of your logs though, because this structure has a habit of running you dry if left unchecked.

Herbalist
This structure provides your low level healing and medicine production. It is recommend that you place this in a natural forest. This is due to herbs requiring the proximity of mature trees. Alternatively, you can use a forester set to not chop trees down. Please note, if you do not have a herbalist, herbs will go unused, and people won't get healed. These guys do day to day healing.

Marketplace
THIS IS A MUST. The market place will help your townspeople distribute essentials in a much fairer way. Without the marketplace, what happens is select houses start to horde resources while other households starve to death. The marketplace injects a little bit on communism into the equation, and if one family starves, then all families are starving. However, you can get by on less food as a result. The way it works is any homes in the radius will prefer the market over all others. However, the vendor's fetch across the whole map.

Well
This will help you not burn your entire village down. Make sure as you expand, you also add a well here and there. The worst feeling in this game is having a population over 200, then one fire knocks out all of your store houses, which in turn causes your people to starve to death during the winter.

School
By now you should have more than enough people running around to begin warrenting a school. The advantage of the school is that the higher educated a person is, the more they will produce at their job, or for service jobs, the faster they will complete the action. Very advisable to get, as it occupies most of the childs life which isn't a productive time period anyways.

Town Hall
The town hall is a great administrative addition to your town. It will give you highly detailed usage statistics, graphs, and even allow you to adopt nomads into your town, assuming there are some. The sooner you can get this building, the better, as it really prepares you to take advantage of trade options.

Hospital
The hospital is used to heal any pesky plagues. The last thing you want is a plague running rampant between your farmers and then your town dies from not having enough food. The sooner you get the hospital, the better protected you are from those traders and their Herpes. Please note, they do not do incidentals. For that you need a PCH (Primary care herbalist).

Trading Post
Now that you can protect yourself from the flu, its time to start trading for stuff. The trading post will allow people to come into your town and offer things up. You can also put out custom orders for select things, however doing so is much more expensive than waiting for someone who is selling what you want anyways to come through. MUST BE BUILT ON A FLOWING RIVER OR ON A LAKE CONNECTED TO ONE!

Pasture
The pasture is basically a hunting lodge, but sustainable and specefic to your animals. Adjacent empty pastures will slowly fill up if next to a full one. In addition, you need to be careful of your animals getting sick. Should your animals get sick, its important that you somehow create a buffer between the sick pasture and your healthy ones, otherwise you might lose all of them. Alternatively, if you have spare pastures nearby, you can move all of your healthy animals to that pasture, thus saving them.

In order to get animals for your pastures, you will need to trade for them in all but the easiest difficulty. You can then use your herdsmen to split a healty herd (I have heard you need at least 10 in a herd to successfully split, but have not had the time to verify) and then have two herds. This is the way to "cheaply" get a large amount of herds up and running.

Quarries and Mines
I put these together because they are so similar. The quarry and mine operate as a massive resource node that will last for a very long time. Be mindful though, eventually they will run out. The quarry has to be placed somewhere on open, level ground. The mine has to be placed halfway into a mountain, so finding a good site for it can be tricky. Make sure to leave room for the placement of additional ones, and remember, once you have built it fully, you can not longer remove it, so be sure you want it where you place it. The mine also gives you an option of Iron or coal. You primarily want Iron, however coal is crucial towards making steel tools.

Tavern
Last but certainly not least is the tavern. The tavern is where your people go to get smashingly drunk, which of course improves their happiness. It is also the production facility for beer, if you were planning on your town becoming a legend in the brewing business.


Other less important structures

Roads
Roads will help your people move faster, so its smart to place them along paths that you people already take to ensure you get the maximum usage out of them. There is the dirt road which only costs labor, then there is the stone road which lets your people move even faster, however requires that you spend 1 stone per tile to build it.

Bridge
Helps you cross rivers, instead of having to walk a dangerous distance around them. Be warned, while building it, you may have a worker sent to the far side, in which case they may starve and or freeze. Just be careful about that.

Tunnel
Pretty much the reverse of the bridge, it allows you to go through a mountain to the other side, instead of having to walk around. Be warned, they can get expensive.
Jobs
In banished there are a total of 20 dedicated jobs. These function as clusters of related tasks. An example of this is a that a farmer will not descriminate between a pumpkin farm and a bean farm. Provided you have farmer that does not have an active plot, he will search out any type of farm and farm it. However, he will not automatically do something unrelated, such as start fishing.

As such, it is important that you manage how many people are in each group. You can do this individually by selecting a building with a specefic job-type, and on the top of the bar increasing the amount of workers delegated to that building, and then right next to it adjust how many workers total can perform that job. You can also do this en macro by hitting f2 and selecting the jobs option. This will give you a popup that lists all people in all jobs. Just remember, everyone can only perform on job.

Below is an explanation of each job.

Laborer
This is your generic worker. A laborer will do anything from completing a resource gather command to build a road. They also will haul materials to building sites as needed, however, they will not actually build on the site. All workers that do not have a job default to this.

Builder
This is who actually constructs buildings. If you click on a building site, you will see that there is a list of resources demanded, then on the far right will be a resource called build. This resource is the actual labor required to set the building up. In order to have labor committed, you need laborers. The more you have, the more projects you can build at once. The more you have on a given building, the faster that building is constructed, provided you have the resources. When you see a foundation laid in the building zone, thats when you know its ready for a builder. Builders will also clear the building site of any trees or resources before creation.

Farmer
The farmer is your go to for food early on, provided you have decided to make a farming community. My general recommendation is you keep farmers on hand, as they default to laborers during the winter. They will only plant during the spring, so you need to make sure that you have your plots already cleared and ready for planting by that time. If you miss this time frame, your farmers will not plant, and it will be a wasted season. As such, its good to make as many farms as you can, and build up a nice stock of food. Then during the winter after harvest, you can micromanage your farmers onto something else. Just be sure to switch them back before the end of winter or you gonna die.

Herdsman
The herdsman is responsible for maintaining your herds (duh), but also will butcher/gather from your herds, and will lead herds to new pastures when you want to move them.

Gatherer
The gatherer is the worker at the gathering hut. By default they take 4 workers. If you are just starting out, you want to invest in a couple of these until you can get a good farming system up.

Fisherman
Your fishermen are the workers at your fishing docks. These fine ladies and gentlemen will produce fish at a constant rate through the seasons, however it is a very slow rate. My recommendation is only use these guys as a supplment during the winter if your harvest wasn't enough to feed your population throughout winter, and to provide diversity.

Hunter
The hunter will hunt in an area around its lodge. Be warned though, hunting is inherently dangerous, so you may occasionally hear tale of one of your hunters dying in the pursuit. However, it remains a great way of getting food and leather early on.

Woodcutter
These guys work at the building titled Wood Cutter. They will take logs and produce firewood for the winter. I strongly recommend watching "The Firewood Economy" in the youtube video section.

Forester
They work at the Forester's Lodge, which by default takes up to four workers. The neat thing about these guys is they will make logs into a renewable resource, so as you start running low on trees, you want to get these guys up before you run out. Beware though, the production speed is somewhat restricting.

Herbalist
The herbalist works at its titular building. The Herbalist will gather nearby herbs and then throw them into your stockpile. If you want ANY "health" healing to occur, you MUST have herbalists, as doctors don't do that.

Blacksmith
The smiths works at their titular building. They are pretty generic, turning wood and iron into tools. They can either make iron tools using iron and logs, or make steel tools by also consuming coal. Be careful though, they may think that cladding themselves in molten metal would be a good way to make armor, and thus kill themselves.

Brewer
The brewer will brew. Brewing occurs at a tavern. Beer is a must as your population starts getting higher as it will serve to keep your population in a drunken stupor (read as happy).

Tailor
The Tailor will create clothes for your people to wear. This mitigates some of the cold in the winter. As your population grows, be sure to get one. It however, is not a very high priority until you start running out of stockpiled clothes.

Vendor
The vendor will work at the marketplace for you. This is a very important job. They will fetch resources from all over the map and deposit them into your marketplaces.

Trader
The trader mans the trading post. While you have someone manning the trading post, you will periodically get immigrants that you may accept to your area, and visitations by trade vessels. Be careful however, as this has the possibility of introducing disease (I'm guessing herpes) into your society.

Miner
The miner will delve into your mines to harvest either coal and iron, which paired with a blacksmith gives you access to the better steel tools. Be warned however, for you may hear tale of a cave-in turning poor Timmy into an orphan.

Stonecutter
The stone cutter will work in your quarries like a good little slave. It will take a lot of these working in quarries to get a decent output.

Teacher
The teacher is a must as you get to larger populations. They work in the schoolhouse. Educated citizens are far more productive.

Physician
The Physician is the high class doctor. They will cure any diseases that start sickening your people, however they do not do the 'daily' healing that your villagers will need. For that you need herbalists. These guys ONLY handle diseases.

Cleric
Bring out ye dead. Bring out ye dead. Bring out ye dead.
But seriously, they will increase people's happiness..
Farming
Having a steady food supply is one of the most critical things that you can do in Banished. Afterall, people like not starving to death.

My preferred way of doing this is farming. Farming is the process of setting up dedicated plots to allow the production of food.

The planting season is the Spring. If you miss the planting season, the plot will not grow a crop. Thus it is important to have your plots ready to go by the end of winter.

There are two types of Farms, the crop farm and the orchard.

A crop farm is useful because it will produce your food the same year as being planted. Provided you got the crops planted in spring, your workers will continue to work on the farm until it reaches 100%, then will harvest the crop and put it into storage. After storage, the farmer will revert back to a laborer until next spring.

The thing that you need to be cautious about is diseased crops.

If you see a green hue over your crops, then the plot has become diseased. In the case all of your plots are adjacent to eachother, it is advisable to turn off or even destroy the crops that directly touch the adjacent plots. This will mean you only lose 3 plots, as opposed to all of them. Alternatively, you can make sure all of your plots are spaced a good distance from eachother, thus preventing the spread.

The other thing you can do to minimize the effect that diseased crops will have is to have multiple crops, and periodically plant a patch with a different crop. According to the developer, this will effectively reduce the spread of blight.

Also, you can alternate which crop goes where. Instead of having 4 squash side by side and four pumpkin side by side, you can do pumpkin squash, pumpkin squash, etc.

The orchard functions the same as the crops, except that as it ages, the trees will begin to produce more, all the way up to their death, at which time they will be replanted provided there is a farmer.

An Advanced micro-management strategy regarding farms is to have one worker plant the farm, then toggle that farm to work off. Your worker will then move to another farm. If you then toggle the farm back on, the plants will grow, despite not having a worker. However, this may indeed be a bug.
Hunting and Gathering
Hunting

The important things to know about hunting is that the animals in the region also have a population count, though it is hidden to us, as according to the developer. This means that if you overhunt, you can quite literally extinguish the population of deer. So that is something to be cautious about. As such, it is suggestable that you actually toy around with how many hunters are at each lodge, until you find a sustainable level.

The other thing is that you should place your stations away from your settlement in a natural forest, as according again to the developer, deer are supposed to shy away from settlements. Wether this beheavior is actually occuring is unconfirmed. However, if you hunt in a responsible manner, this can become a great source of leather and food throughout the game, but particularly as you just set up your town.

Gathering
Gathering is done by two structures, the gatherer's hut and the Herbalist's hut.

The Gatherer's Hut is the one that produces food. You may have to place it in natural/mature woods to achieve the highest production possible, but this is unconfirmed.

The Herbalist's Hut produces Herbs which can be used as medicine. This is confirmed to need mature trees around it in order to produce.
Content Created By Other People
The following is content that may be beneficial. However, it was not generated by myself.
Advanced Guides
Here is a link to a guide that Akarin made.

It does present some information that I have already detailed, however further down there are some great advanced guides for you to check out. Some of these will really come in handy, it is very much worth a look. The information includes a hyper startup method, which will easily get you to ~100 population very quickly.
Mods Mods Mods
The following are some of the more prominent mods for Banished that you can install to change your gameplay. Most, if not all, of these can be found on the Banished workshop. If not, then you are going to have to contact the mod developer for installation, conflicts, and things of that nature. If you find that any of these mods are enjoyable and wish to support the developers of them, I strongly encourage you to do so. As someone who used to mod CS:S, I understand just how much time, effort, and swearing goes into making even the simplest of these.

Colonial Charter

Considered by many to be THE Banished mod. It's easy to see why. This mod will add a massive amount of new crops, buildings, animals, and products to your game. If you've gotten the grasp of vanilla Banished and are looking for more, this is where you will find it.

You can navigate to their webpage[www.colonialcharter.com] to find out more. I strongly encourage you to donate if this is everything you were looking for and more.
Banished Youtube Guides
Disclaimer

I did not make any of these videos. They are merely ones that I have found online that may help the visual/auditory learners amoungst us. All credit goes to the people that posted these up. Should they ask me to take them off of this guide I will, but again, all credit goes to these guys.

This guide is released by the Game developer. As such it has a high degree of accuracy. This particular one focuses largely on the functions of some of the advanced buildings.

This guide is once again released by the developer. It focuses largely on agriculture.

This is an introduction guide to the entirety of Banished by HalbyStarcraft. Remember, this is just an introduction to banished. Thus, it is a good starting point.

These guides are made by Skye Storme. They cover a variety of topics.



Forestry
The Firewood Economy
Housing

"Let's Play" Series
The following are collected Let's Play's by various people. Once more, I do not take credit for any of these. My goal is simply to bring these to the attention of those who may wish to view them. If any of these author's contact me confirming that they want me to take them out of this guide I will do so.

LinusPlays Let's Play

Arumba
This one is quite extensive...

Quill18
This one is also quite extensive...

Skye Storme

Web Gaming Central

SplatterCatGaming

SurrealBeliefs

Thanks goes to these people
The following people added information which made its way into this guide:

Honk the Wondergoose - More information on the herbalist
Hamzaz - More information on rotational crop farming and preventing diseased crop spread
Sky Sam - weak heart deaths
Muffinman - Information on the removal of rotational crops
Sugar - More information on the prevention of diseased crops
E2me2t - Tornado death
Gytasas - Drowning
Sunstar - Forgery deaths
Sintobus - Youtube video about a tornado
Stacy Miller - Advice on the staffing of gatherer hut/Hunting Lodge
[QGC]mifratic - Being a spelling Nazi (jk, thx)
DreDBanGeR - Unga bunga rock headbutt death
Merc - Woodcutter axe makeout death
Den - Herbalist and Pasture info
wcbarney - Chapel Congregation mechanics

The Redditors!

Shining Armor - Thanks for the idea for a mods section
Pope Francis - Ideas about the overview section



And finally Obama - Because thanks obama...
Bugs!!!
Send me a message with any bugs you find and I will post them up here for community reference:
  • (Bandaid) Occasionally, when minimizing then maximizing, your buttons when become unclickable. What is actually occuring is the graphic of the button and where you have to click is not matching up. Normally, you have to click above the button for the click to register correctly.
    (RootBeerTuna) Alt-Tabbing back in and out may fix this.

  • (Lecherous) Building a tunnel over 50 blocks may crash your game.

  • (Den) When you destroy a cemetary, if you reclaim it immediately, the tombs will still appear but your graveyard will be reset to 0, and can be filled again.

  • (Den) Roads & Stone roads bug : Creating a road that pass over a ressource like an herb or a mushroom will cause your road tile to be bugged : You will not be able to remove it, ever, and it will not grant any bonus speed to villagers.
    One way to prevent this bug from happening is to use the "remove ressources" tool, and drag it where you want to build your road. Once the ressources are removed, you can safely build your road.

  • (Door Gunner) Sometimes when you place a barn, even though it appears to be perfectly placed, your workers won't fill it.

  • (Reddit) When your population gets to a large number (say around 2000) Banished might do its let's ditch effort to kill your town -- murdering your frames to an unplayable rate.
111 Comments
megclark46 8 Aug @ 7:48am 
Tired of people dying from starvation when I have a market and two barns overflowing with food! What's going on here?
TommyGuns 23 Jul @ 10:55am 
Crap guide.
America is capitalized champ.
search9286 3 Oct, 2023 @ 3:19pm 
Is there any way to increase trade speed so that you can buy, say, seeds or animals without having to make 1000 clicks? Is there a way to trade 10+ items (i.e. beans or mushrooms) /click instead of one?
therteenpercent 17 Nov, 2022 @ 10:54am 
I was building a milking barn , and it was being built good till it came to Domestic Animals which I need 12 ..I got most animals already and alot of them..So my question is ..how do I get my Domesticated animals into the milking barn..Thanxyou..I cant figure it out..
Tina 31 Dec, 2021 @ 9:36pm 
Did you know that children who are not yet in school will seek out their dads and even follow them around as they do their work? If you click on the child, it will say that they are playing. It's pretty darned cute if you ask me. Kudos to the devs for adding that bit to the game.
B1oodbathAndBeyond 13 Oct, 2021 @ 5:30am 
Depending on where you're from, I'd be careful talking about other countries' food preferences...
jexadox 11 Feb, 2021 @ 8:50pm 
videos don't load fyi
Mida  [author] 7 Mar, 2020 @ 9:48am 
@thlman7 you need to purchase them via the trader.
tlhman7 7 Mar, 2020 @ 9:38am 
I guess this is a silly question, but I have read and read on planting crops. I only have tomatoes and strawberries available. How do I get wheat etc? I would assume seeds are available, but how do I get them?
Arman Hammer 5 Jan, 2020 @ 2:27am 
Awesome work!
I play on a hard start. My first goals.
1st is to make 2 Gatherers Huts. 3 Workers in Each. Produces more than enough food till you get around to making some hunter lodges and fishing huts. You don't start with farming seeds on a hard start.
After I get those huts up. Bang out the houses. I use stone, but it kind of don't matter. Only difference is wood houses use more firewood in the winter. You really only need bare minimum of 1 house by the first winter. Everyone will visit it to get warm regardless of who lives in it.
After all that comes the Wood Chopper, Storage Barns, Herbalist, etc.