is a city-building strategy game with survival elements and the first game from Shining Rock Software.
You're in charge of a group of people who have been banished from their homeland with only a few months worth of supplies and the clothes on their back.
Tropes present in the game:
- Acceptable Breaks from Reality: Every citizen in your village can be seen walking around. Yes, even those children that are literally 0 years old.
- Adam Smith Hates Your Guts: If you specifically request an item from a merchant, it'll cost more than it would normally.
- Justified in this case due to the nature of the barter system - they know you need the livestock or seeds (it will generally be one or the other) more than they need what you're trading, so they can get a better deal out of it.
- Anachronism Stew: Corn, pumpkins, potatoes, and squash are all available as crops. These didn't become available in Europe until after the discovery of the Americas, so your citizens' stew is literally an anachronism.
- Arcadia: a successful settlement can look like this, though please ignore the mines and quarries.
- Awesome, yet Impractical: Farming. Although they are capable of giving a large food output, they can only be planted in Spring and harvested once a year (usually around Autumn). While feasible to use in the later game, the player can get away with never using them at all, unless they want to get ale.
- Boring but Practical: The Gatherer's Hut. Unlike farming, gatherers are able to find food during any season. When a gatherer's hut is placed in an area completely surrounded by trees it produces an insane amount of food. Placing it adjacent to a forester's lodge it produces a large amount of food in addition to unlimited logs and a continuously replenishing forest. Put a hunting lodge next to them and you'll get an infinite source of meat and leather as well. The three aforementioned buildings used in tandem are reliable enough that one never even needs to use crop fields, pastures, or orchards.
- Firewood is by far the most profitable trading resource, and it is obtainable in large quantities using the above mentioned strategy.
- Cheat Code: Currently disabled in the retail version, can be enablde via a mod found here
- Crystal Dragon Jesus: You build "chapels" that are staffed by "clerics", but grave makers can take the form of a Christian cross.
- Command And Conquer Economy: Every building is placed by the player. Your villagers only use supplies as they need them.
- Death by Childbirth: It fits perfectly to the main theme of survival.
- Didn't See That Coming: The need for food, shelter, and firewood are obvious enough, but running low on things like tools, clothing, ale, and even places of worship can just as easily doom your village.
- Do Not Touch the Funnel Cloud: In-game tornadoes work this way.
- Endless Game: According to the developer, he's never built a city that couldn't be expanded further. The game only ends when everyone in your town is dead.
- Firewood Resources: Harvested wood (either left lying in the open or stored in a stockpile) is represented in-game by a pile of medium-sized logs. They both serve as a primal resource for building or to be converted as firewood; firewood itself looks like similar logs with a Palette Swap.
- Game Mod: There are many since the author released the modkit. The mods that merits notice the most is Colonial Charter, that adds a buttload of new buildings, items and resources.
- Gender Is No Object: Despite the Medievalish setting, there are no gender restrictions on professions. Women can be blacksmiths, hunters, merchants, or miners just as easily as men. The only place where this is averted is that women can die during childbirth.
- Ghost Town: What you're trying to avoid.
- Hyperspace Arsenal: Those rocks you see on the map that are about the size of your laborers? They all produce just 2 stone each, which the game gives a measly 30 weight. Now consider that each citizen can carry up to a maximum of 100 weight in items.
- Low Fantasy: The game is set in a generic medieval world totally devoided of supernatural elements (no magic, no fantastical races, etc). The only clues which could implies that Banished isn't set in our Middle Ages are the chapels (which are used by "clerics" instead of "priests"), the weird names of the citizens, and the anachronistic available crops.
- Medieval Stasis: It's technically possible for thousands of years to go by, but the village will always remain a quaint and low-tech society.
- Noodle Incident: It is not explained why your people have been banished from their homeland.
- One-Gender Race: What you're also trying to avoid. Get hit by a very hard winter and see a certain gender drop in numbers will result in population dwindling at high speeds.
- Randomly Generated Levels: Each game is set in a scenery randomly generated from a seed which can be manually edited by the player. Some settings (whether it is set in a mountain or a valley, the harshness of the weather, and the presence or absence of random natural disasters) can also be chosen by the player.
- Refining Resources: Most resources are used in their raw forms, though there are some simple production chainsólogs=>firewood, logs+iron=>tools, fruit=>ale, and so on.
- Ridiculously Fast Construction: Averted. Every building must have the supplies for construction carried to it and the building must be constructed by people with the Builder job.
- Schmuck Bait: Farms or Orchards in the early game. The tutorials teache you about farming and you start with some seeds (depending on the difficulty). It's natural to assume that you should get farms started right away - but farms and orchards take time to produce food. It's entirely possible for half of your village to starve to death while you have a field full of potatoes nearly ready to harvest.
- Gatherer's huts, hunting lodges, and fishing docks are great for quickly procuring subsistence-level food resources, as well as diversifying available food resources. Farming is better for building up food surpluses after you've got a tidy settlement going, which can come in handy when you suddenly need to feed a lot more mouths because you just couldn't bear the thought of turning away those nomads who were requesting citizenship (or wanted to employ them to quickly expand your town)...
- Shout-Out: Whether by design or chance several citizen names are similar to those in A Song of Ice and Fire (eg 'Hoster').
- Soundtrack Dissonance: Listen to soothing guitar and harp music...while your population starves to death.
- The Wiki Rule: As per usual
- You Require More Wheat and Venison: 41 resources, divided into rough categoriesófood, raw materials, finished goods. Note that different types within the same category are not necessarily substitutes for each otheróbeans won't replace fish as a source of food.
- Wise Beyond Their Years: If you build a school and assign a teacher to it, it's possible they will end up being the same age as the students, as everyone becomes a laborer (and therefore a perfectly valid teacher) at age 10. The same goes for any physicians who heal the sick, or clerics who give spiritual guidance to your citizens and help maintain their happiness levels.
- Worker Unit: Basically every citizen is this with some exceptions.