Video Game / Banished

Banished 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:

  • Absurdly Youthful Mother: Averted. Citizens can move in with a spouse as young as 10, when they become adults. They won't start having children of their own until their later teens though.
  • Acceptable Breaks from Reality: Every citizen in your village can be seen walking around. Yes, even those children that are literally 0 years old. Your population also ages three times faster than they would in real life, mostly because realistic aging would make the early game interminably boring even at ten-times speed as you wait for your population to slowly expand.
  • 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 in the early game. Gatherer's Huts produce far more food relative to a farm with the very wild and overgrown terrain you deal with in the early game, and farms only produce food once, in Autumn, and only if they're planted in Spring. Their labor-intensive nature also means they're less useful when you have a low population relative to a Gatherer's Hut or Hunting Cabin. Later on, once you've got a larger population, farming becomes vastly more useful, as they produce far more food for a much smaller space, and farmers with nearby homes, markets, and storage can produce massive harvests.
    • Farming becomes essential for getting higher-end items in the Colonial Charter mod. Unless you specifically trade for them, which can be hit or miss, the only source for some of the raw materials to create ropes, cloth, tobacco, alcohol, or mulberry leaves (for silkworms) is through farming non-food-related crops.
  • 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. What's more, since Gatherer's Huts produce four different foods unlike any other structure, it also automatically increases food diversity which is important for your people's health. Placing one of these 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.
    • The Shoreman's Hut and Tidal Pool in Colonial Charter. Small, cheap, one-man structures with a very small footprint on your shoreline. The former produces several extremely useful raw materials such as reeds (useable in fire bundling and ropemaking), clay and sand (used in brickmaking and glassmaking, respectively, essential for high-end structures) and can catch frogs and turtles during lean times for food. The latter structure produces huge amounts of varied seafood relative to its size, as well as pearls, which are a valuable trade item.
  • 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 & 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.
  • Improbable Age: You can have 10-year-old blacksmiths, farmers, clerics, physicians, and so on. More averted if you build schools; citizens will be 16-17 before they finish their education.
  • 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.
  • May-December Romance: The game will ususally pair up citizens of similar ages, but if the demographics of your town don't enable that, one partner might well be half (or double) the age of the other.
  • 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. The Colonial Charter mod can have you advance from a medieval to a colonial society as you obtain the materials needed to construct the more advanced buildings.
  • 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.
    • Colonial Charter greatly lengthens the simple production chains into a full-on economy where the colony takes in raw materials and refines them into valuable trade goods, building materials, and refined food supplies. For example, wheat is taken to a mill, which converts the wheat to flour. Flour goes to a bakery, which can make hardtack bread, or use other resources like sugar (grown from sugar crops and refined at a sugar boiler) to make sugar cookies, or cheese (milk extracted from cattle and taken to a dairy to be refined) to make cheese bread. More advanced structures can take the resources from many different buildings to assemble, such as lumber (refined from wood at sawmills), bricks (refined from clay and furnace fuel at a brickworks) and glass (refined from sand and furnace fuel at a glassworks).
  • 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)...
  • Soundtrack Dissonance: Listen to soothing guitar and harp music...while your population starves to death.
  • Teacher/Student Romance: It's entirely possible for a student to be married to their own teacher.
  • 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.
    • There are also specific subtypes of food: proteins, grains, fruits, and vegetables. Your villagers are happier and healthier based on how varied their diet is, which is what makes markets so useful. Because your markets collect food from all around the city, villagers who go to the market will be able to get a good variety of food and other essentials.
    • Colonial Charter dramatically increases the number of resources hundreds, ranging from raw materials to finished goods, creating a complex production chain.
  • 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.
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Banished