Banished
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The Achievement Path, Hints and tips for the Beginner, Intermediate player.
由 maiden4meldin 制作
This is the way I got what I consider the hardest achievement to get. Uneducated. It took me three days , two different maps. And a lot of luck.
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What I did, My starting point.
First, I figured to try this on a medium sized valley map. But that did not work out for me. Spent a full day and lost the entire game due to lack of resources. So, loaded up my previous achievements map, the one I got the majority of achievements with, Map # 348931973, forever to be considered my lucky map from now on.

The thing to note in Uneducated challenge, the people do not produce at max, they drop by 1/3 in all areas. So a fishing farm that used to produce two thousand fish, will only produce 1/3 less or around 1500 max. Same goes for all areas. Also, the game is on hyper speed, you will have alot of labourers, and a lot of lack of resources, due to being inefficient. So, do not underestimate this part as I did on my first two tries at this challenge.

The starting point isn't terrific, but it has excellent mining opportunities. And you need to set up mining fast. there are two spots at the starting point. I built a fishing hut a forest hub with hunter gatherer, I later added an herbalist as well. Before I placed houses, I placed the two mines, added stockpiles. and paused those. Then I placed a market nearby. Knowing I would quickly have to expand the area. I started this map on easy. But it works with medium well too. After trying for a full day to put clothes on Bannies, I figured to get sheep for wool, or cattle for leather. Luck was with me. and there were Cattle due to the easy start. Actually the first thing I did, due to the easy start was demolish all the houses provided, So I could rebuild them in a better position. I did not build a blacksmith at the starting spot, or a tailor. I moved those right away to the market, which I also built right away. Some may think this a mistake, but due to the distance from storage barn, to the new location for the tailor and blacksmith, I had no choice but to build a market. I made sure all the houses I had built were within the radius of the market, and employed one vendor, off and on, until I had enough to staff two blacksmiths, four fishing, two hunting four gathering, two herdsmen, one wood chopper, four foresters, two mining and one tailor. This is what I considered my beginning. it was year two, and I had almost 25 adults, and 8 children. They grow up to workers very fast as uneducated means they work after 2.5 game years after birth. So you will be expanding very fast, another reason for building the marketplace right away. So I could buid a second forest hub, and get that going right away. along with another fishing post.

A big reason I was expanding as fast as I was, is on account of how fast the labour force grew up, and a Major lack of stone wood iron. I had food, but could not seem to get much stocked up. The most food I had all game, was 22789. And this was much later on in the game. You will never be able to keep up to the need for housing, don't even try. lol. I built a Quarry, and staffed it at five. and also five in the mine. Only running one mine at this time. The second I had planned for coal. Which I never got around to building coal, as I couldn't keep anything stocked up. My stone, iron, and wood always were below 50. I would clearcut an area, build farms, and move up the map. building another Marketplace, two more blacksmiths, cuzz my tools were very low, along with low iron. but figured, the new vendors, (by this time, I had three in two markets) would be putting in iron and logs anyway, that the blacksmiths were needed.

continued next section...
Second stage. 100 plus population.
I just happened to have one hundred population, you don't necessarily have to have this much pop at this early stage of the game.

The second expansion, I view all expansions as any area I build a new marketplace. Anyway, the second space I expanded to, I build a forest/food hub, along with the market, two more blacksmith, a new tailor, a new woodcutter, along with a variety of houses and two farms. All my farms have one crop, even though I could build two, and an orchard. I was building Beans, I was hoping to get enough beans to trade at a future time. At this point I perhaps should have put up a trade post, but I just didn't have the space for one. Nor did I have enough resources. It really was all I could do to find enough iron and wood to keep firewood and tools going.

My hunt for wood/stone/iron, would lead my Bannies further and further afield. They would strip a section clean, then as those got used for houses and more mines and another quarry, I had to build a third market, to staff the quarry in the future. So, a third expansion very near the second one. Supports the new quarry, and was poorly placed as well. It didn't reach far enough to support another fishing dock. (I could have built the dock, but I had no way to house them except for what is a longer walk. which defeats the fishing docks efficiency altogether. ( See my do's and don'ts )

For a fishing dock to be valuable, it must contain at minimum Half a radius full of water. And 2/3 is much better. It also has to have a Storage barn dedicated to it. I place my barn and my dock so the road lines are connected . It also needs two houses immediately beside the barn. with a proper roadway. Bannies go to their houses often during the day/night, to eat and get warm. any distance from the dock reduces their fishing time exponentially. Since fishing is a mediocre to medium source of food, placement of houses and storage is essential to running a High Production from the dock. In my screenshots, I show where and explain why I placed a dock where I did. I do not bother placing a dock anywhere where it has any less than 50% available uninterrupted water. Once placing a Dock, I try very hard to get their houses inside a marketplace radius. If I am unable to do that, then I do not activate a fishing dock until I can.

I was always running very low on stones, even though I had a full time quarry with ten workers. I could never satisfy the need for wood, therefore my firewood was forever in danger zones. Tools was a constant battle between getting enough iron, or getting enough wood. I ran out of tools two times. The first time I ran out was after placing Market 5. I had started but not finished a trading post. I still couldn't build any sort of Town Hall. And Market 5 was built soley in my hunt for wood, and iron and stone. As I would clear an area, in order to keep my Bannies from freezing to death due to long distance walking. I would clear a spot for a couple houses, and place a market, then I would build a few more houses, add a couple of farms. The market 5 had a generous tract of flatland, with no rivers, or hills, so I decided to try to up the Cattle pasture, presently I only had two small cattle farms. and was always low on clothes as a result, but I did have around an average of 50 hide coats spread around the markets.

Then disaster struck. I had NO TOOLS, I scrambled at this point, and put about thirty workers into my mine, and sent the labour to priority putting iron into stockpile. I tried to pause all buildings still asking for any wood, or iron. including the Town Hall AGAIN. And started to clearcut small areas for extra wood. But the firewood was very low as well. Only at three hundred, the population had just tipped over two hundred thirty of which were kids.Then a miracle happened. My trading post got finished. I quickly put 5000 fish in it. Thinking I should have enough fish to cover the drop in food. And I put in 3000 Beef, again, hoping I had enough. Knowing that I couldn't spend fish to buy resources. I figured if I can boost my food, then I can get some Herbalists working. At present I rarely hit double digits in stored herbs, even though I had six herbalists working in the food/forest hubs. I also had two hunters working them. And even with six hunters, two cattle farms, small so I could get quick leather, I still couldn't keep up with leather.

In my panic to hopefully get some iron, or some tools, the no tools was getting desperate at this point. I took all the hide coats I could get my hands on. 63 lol., and put those into the trading post. That's when the miracle occurred, Just after the traders stocked up. I got a GENERAL merchant. Selling food and resources. This merchant carried Iron Tools, 200 of those precious things. I bought those immediately, and continued down the list, thinking I can exchange some fish for grains and fruits. I bought some wheat, along with some berries, and the last thing in his inventory was 200 Iron. So I spent 5000 fish, 3000 beef, 63 coats, and stocked up with his iron. Had he not showed up, I would never have made it. pure luck.

I quickly put up six more houses right there by the trading post, built a max sized cattle farm, removed the beef from trading post, removed the coats, so they wouldn't keep taking them, and took a breath.

Then I had all this cleared land, far from any easy to reach woods or iron on the ground. less than 100 wood due to the quick building. No stones, and the iron was almost gone. That is when the firewood went into the negatives, and houses started freezing, Another death spiral if not corrected. But I had no extra foresters, no place (I thought) to easily build a new forest hub without building more markets. So I figured, put the foresters in the markets areas, they already had houses, and food. I had built more blacksmiths, now I have 8, along with 8 woodcutters. And everywhere I had previously harvested trees, I put down a forester, with one extra house as the wood came in. I also took all the coats in inventory again, this time only managed to get forty. but figured if wood comes in, some extra wood is better than no wood. The five new foresters showed up just in time to enjoy a labour shortage.

Like what else can go wrong eh. So in a panic, still have no firewood, I shut down the foresters in the food hub closest to the mining, so they could help with gathering iron, which was below thirty again already. and only 80 tools left. I also reduced the vendors in markets. from four to three, some had six, so gained labour there. Managed to put two foresters into the new five forester huts. and crossed my fingers. I just didn't know what else to do. A merchant came with stones, I bought those with the coats. and pushed through the Town Hall.

Things were very bleak. my fish was below 3000. I could not trade more without removing all the fish. the beef was at 1300, I took 500 of those. Then I saw the Beans. I had 14000 Beans, on account I did not plant any other crop, just beans. I could see I had very few berries, few onions, mushrooms and roots, which told me the Gatherers were not keeping up to demands. then saw the food production. I was behind by 6000, which was masked by the infusion of the merchants two times. So, I put 7000 Beans into trading post, and prayed again. lol
Answered Prayers
Prayers answered, the general merchant arrives, and has 500 Firewood, 200 stones, and 2000 pears, berries and onions, and wheat. I stocked up. removed fish and beef from vendor inventory, and then noticed, that by cutting 1/4 of the forest from the new foresters in the markets zone, my wood was rising. My 8 choppers managed to catch up, and due to the infusion of the 500 firewood, I was soon reaching 2000 firewood. So I began skimming, at first I took 250 firewood and put that into the T.P. (trading post) soon I had 1000 firewood in inventory, just in time for yet another tool crisis. despite growing inventory of wood.

I prioritized the labour to move iron to the stockpiles. They had plenty just wasn't getting moved into the stockpiles. So, managed to squeak by on that, added another 1000 firewood, as I was at 3000 in inventory, with wood and firewood still rising. I had forty workers in three separate mines. Thirty were in marketed areas. But the third mine, had limited access to markets, and with hardly any iron or stone, it was very slow to build another market, that I could put houses in nearby. But, the firewood paid off. a resource merchant arrives with 400 stones. So I bought that with firewood.

Still have over two thousand firewood, and still in an Iron shortage. my quarry quits at this point, so I have no choice but to build houses for the new quarry now. So I build those houses, and somehow another resource merchant comes, with a load of 400 iron. which I buy with firewood. I am saved.

I push through market six, build 17 houses, three in stone. Then build another market, with one house further down the map, to support a forest/food hub I have been trying to get built. And buld market 7 middle of nowhere, just to support the fishing dock I have had holding forever.


Then the Achievement arrives. and here I am, telling my story of how I got uneducated challenge.
Do's
The Do's:

- Play a map that has good hillsides on the mountains. to build mines.
- Try to place mines and pause them. If an area can't support at least four mines, it is no good. On account of the large housing you need to build to support mine workers long term. Due to the nature of mines, they will run out. I generally run two mines with 5 workers one mining coal, one mining iron. You want to be able to continue keeping the houses busy with workers. or else you will have bad pathing, with workers living in first area, and trying to work too far away. ----- I actually have three Markets supporting my Mining indirectly. The screenshot shows the fishery I built, But also shows the Mining that came into play as well. As you can see I have had several Mines, and the four across the middle of the screen were actually the last ones I placed. The two not working Mines on the right, was where I started my game.
- Build Markets to support good fishing spots. An excellent fishing spot has lots of water. 2/3rd water surrounding a fishing dock with uneducated workers, is the only fishing spot to use. Don't bother with lesser water surround spaces. They won't produce as much. If possible, try to include the mining sources near the market radius so you can build plenty of houses. In this way, you are using one market to supply three industries. If no mining available, is there a way to place two quarries instead? this way you can keep the house support for the quarry working after the first quarry runs out..
- Clear an area of wood, and put a forester there to resupply the wood, if you have houses to support the forester. Make sure the houses remain within a Markets radius. or they will not get an even distribution of food.
- Choose clear areas for forest/food hubs. You really do want an area where the market can support at least two forest food hubs. in between them. This will ensure your people stay healthy, and not need to waste time seeing herbalists. It will also mean less markets if one market can support two forest hubs.
- Place at least three forest food hubs.
- Build a quarry, with housing to support it.
- Keep the worker force low, I keep five workers full time in a quarry, it produces a nice amount of stone, and I don't have to rebuild quarry right away. This slows the advance of expansions.
- Find an area that one market can support several industries at once.
- Check your pathing regularly.
- Check your houses inventories regularly.
- Build houses to meet the demands of resource gathering, and food gathering
- Buy one grain seed, and one vegetable seed. One cattle or one sheep farm.
- Build plenty of farms when ready for them, usually by the time you are trading, you will have good farm spots. Build all one vegetable, and trade the surplus to get other foods. Same for grain. Your gatherer can't gather grain, so you must build farms for grains, or buy grains. Corn or Wheat count as grain.
- Build lots and lots of wood cutters, the firewood will trade for food, iron, stones, coal and leather or wool.
- Build plenty of blacksmiths in every market you build. I built two blacksmiths for first and second market. then one blacksmith for every market after that.
- Build tailors in every market area. Again, I built two tailors for first market, and one for every market after that.
- Did I mention check you pathing? I can't stress this enough. I had major pathing issues, on account of not able to build more houses to support more minors in my mining areas. This was a major mistake I made, had I had more houses to support the mines. I am convinced my game would have been much simpler.
- Try to build stone houses. Wooden houses use a ton of firewood. Stone houses cost more to build, more to upgrade, on account of the original cost of wooden house.
- Build City Hall as soon as you can without crashing your stone supplies.
- Build a trader, stock it with the surplus veg you farmed. the fish. and with luck, firewood.
- Leave room to build more stockpiles, and barns. you will need them, and they should always be closer to the food producer than the market is.
- When planning your market zone. Place market. three houses beside market. these will become eventual vendors, (they will also staff the market, the blacksmith/tailor/woodcutter in the meantime). place woodcutter, blacksmith, and tailor beside market. Place storage barn beside tailor and blacksmith. (or leave a space to build one) Place a stockpile right beside the woodcutter, this should be 6x6. if placing second woodcutter, then put it on other side of stockpile.
- Woodcutters should always be placed on side where forester is working. It will speed up the delivery of logs to workplace.
- Foresters should have one single road runnig straight to market.
- Houses for foresters should be skimming the radius of the forester but not inside it. Foresters need two houses minimum to be efficient, three is better, (leave a space to add another house) or pause a house for future building.

Farming:
- For farms, long and skinny is what you want. Build one farm, watch the farmer, which way is he working. side to side you want this to be skinny. I built farms 5x12 and they produced 500 food on average. this is excellent. Any food producer should give you an average of 500 food each, very difficult to get uneducated.
- Place one house for two farms.
- Build Storage barn close leave space for future barns. you will need them.
- Once you have decided on farm, build two or three, put one in grain and two in veg.
- In every future market zone, you place three farms, same size, and your vendor won't travel as far to stock the market, which means you don't need as many vendors in markets. I only ever had enough population to keep three vendors in each market. Generally I like six and usually that number went to one.
- Build dedicated barns to farmers. Always.

Barns:
- Always build barn dedicated to fishery, gathering and hunting zones. One fishery should have at least one barn, three is better.
- two farms should have one barn.
- One hunting can share gathering barn.

StockPiles
- Stockpiles should be built by forester. I use the mini elevator. Along the straight road direction of the Market. I place a 2x10 stockpile inside forester radius.
- A second larger 5x5 or 6x6 stockpile should be built at the outer ring of Forester hub.
- Always build stockpile next to mines and quarries. Again, I build along the road, a 2x10 Later on I will add extra stockpiles larger as inventory increases. But to begin with, placing these directly in front of the mine, leave one road space between them, and place a road all around them.
- A 6x6 stockpile directly beside the Woodcutter is best.
Markets, Vendors, People and Houses
Most people don't understand how valuable the marketplace is. As a result, they don't pay close attention to placement of Markets, or the radius. In this section I will attempt to explain the role of Markets and Vendors, as I see it. This is just my opinion, from my experience with the game itself.

The Vendor

- First and foremost the vendor is an MVP
-Vendors travel the entire map to find inventory to stock the market. Which is why there is a high worker ratio to the marketplace.
-Vendors produce nothing.

The Market

-Distributes the food to the population of houses within their radius. Color is Yellow, can be difficult to see when the trees are full.
-Stocks wood, which can supply a Blacksmith or Woodcutter or Builders.
-Does not stock Stone
-Stocks Coal and Iron, which can be used by Blacksmith. Coal can be used as fuel in houses.
-Stocks leather and wool, which can supply a Tailor
-Will stock every variety of food available.
-Will stock every type of tool produced and every type of clothing produced.

Because the market stocks everything except stones, it can supply the houses with food within its radius, can supply the production for Blacksmith, Tailor and Woodcutter.
Can also supply fuel to heat houses within the radius, Fuel is Coal or Firewood.

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In this section I will try to explain the relationship between the houses and the markets, along with an overview of production.

Houses and people in Banished.

-Houses will supply the people with food to eat as long as the house is stocked. Check inventory of houses.
-It will warm up the people in Banished.
-It will produce children, which will become future workers. *Note* Children and Students produce nothing, but eat plenty.*
-Your workers will go to their personal house to eat often.
-Your workers will go to the marketplace nearest to them to supply their houses infrequently.
-Because your workers will go to the market less often than they go to their houses, your houses should always be close to workplaces.
For example.
If I build a mine. and the mine is not in the radius of a market, then the workers will need houses to go to when working in the mines. If those houses are far away, then the worker will reduce production times, and spend more time walking to the house to eat rather than working. So placing houses close to the mine, but within the radius of the market. is a must ( Markets have a large radius, so should not be difficult to stay within one with planning)

-A house within a markets radius will carry an inventory the same as the Market is supplying.
-A house outside the radius of the market will carry an inventory the same as the nearest barn. For example: If the house is supporting a fishing dock, and is outside a market radius. The worker will go to nearest Barn, which is the Barn supplied to the fishery. This will have a hefty supply of fish, but very little to nothing else. Which means the house will only have fish to eat. This will cause the Worker to become ill due to diet. Susceptible to illness. Will spend time seeking herbalist. Will be less productive.

-A healthy Worker (Four hearts or better) Will not spend time looking for Herbs and the Herbalist. Thus being more productive.
-When a worker needs to put food into their house, they will go to the Market, and take a huge supply of the Variety of food available in the Market. This means if Market has Beans, Plums, Peaches, Walnuts, Pears, Potatoes, and nothing else. The Worker will take a minimum of 100 (if available) Of those foods. So a Worker will take for example, 15 each of Plums, Pears, Beans etc... (Not actual numbers for example only) But they won't stock up with meat or grain. Which will make their health drop, as they do not go back to Market until inventory in the house is low.
A worker will always only go to one Market, or one Barn if no market is available. They will not go to separate Barns to find a variety of food. This is what makes the Market essential to the Banished Game. The Vendor will go to every Barn every stockpile to get inventory for the Market.

Placing of the Market

-You want an area that has plenty of space around it. As the Market should and will be in the center of Activity.
-Sometimes you will place a Market to support one specific industry. Fishing is a good example here.
-A great fishing spot should be exploited. It can produce up to 2800 food if there is enough water surrounding it. Sometimes a great spot doesn't have a great spot for a Marketplace too. So, you need to decide, is a great spot for fishing worth placing a Market. My answer is always going to be a Yes.
-A single dock producing up to 2800 food is invaluable to the trade industry. Can take your food problems away in an instant, and will only cost you 4 workers. two houses. Will produce year round. Does not require but will take advantage of Labourers. A small, generally unusable space (water) for building.
-A Gathering hub costs you 8 workers, 4 to staff the Gathering Hut, and 4 to staff the Supporting Forester. Plus the huge space required to make the Gathering Hut efficient. 4 houses. A gathering hut will produce year round as well.

[/screenshot]

So placing one market to support the fishing is a good plan, Even if that markets only purpose to begin with is to support the Fishing, you can usually place a few farms nearby, or if lucky, a second lesser producing Fishing Dock, The usual Blacksmith, Tailor, Woodcutter. Sometimes you can find a good mining location for a couple low producing mines if housing space is limited. or even just a Trading Post. Placing a Market in a poor location is worthwhile to support an Excellent Fishing spot.

But generally you want a Market location that can support two different types of production. Whether that is food, quarry or mining. Food can be farming or gathering.
Don'ts
Things I have learned, but these are more specific to the Uneducated Challenge Achievement. Even though I wrote this for that achievement, I have learned that these don'ts generally apply to overall game play.


The Don'ts

- Build houses without market support. These houses food sources will be very poor, the citizens health will go down, and the worker will spend too much time seeking herbalists to gain extra health which will lower the production that worker has. to almost nothing. Food is very important.
- Build orchards.
- Build farms right away, Uneducated, farms production is much much lower. Gathering, hunting and fishing are your main priority for food. Until the third Market goes up.
- Build mines that have limited access to housing.
- Ignore your pathing function.
- Ignore your housing inventories.
- Place more herbalists than needed. Generally with good food distribution at the markets, the people stay healthy enough to not need the herbalist.
- Be in a hurry to expand. Expanding will cost you in iron and stone for a new market, make sure you have these on hand, to build a proper market zone. It will also boost your population, possibly before you are ready to support more population in food and or firewood. Remember Children produce nothing but Eat plenty.
- Build all of one industry in a market zone. Vary it, add in a woodcutter, a blacksmith, and a tailor to every market area. This will help the vendor to not travel so far for those needed items. Also. If you have fish nearby, you don't need the Hunter nearby too. Meat is meat in the game. So, a nearby fishery will supply one market very well. They will still travel to get venison, but they won't try overstocking it. Vice versa, if no fishing, place a hunting post nearby .
- Build churches until after you have the town hall. Then build a church in a mining zone when you have enough stone surplus. Mines and Quarries make your citizens unhappy. It is a minor inconvenience, and a church will fix this up right away. I have played entire games without building a church, or tavern. (both increase happiness)
Most of the achievements.
For much of this guide I have focused on the uneducated achievement, but it is also has very useful information about running any game. The do's can apply to any game, and The don'ts definitely have beneficial information that can help in any regular game. I learned a lot playing the Uneducated Achievement. Just as I learned much about the game in general playing all of the Achievements.

As of this writing, I am 20 game years away from reaching 100% of all of the Achievements. Phew its been a journey to say the least. I found the Uneducated challenge to be the hardest for me. It did not suit my style of playing the game. I found the Mining and Quarry challenge to be a logistical puzzle to be worked out. First you need High population to achieve that one. 30 workers in two mines, means 30 houses to support those mines. So you need both the right type of Mountains, and plenty of flat space to build the houses. Along with the Markets. I did those Achievements with the One with Nature, (No Farming, Pastures, or Orchards) along with Isolationist (No Trading).

After achieving 84% of the Achievements list, I decided to try out Mountain Men. It was easy for me after going through the One with Nature. I had discovered the joys of the Gathering Hut, Forestry Hut. Fishing Docks and Hunting. I highly recommend going through the Achievements, they teach you everything you need to know about playing Banished. Below is what I leaned through all the challenges.

One with Nature

- One with Nature means zero farms of any kind. no herds of cattle, sheep or chickens either, and no orchards. This one was tough for me. At the time, I was not much of a fan of the Gathering Hut. I did not realize the value of the Gathering hut to begin with.
- The gathering hut employs four workers.
- The gathering hut will bring in plenty of food for educated workers, and a great amount for uneducated as well.
- The gathering hut needs no outside assistance, only forest.
- The G.T. will bring in two types of the four food groups. Vegetable and Fruit.

Isolationist

No trading means no trading. stand alone. This achievement challenged my preferred style of play. Which is to overproduce fish, and trade for other foods I need. So for this challenge, I had blended it with the One with Nature. I made my fishing posts, just not too many to begin with, only two until the achievement was won, so I wouldn't become inundated with thousands of fish in hundreds of barns. Otherwise, it did not affect my game much to not trade. I was also busy setting up for the Smelter and the Quarry achievements.

Mining and Quarry

This is a logistical challenge. You need plenty of housing. plenty of food, plenty of tools and clothing. I also did this challenge when I did One with Nature and Isolationist.
- I built a Marketplace first, Added another fishing dock, had two full time forest/gathering hubs. and had discovered a valley with the right type of mountains to support plenty of mines, along with a nice flat area that could handle over thirty houses.
- In the screenshot, I placed four mines, as well as two quarries, and all the housing and market as well. I also got the firefighter achievement here as well.
- You need strong food production for the mining and quarry challenge as you have so many workers in mines and quarries.
- I first did the mining portion of these two challenges. Then reused the position to do the quarry challenge. I built steel tools and lots of them with the abundance of iron and coal from the two full mines.
- For the quarry portion, I had the housing built, and had space for two quarries, Later I would add two more further back.
- I used the abundance of stones to pave every road with stone, achieving the Highwayman Achievement, and I also built the longest bridge across the lake. Later deleted as I didn't want the Bannies dying from the crossing. So no pics of that one lol.

Settlement Village and Town

I got these without even trying. I didn't really even know about the game achievements until they started showing up. So no special preparations or thinking how to do it needed for any of these.

Educated and Jack of all Trades

The educated I got on account of experience from other games. The JoaT I got when I looked up the Achievements and saw how close I was. only needed to build a few taverns to get this one. No special preparations required

Blacksmith, Styling, Trader, Master Trader, and Exports
Again, due to the style of play, These all showed up without any effort on my part. My previous gaming experience taught me to build the best, use the best, and trade plenty.

Farmer, Food Variety and Foodie

I did these after the Smelter and Mason Achievements.
- Farmer achievement comes naturally when you do the Foodie achievement, no effort there.
- Foodie, takes time and effort. You need plenty of flat area. lots of Markets, lots and lots of Barns, along with tons of extra spaces. Building enough pastures is the key to the animal portion. Takes two of each pasture type to get the Cattle and Sheep, and three smaller pastures to get the chicken. You will be inundated with meat, as well as leather and wool forever after doing this challenge. But to get them all eh.
- The Food Variety, takes a bit of planning. The orchards need time to grow. You need to support the farmers with Markets. Barns. Plenty of Barns. My rule of thumb when it comes to barns and Banished. You can never have enough.

Lumberjack, Smelter,and Stonework
These were the first Achievements I got. Due to the way I play, I build big to begin with, so getting these took zero effort on my part. But they did lead me down the Achievements Path.

Ready for anything, Built from Stone, Healthy, Happiness All Around, Builder and Master Builder
- Nothing special to do here. I just played as I would ordinarily play, building the best housing just made sense to me from the beginning, so building 100 stone houses came as a surprise when the Achievement showed up.
- Ready for anything was simple, matched my style of hoarding supplies to begin with lol no special work required.
- Happy and Healthy. When you have all four food groups, healthy comes around. and as long as your not over mining anywhere, the happy just shows up. Easy
- The only thing special I did for Builder and Master Builder was build Taverns. As a rule I am opposed to buildings that take away my food, and produce something else other than food with it. So built the required taverns, then deleted them right away.

After doing all of these challlenges my map was pretty much finished.
So thats all for me and the challenges. For sure Uneducated was my hardest achievement. I had no trouble getting Mountain Men, can't even recall playing it much either, Only took a few hours. I just finished the Nomads, aka Immigrants challenge. but thats the next section
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Immigrants and Tenure
Getting these two Achievements took lots of patience and time.

Immigrants

- Step one is to build up your town, and your towns supply chains, which means having the mines, the quarries, the forest and food stations. along with a few farms.

- All of your food stations need to be over producing before you bring in Hungry Nomads. Or else you will be in immediate trouble.

- Once you are comfortable with the food situation, Address the iron, stone and forestry. Be sure that you have plenty of stones on hand to build houses for your new Nomads.

- Build at least two hospitals Before you accept any Nomads. I had three to start. and at present employ 6 physicians and 6 Hospitals.

- Nomads come hungry, barely clothed, and sickly. You need plenty of extra tools and clothing for them right away.

- Nomads come with no education, so you will experience slight drops in production in every area.

- Nomads bring children with them.

- Because of the children, you will need extra Schools, with extra Teachers. No point in continuing with no education unless you are doing the Uneducated Achievement. As a rule I build a new Market, with a New school right away.
-- Students that live far away from their starting school will take a very long time to finish school. Sometimes you will see a student who is 22 years of age. This is because somehow that student was moved from original location, perhaps moved into an empty house, or accidentally clicked the school off for whatever reasons. Having an abundance of schools will mean shorter times teaching students, which means they become workers faster, and begin producing for you. Instead of just using your inventory up. They take 100 food per year, require clothing. no tools.

- You must build a Town Hall, A Trading Post, and a Market for Nomads to arrive.

- You should build at minimum two boarding houses. Far from each other. so the Nomads spread out on your map.

- You can't build houses for nomads before they have arrived. You population will occupy them. So be prepared to build houses for them. They will become unhappy if they have to stay in the Boarding house for too long. Besides the extra workforce is handy from time to time.

- Nomads usually show up with some sort of disease, and if not willing to adjust for this. simply save game before you accept the Nomads. get whatever disease they are coming with, and play for a little while. If no population is dying, continue on, if a lot of population is dying, then go back to save, and try your luck again.

Tenure

- Patience, Patience and more Patience
- What can I say here. it is a waiting game. Your map is built, you have everything you need, Trading is something to do, but even that gets tedious after a while. Around the 120 year mark. I figured out the auto purchase option in the trading post.
- Your population will never be stable. ever. It will go up and down in about a thirty year cycle. Accept nomads when population is low, deny them when it is High.

For the Tenure, I was under producing food. I built two veg and one grain in the farms. I had my forest/food hubs, lots of them But I purposefully under produced food once I had 300,000 food stored in barns. My reasoning for this was due to the fluctuations in the population. After a while my houses would be full of adults, I would have less than 40 students and around 40 children. Then the dying would happen of old age. And I would no longer have the manpower to continue farming anymore. So by building a stable food balance. Which means. grain, fruit, vegetable and meat. And under producing the Fruit and Vegetables, I could trade the extra Fish, Beef and Sheep for other foods I was not producing. I had one max sized orchard with apples.

Mushrooms

I didn't know this prior to playing the map out. But Mushrooms take up a wicked lot of space in the barns. see my screenshot.


I had just finished building what I call Barn Farms, when I noticed my trading post was still full of mushrooms and herbs, with no trader in sight. Then I noticed how full the T,P. was, So I did a small experiment. 9999 Mushrooms will take up 67% of your space in a T.P. while 9999 each of Berries, Roots and Onions only take up 56% altogether. WOW

From now on, Mushrooms are being traded before they clog up my barns. Once I began trading them, I suddenly had tons of barn space, and MORE Food than before getting rid of them. I found 9999 Mushrooms and 3000 Beef worked like a dream in auto purchase for 9000 meat, 8000 grain, 8000 fruit and 8000 veg. The trader came and emptied the trading post, and left me with plenty of supplies. They only usually brought 2000 to 6000 eggs, and 1000 chicken, so the rest of the trade value went to the other foods.

Trading
In this section lets talk trading. For Tenure it is essential on account of the flucuating populations. Sometimes your population would be very high, at other times very low, so consistant food gathering could become an issue at times. As well as keeping the markets going. So trading for food is my priority after year 30.

Setting up for Auto Trading

First, I had never before had any inclination to use the Purchase option in the trading post. But Tenure tests your endurance for the game. Plenty of times I would be reading a book, listening for the tone that an event has happened. Outlander, its a good book. Anyway, Auto trading requires planning. and lots of it. It took a good five to ten game years before I stopped monitoring it closely.

- Do not try auto trading if you are low on preferred trade goods.

- Before I started auto trading, I had over 50 thousand firewood in stock. Along with 50 thousand mushrooms, it was more like 70 but whatever. Point is you must trust in your supply chains. Which means, I had to know my forester was keeping up to the wood cutters. So I set a limit of 15,000 and waited for them to reach it. For the woodcutter, i set the limit at 100,000. More on set limits later.

- No worries about centralizing your trading post.

- Be sure your trading post has access to lots of barn space. they will dump their purchases in the nearest barns, you do not want them clogging up your food gathering barns, so I specifically built a lot of barns and stockpiles right by each trader.

- Build as many traders as you think you can afford.
-- By this I mean, I built four traders, each giving me an average of 25,000 food per trade. All were stocked with a variety of items I thought I had a lot of. Tools and clothing were not part of the auto trading until I was comfortable with the system itself.

- Order specifically what you want to buy.
-- I did not need pepper or wheat, so with the food merchant I ordered everything else. With the general trader I did the same thing. As well as with the resource Trader.

- Proper trade goods for each trader.
-- The general merchant will take anything at face value.
-- The resource trader will not take food of any sort.
-- The food merchant will take food at trade value, but will not give trade value to other goods like firewood. Firewood trades for 4, the food merchant only gives a value of 3. Do not set up an auto trade if you don't want to take this loss in value.

- Auto trading means the traders will come slower on account of you are not dismissing them right away after their trade, they will wait out the entire month. So if it is winter when they arrive, they don't leave until late winter, it is a timer thing, and can only be adjusted by dismissing once finished trading.

- There is a hierarchy in the trading lineup , you chose the priority, some stations I put meat on top, others I would put fruit or grain. Veg was always last as I already produced two types of veg, one from the gatherer, one from the farmers. Meat was chicken only, and eggs.

- I had one devoted trading post to gather stones, iron and coal, sometimes leather and or wool.
-- For this one trader, I used 2000 logs and 5000 firewood.
-- Depending on what I was low on, I would switch the order of the buying. I ordered only stones, iron, and coal from the Resource trader, and the General Merchant. This trading post did not buy any food.

- My three other trading posts never bought any stone iron or coal, nor did they buy wool or leather.


Setting Limits

- Setting limits on your forester as an example, shows you if you are keeping up with the wood cutter or not. Takes a few years to reach the limit, so keep an eye on it. If you are not keeping up, add more foresters, or reduce the woodcutters numbers. I started with 44 foresters, and found a happy medium with 29 they continued to reach their limits, but not for very long. This was perfect. By reducing the number of foresters, I was still maintaining my wood supplies, but not wasting labour. I also reduced the woodcutters from 14 to 10. I still maintain above 50,000 firewood, and was trading about 10,000 per annual .

- No limits on food. I always set my food limits at 9999999, just one shy of a million. Almost got there once. But gaming experience with Banished has taught me to be a bit more thrifty with the Barnspace.

- Limits do not matter to purchased goods, only to producing them. My iron and coal and stone limits for producing were at 3000 each. My auto trades exceeded these limits all the time. So I no longer had to mine or quarry.

- For a while I had been trading both Iron and Steel tools, having blacksmiths building both. This was due to the coal situation. Because the population takes coal into houses, I would have had to produce more coal than iron to keep up with the blacksmith. This would mean my paired mines would go offline at different times. Something I try very hard to avoid, as I prefer to mine two mines at a time, keeping the workers to the minimums I can afford. usually five per mine or quarry. This prolongs the life of both mines and quarry.

- Eventually I gradually stopped making iron tools, and sold them all slowly. I didn't want to go below 4000 tools at any given time.

- I only produced Warm coats once I started buying extra wool, and sold all the hide coats.

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Thank you for reading my guide, I hope in some small ways it helps you in furthering your goals for your gaming experiences.

Good Luck, happy gaming to all!
44 条留言
maiden4meldin  [作者] 2023 年 1 月 11 日 下午 5:01 
The trader comes in, and has those quantities, They will max sale the Stones, and if I have enough Firewood leftover, it will buy as much Iron as long as I can afford it, Say 1250 Iron.
With any of the Merchants, I do not request items for auto trading, as it limits what they will bring me randomly. By the time you are auto trading, you are in a comfortable food/resources situation as is, so no need to pay bigger prices for specific items. Besides, during a turn, you may want extra Coats or Tools, in which case, you place those wants in the first priority And either the General Merchant, or the Resources Merchant might bring coats, if they are doing specific things, it could be two years before you see the Merchant you are "ordering" coats from again.
maiden4meldin  [作者] 2023 年 1 月 11 日 下午 5:01 
Gaming Granpa, when setting up your trading post. You do not need to specifically set each merchant ship to bring in specific goods. That is done on your Trading Posts screen. You set the Trading Post to only buy stones for instance, it will only buy 9999 stones if that is what you set the Trading Post to buy. Then its random what type of trader's will be coming into that trading post. If it is a general trader, you might luck into a shipment of Stone, and buy 2000 in auto trading, The game will decide the best goods to trade off. Typically for a resource like stone, I would have tons of Firewood to make the buy. If I want Stones and Iron, then I have to choose the Priority of which item I want to buy first, This will decide how much my second preference will get. Say I am asking for 2000 Stones first, and 2000 Iron second.
maiden4meldin  [作者] 2023 年 1 月 11 日 下午 4:48 
Gaming Granpa: Yes there are different merchants, but there are only three types of merchants, General Merchant, carries an assortment of goods, from stone, iron, firewood , etc to every type of seed, foods, even livestock. The General Trader also gives value for value, with zero discounts. Unlike the Food only merchant. The Food only merchant, only carries food, seeds and livestock. There might be a sub category under the food merchant, that when carrying livestock, they don't carry anything else, I don't know for sure. The food merchant discounts trading items from the resource varieties, so Firewood is discounted, And gives full value for all foods. And the third type of trader is the Resources trader. This trader will not even take food as a trading item at all, but does give full value for Resources like Firewood, Iron, etc..
Gaming Granpa 2022 年 10 月 9 日 上午 11:49 
This is fascinating, I love the information on trading posts especially. I have to wonder, though, since you don't mention it, if you ever looked at the boats coming in. So far, I've found 7 different boats (based on owner/captain names, seen in the Order tab), and it looks like each carries it's own items to order. Any of them can seem to come in with other things, but the game seems to be keeping track of what I have ordered from each captain. I haven't succeeded in getting auto trading to work yet, but now that I read this maybe I can get that. I think it would be helpful for people (especially beginner to intermediates) to understand there are more boats coming in than just the one or two you think you are seeing, though.
maiden4meldin  [作者] 2022 年 3 月 16 日 下午 6:48 
WOOHOO!!! 5001 PEOPLE HAVE SEEN AND OR READ MY LITTLE GUIDE. THANK YOU ALL SO VERY MUCH!!!!
maiden4meldin  [作者] 2022 年 1 月 9 日 下午 8:29 
You are very welcome maryd2303 Asking questions in the discussions helps a lot as well.
maryd2303 2022 年 1 月 1 日 下午 4:34 
That is really amazing. Thank you very much for all those tips. I learnt heaps. I am an absolute newbie. I will profit greatly by reading this and will probably come back and read it again in future to work out what I did wrong lol.
maiden4meldin  [作者] 2021 年 11 月 9 日 上午 2:14 
Thank you Ready2Produce!
Ready2produce 2021 年 11 月 6 日 下午 2:24 
You put a lot of effort creating this guide and it deserves an up-to-date review.

I'm adding OPINION-Guide section to encourage new player reading/reference.
maiden4meldin  [作者] 2021 年 9 月 17 日 上午 2:45 
Wow, I cannot believe how many people have read through my guide, and how many have rated it as well. I am humbled and amazed, Thank you all.