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In many ways, they serve as a kind of random "boss fight" in the sense that they will often test one aspect of your infrastructure.
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Like most games of its type, Banished has a number of natural disasters that strike your populace. As your population ages, you eventually lose more than a few citizens to old age, and the best way to replace them is to give your younger citizens houses in the hopes that they'll reproduce and bolster your future numbers. When children die, it's even worse, though you likely won't know it for some time. One fewer worker means you can't gather food, stone, wood, or anything else as quickly. These serve as a one-two punch to punish you for failure because losing citizens makes it that much harder to keep up the resource flow. Each time you fail as their leader, you're reminded of the loss with a grating sound and a yellow gravestone. If they're stuck outside for too long, or don't have warm clothing, they die. If you can't gather enough food, your people die. Every mechanic, every building you can place, and everything else you can do relates back to that central theme of survival. They need homes, food, decent clothes, tools, emotional support, medicine, and more. People, more than anything else, are your vital resource. What if you were forced out of civilization as you know it, to live in the wilderness? How do you think you'd fare? Banished asks those questions, opening with a dozen or so outcasts seeking to make their way alone in the wilderness. Then you hunker down and hope nobody dies. Instead, you'll be chopping down as many trees as you can before getting a fishery going in a nearby lake or river.
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Just getting enough food is tough, because you rarely have enough time or free land to get a proper set of crops growing. Every game starts in the spring, and before winter hits, you need to get enough firewood, gather a decent supply of food, and build some houses to keep your citizens from freezing to death.
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Too much farming will deplete the soil.īanished is a series of small goals that feed into one ever-looming command: survive. Cultivating crops can be one of the best ways to keep some consistent food coming in. It's a humble setup, but the game is masterfully constructed with dozens of interlocking mechanics-the perfect foundation for a stinging emergent narrative and a focus on empathy in the face of a Malthusian world. But what if you didn't? What if you were forced out of civilization as you know it, to live in the wilderness? How do you think you'd fare? Banished asks those questions, opening with a dozen or so outcasts seeking to make their way in the wilderness. If you're reading this, it's safe to assume that you have an Internet-capable device with all of the modern comforts that typically implies. Banished is the latest in that line, elaborating on the intricate, small-scale design of recent games like Tropico and creating something unique in the process. Still, the past few years have seen an explosion of clever city builders taking some huge steps toward developing personality and becoming more than their progenitor. SimCity's influence, both on the strategy genre and on gaming in general, is immense.