banished game sourced
Banished
A survival city builder without money or a tech tree in which exiled families gather, farm, and stockpile for winter while aging, births, disease, and disasters decide whether the town grows or starves.
core loop
assign citizens to gathering, farming, and building jobs -> stockpile food, firewood, and tools for winter -> families form when housing exists and children grow into workers -> aging, disease, and disasters remove citizens -> expand or collapse
design notes
Citizens are the main resource: every worker is a person who was born, ages, needs a house to start a family, and dies, so the town's age structure produces labor booms and busts years after a decision. There is no money and no tech tree; any building is available once its resources exist, and trade is barter with visiting ships that can also bring disease. Designer Luke Hodorowicz cited the Anno series as a big inspiration and left combat out, and the genre literature credits Banished with starting the survival city-builder trend.
relations
16 stored edgesGoods consumption
Each household consumes food, firewood, clothing, and tools; shortages lead to cold, illness, and starvation.
Lifecycle and aging
Residents are born, age, work, start families, and die; age cohorts create delayed labor shortages.
Seasons
Crops are planted and harvested on an annual cycle, and winter demands stored food and firewood.
Hauling jobs
Laborers carry resources to stockpiles and construction sites, so their number sets delivery speed.
Renewable regrowth
Foresters cut and replant forests; land used for forests or quarries cannot hold housing.
Trade routes
Resources are bartered with trade vessels at a trading post; there is no currency.
Work priorities
The player sets worker counts per workplace and profession; unassigned citizens become laborers.
backlinks
computed from other recordsclaims
1 with sourcesBanished is credited with starting the survival city-builder trend.