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               A Complete Guide
			   
			     Version 1.0
				 
+-------------------+
| Table of Contents |
+-------------------+

0. Welcome..........................[WEL1]
1. Version Information..............[VER1]
2. Basic Concepts...................[CON1]
3. Generating Maps..................[MAP1]
4. Menus............................[MEN1]
5. Basic Gameplay...................[BAS1]
6. Advanced Gameplay................[ADV1]
7. Legal............................[LEG1]

+-------------------+
| 0. Welcome [WEL1] |
+-------------------+

First, let me welcome you to this guide. If you're reading
this, you're looking to learn to play Banished, and perhaps
the fortress-building genre in general. If that's not why
you're reading this, I make no promises on how useful you'll
find this guide.

In this guide, I'll cover some basic concepts behind the
fortress-building genre and Banished in specific. I'll guide
you through setting up a basic town and then we'll discuss
some of the advanced things you can do in the game.

Last thing I need to say here is a word about how to use this
guide. In the Table of Contents, you probably noticed the
four character code beside each section. These are quick
search codes. Pressing Ctrl+F in your browser will open the
search function. You can type those codes in to go directly
to that section.

+-------------------------------+
| 1. Version Information [VER1] |
+-------------------------------+

Version 1.0 (Current)
- Completed the guide

+--------------------------+
| 2. Basic Concepts [CON1] |
+--------------------------+

There are a few concepts we need to cover before getting into
the game itself. These concepts are fairly universal to the
fortress-building genre and you can find them in games like
Dwarf Fortress (the kind of father of the genre, or at least
the game most people associate with it) and Gnomoria.

The first concept to cover is stockpiles. Stockpiles (and also
barns in Banished) are areas of the map you select to be a
place where your citizens store resources. In Banished,
Stockpiles are used to store raw materials while Barns are
used to store food, drink and other goods.

You'll need to create farms and other sources of food to
keep your citizens fed. There are other buildings you can
create that will provide other functions like supplying raw
materials or creating tools and clothing. If you run out of
food, your game is going to end very quickly as people starve.

The next concept to cover is winter. In winter, nothing grows.
The only food you have is whatever you stockpiled during the
other three months and what your gatherers can scrounge up.

The next few concepts are a bit more unique to Banished
itself. The first is tools. Tools allow your citizens to work
faster and more efficiently. Over time, tools break and need
to be replaced. If there are no tools, your citizens will
become a lot slower at doing jobs.

Clothing is similar. Clothing keeps your citizens warm longer.
They'll be able to do tasks outside, especially when its cold,
for longer without needing to return home to warm up. Over
time, clothing will wear out and need to be replaced.

Finally, your citizens will try to warm up in their houses,
provided they have firewood to light a fire with. Different
kinds of houses provide more heat and use less firewood.

That about covers the basic concepts behind the game. I'm
going to use the next section to cover map generation quickly
and then we'll talk about actually playing the game.

+---------------------------+
| 3. Generating Maps [MAP1] |
+---------------------------+

It's actually very easy to create a map in Banished. A lot
easier than it is in some other, similar games. The new game
menu has a few fields to fill out, and we'll cover them
together.

First is the Town Name. Here's where you name your town, and
at the same time your save file. The next box is for your
Map Seed. For those who are new to what a map seed is, I'll
explain. It's a number that's used as the basis for the
map generator. If you want more details, look into
procedural map generation on your own time. The real key is
this: The same seed with the same map settings will generate
the same map, every time.

The map settings that effect the resulting map, based on the
seed, are: Terrain Type and Terrain Size. If those two
settings are the same, and you use the same seed, you get
the same map.

Terrain Type controls whether the game generates valleys with
mountains around them or mountains with valleys between them.
This sounds like the same thing, but it's not. Valleys is
mostly valleys with small mountains. Mountains is mostly
mountains with small valleys. Mountains is harder because
there's less space to build on.

Terrain Size controls the size of the terrain relative to your
citizens. Setting it to large will generate taller mountains
than setting it to small.

Climate controls how warm/cold the weather is. Mild means
it stays relatively warm all year round. Other settings
are colder and winter becomes longer. They're considered
harder to play.

Disasters controls whether or not there are natural disasters
in the game like tornadoes. These can be devastating to your
town and it's recommended to turn them off while you're
learning.

The last setting is Starting Conditions. This setting controls
what supplies you start with. There's a text box at the bottom
of the window that describes exactly what you start with in
each setting.

Go ahead and set up your map to your liking. I'm going to
assume you're using the easy starting conditions.

Next up we'll talk about menus so you know how to control
the game, and then we start playing!

+-----------------+
| 4. Menus [MEN1] |
+-----------------+

I'm assuming you've started a new game, so hit the spacebar
right away. This will pause the game. We need talk about
a few things first.

Controls:
WASD - Move the map
QE - Rotate the map
Mouse Wheel - Zoom in and out
Escape - Pause menu
Spacebar - Start/pause time

There are more advanced controls, but those are the ones you
need to follow along in the guide. Everything else uses the
mouse.

In the lower right corner is a menu bar. This is where you
control the game from. I'll cover each button in order.

The first buttons is the time controls. Here you can pause
or resume the flow of time and speed it up or slow it down.
The fastest you can go is x10 speed and the slowest is x1.

The second buttons is a utilities button. It opens a sub
menu which I'll explain.

The first button on the sub menu is the information button.
It'll open a window with some basic information about your
town such as population, supplies, time of year and weather.
It's a good way to keep an eye on what's going on.

The next button is an event log. It shows you all the events
that have happened recently. It's a good idea to check this
one every so often in case something happens like, say, a
cave in at the mine that killed someone.

The third button opens the map where you can get an overview
of the game world. Not much to say here.

The next button is for professions. Here you can manage how
many citizens are assigned to each job type. There's also a
laborer job which anyone who doesn't have another job will be
assigned to. Laborers will chop trees, mine rocks and iron and
haul things to your stockpiles/barns. Always be sure to have
a few of these guys or else you may find nothing gets done.
Also, anyone who is a farmer will temporarily become a
laborer during winter, since nothing grows then. Hovering
over each job will give you a tooltip that describes it.

Next up, the fifth button will show you any limits you've
placed on production. Limits controls how much of any item
your citizens will create/collect. There are some defaults
already set up when you start that should suffice for a new
town. As your town grows, you'll want to raise them.

The next button allows you to increase the priority of jobs
you select while it's active. This way, they'll be completed
sooner.

Next up, the pathing button. Selecting this and then selecting
a workplace will show you the routes your citizens take
between their homes and that workplace. It's a good way to
see where you need to build roads to speed them along.

The last few buttons are for bookmarking camera locations and
other tasks. The last button is the in-game help and will
offer you help on anything you select after you click it.

Now, back to the main menu bar. The house-shaped button
is for building homes. There are two kinds of homes, wood
and stone. Stone homes hold heat better and need less
firewood in winter. The last button creates a boarding house
where people can live temporarily until you make a house for
them.

The wheel button is for building roads and bridges. Dirt roads
require no resources, only time to build. Stone roads need
stone, but your citizens will move faster over them. Bridges
are used to cross streams and rivers and tunnels are used
to pass under mountains. Tunnels are expensive, so it's best
to only use them when needed.

Next up, the stockpile button. This button lets you build
barns and stockpiles as well as market squares and trading
posts. Market squares are places where you citizens can go
to pick up the supplies they need without going all the way
to a barn or stockpile. It's useful once your town really
starts growing. Trading posts must be placed on a river or
lake that connects to the edge of the map. It will allow for
traders to visit and trade with you. I'll cover it more in
advanced gameplay.

The hammer button is for town services. Here you can build a
well, school, hospital, town hall, chapel and cemetery.
These have functions that I'll discuss in advanced gameplay,
except for the well. The well is a source of water used for
putting out fires, if they happen. Otherwise your citizens
need to walk to the nearest water source (a lake, river or
well). One of these is a good idea.

The apple button is for food production. Here you can make
farms, orchards and pastures as well as build fishing docks,
hunting huts and gatherers huts. I'll cover these in basic
gameplay.

The next button is resource production. It contains all the
things you need to supply your town with resources. It has
buttons for a woodcutter (to produce firewood), a forester
(to produce raw wood), a herbalist, blacksmith, tailor,
brewery, mine and quarry.

The last button is for harvesting raw materials from the world
itself as well as a few other tasks. The first button is for
tearing a building down. The next is for harvesting any
materials in an area. There's also three more buttons, one
for each type of material (wood, stone and iron). Finally,
you have the remove roads and cancel remove buttons. It should
be obvious what those do.

The last button brings up the pause menu. Simple enough.

+--------------------------+
| 5. Basic Gameplay [BAS1] |
+--------------------------+

Assuming you start on easy starting conditons, you should see
some buildings, people and some animals. You'll start with
one of three kinds of animals: cows, sheep or chickens.
You'll also start with some raw materials.

The first thing you should do is make a woodcutters. It's
a good time to start stockpiling for the winter. You probably
should also make another, larger stockpile. Before any of
that, though, open the job menu and add a few people to the
builder job. These people will build your buildings.

To make a woodcutter's, go to the resource production menu
and pick the woodcutter button. You can use T to rotate it.
Find a good place to put it and lay it down. To make a
stockpile, go to the stockpile menu and select stockpile.
Pick where you wany your stockpile to start and click there.
Then move your mouse to where you want your stockpile to end.
You should see a green box drag out. This is the area your
stockpile will occupy. If it turns red, you're trying to
select an area you can't. If you want to cancel, just right
click. Now go to the jobs menu and assign someone to the
woodcutter job. You've now got a woodcutter and firewood!

Next, we're going to need food. At the moment, gatherers huts
produce a lot of food almost all year round. They're a good
option to start out with. There's a catch, though. They need
to be placed in a forest. The more trees that are around them,
the more food they produce. I'd suggest making one a short
distance away from your town and assigning some people to
it.

Next, a fishing dock. Fishing docks also produce food all
year, but they don't produce as much food as gatherers huts.
They also require water to work. If you have water near your
town, it's another good thing to build.

Now for some farms. Farms don't produce food immediately.
Instead, they grow over the year and your citizens will
harvest them in the fall. Orchards are similar, except it
takes a few years before they start producing fruit. Orchards
are a long-term investment of workers. You can use the fruit
made in orchards to make drinks at a tavern, though, so you'll
need them eventually.

For now, make some farms. On easy starting conditions, you
start with some seeds for two types of crops. They're selected
at random. I'd suggest a farm around 7x7 squares. That's
small enough to only need one farmer (thus freeing other
citizens up for other jobs) but big enough to produce a fair
amount of food each year.

If you have animals (and you should if you started on easy
starting conditions), you can also make a pasture. I would
suggest a larger pasture that can hold at least 10 animals.
10 animals is the limit for being able to split a pasture,
which allows you to transfer half of the animals in a pasture
to another free pasture, thus doubling your animal count.
Pastures only require 1 worker too. Set them all up and
then assign workers.

You're probably going to be needing some wood and stone by
now, so head to the resource collection menu and start
chopping! Any laborers you have will chop the trees you
selected down as well as mine any stone and iron.

There's a few more things to do before we're done setting
up. First, you'll need a constant supply of wood. This is
provided by a forester's hut. Foresters huts will plant
new trees in an area around them and cut down old trees
for wood.

You'll also want to build a herbalist. Herbalists will search
for herbs in an area around their hut. Herbs can help keep
disease away and your citizens happy until you have other
ways to do it.

These last two parts are completely optional. First, you may
want to build a hunter's cabin. Hunter's cabins will search
an area around themselves for deer. If they find them, they'll
hunt them and bring the meat and hides back to your town.
They require either wide open space or dense forests to be
effective. The other things is a quarry. A quarry requires a
lot of materials but it provides a constant supply of stone
for building with. It's very optional since it requires so
many resources and is also huge.

That's about all there is to starting a new game in
Banished. It's really not that hard. Now, keeping your town
alive is another matter entirely. Don't be upset if your first
few towns all end terribly. You'll get the hang of it soon
enough.

If you run out of workers, all you can do is juggle those you
have and wait for some of the children to grow up into
adults.

+-----------------------------+
| 6. Advanced Gameplay [ADV1] |
+-----------------------------+

Now that your town is up and running, we can talk about some
of the more advanced topics in gameplay. The first one I want
to cover is the trading post since it's slightly important.

The trading post must be placed along a body of water that
connects to the edge of the map. You can then set someone to
the trader job and instruct the trading post to stock a
certain amount of each type of item you have. The trader
will stock the trading post with those items. You can then
use those items to trade with traders who come by for other
things. Be careful, though. Traders can bring diseases to
your town.

Next, I'll cover some of the things in the town facilities
menu. The school house is where children will be sent just
before they become adults, provided there's a teacher.
There, they'll become educated. Educated adults are far more
efficient workers than uneducated adults.

The hospital gives you a place to treat the sick and help stop
the spread of disease in your population.

The town hall gives you an overview of your town in the form
of a census, plus some other information. It's not overly
useful, but it's a nice thing to have.

The chapel is where your priest (if you have one) will go
to give sermons. This helps keep your population happy and
content.

The cemetery is where your citizens will bury their dead and
go to show their respects. It helps keep your citizens from
becoming sad when one of their elders dies.

I also want to discuss orchards, farms and pastures again
for a moment. All three of these can contract pests or
blights that will ruin their crops and lower their output.
The only way to solve this problem is to do damage control.

For farms, harvest the farm and leave it empty. The blight
will stop spreading to other fields in time. The same
applies to orchards, only you need to chop the trees down
and plant them again. In both cases, planting different
kinds of crops in the same farm/orchard will reduce the risk
of a blight reoccurring.

Pastures have a similar problem, called pests. The only way
to eliminate pests is to isolate the infected animals and
kill them by setting the pasture's animal level to 0.

Moving on, we'll talk about tools and clothing. I touched on
them in the concepts section, but here I'll talk about them a
bit more.

Tools allow your citizens to work faster and more efficiently.
Over time, they break. To replace them, you need a blacksmith
and the right supplies. Wood and iron makes iron tools, which
are alright. Steel tools are much better, but require coal to
produce. You can get coal at a mine. Mines are similar to
quarries in that they cannot be torn down and they only
produce so much resources before becoming useless. Thankfully,
it's a very high number.

Clothing allows your citizens to stay outside in the cold
longer without needing to go home to warm up. This is good
for your fishermen and your gatherers who will be working
outside. The longer they can stay outside, the more food they
can collect.

The last thing I need to talk about in advanced gameplay is
the tavern. The tavern can be used to produce drinks from
berries and fruit that you harvest from your orchards. Drinks
will keep your citizens happy!

That's about all there is to say. Banished isn't a complex
game in terms of content, but you can do a lot with the
content that's there and modding is coming down the pipeline
sometime soon (hopefully). Hopefully you've enjoyed the guide.
If you want to check out other games like Banished, I'd
recommend Gnomoria. It's a lot like Banished and it's not too
hard to pick up either. If you want to be really daring, try
Dwarf Fortress, but keep in mind that Dwarf Fortress has a
hundred more ways for things to go wrong, and it'll go wrong
a hundred times faster.

+-----------------+
| 7. Legal [LEG1] |
+-----------------+

This guide, and its contents, are copyright 2014 M. Damian
Mulligan (aka G'lek Tarssza). Banished is copyright 2014
Shining Rock Software. All other copyrights and trademarks
contained in this document are owned by their respective
trademark and copyright holders.

This guide is provided 'as-is', without any express or
implied warranty. In no event will the authors be held
liable for any damages arising from the use or misuse of
this guide.

This guide may be not be reproduced under any circumstances
except for personal, private use. It may not be placed on
any web site or otherwise distributed publicly without
advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly
prohibited, and a violation of copyright.

The following sites have permission to host this guide:

- GameFAQs
- Neoseeker
- Steam Community

If you find this guide on any other site, please let me know.

If you have questions, comments, concerns or complaints, you
can contact me by email at robloxianmany AT gmail DOT com.

I will NOT answer questions which are answered in this
guide beyond telling you to read the guide. I will not
tolerate spam messages and spammers will be blocked without
warning or a chance for appeal. Flames will be used to roast
marshmallows (and then be blocked).

Thanks for reading.