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[Edit: Patch 1.02 says foresters will no longer cut down orchards)
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Therefore, gatherers are the recommended source of food early on. One farm plot needs around 4 workers and produces up to 1k food per season. Farming is rather inefficient when compared to gathering.Any specialized workers who aren't currently working will do the same tasks as laborers. They will replace specialized workers that are lost. Once you've increased your population, keep a few laborers available in your town.Selling tools or leather clothing may be tempting, but firewood is far more plentiful. Firewood is remarkably valuable for trading, considering the amount that is needed for the town and what is produced.Once that's done, replace the forester with the other buildings, conserving space. Another method is to build a lodge and disable cutting, then to build up to maximum tree density.
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This results in a situation where it is actually more efficient to place herbalists and gatherers near forester's lodges than in young forests, which are less dense. Plants and herbs grow only under mature trees, and there is no such thing as an "ancient forest".As there seems to be no "ancient forest" restriction on herbalists, a forester will make a great combo with a gatherer, herbalist, and hunter. Both gatherers and herbalists need a forest to work in, and deer are often found in a forest.Until you can afford cows or sheep( wool), hunters will be your only source of leather, which is needed for making most clothing.They also help to keep people happy and healthy by producing 4 types of food. Currently, gatherers are the best means of producing food, generating up to 3,000 food per season.Generally speaking, it is best to keep your houses close to where your citizens are working in order to keep their walking distances to a minimum.In addition, having a good source of food, as well as a forester, a woodcutter, and a blacksmith will help to ensure your survival. Depending on how many families you begin with (based on difficulty level) it is a very good idea to build a boarding house instead of individual homes before your first winter.Show details for items in this category: - all Show production numbers for Educated workers. This prevents the worker from coming to work, hitting the hammer one time and then wandering off, like the builders do (they must be union workers). The worker will stay at his job in order to complete one cycle of Work Required before he'll take any time off to go eat/sleep/find tools. Obviously any combination of numbers that multiply to 20 would work here, but the Work Required number also has another effect. The worker needs to go bang his hammer 4 times (work required) in order to satisfy 1 work time. Say you have a Work Required of 4 and a Work Time of 5. By multiplying the Work Required number by the Work Time number you get the actual amount of work that is necessary at the building to produce something. Production Chains see also: Building List quoted from: CC 1.61 Production and Building Numbers For clarification sake, you'll notice in the below charts that there are two columns involving work numbers.
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A useful tool for calculating the optimal size of fields, orchards, pastures & cemetaries can be found at
#Banished mega mod guide iron ore plus#
SiliSoftware » Tools » Banished (game) & Colonial Charter (mod) information and calculatorsĬolonial Charter & Mega Mod calculator for Banished This page lists all the buildings in the original Banished game, plus those in Colonial Charter mod and (some of) Mega Mod, with production chains and trade profitability. Banished (game) & Colonial Charter (mod) information and calculators