When cycling through all people doing a profession via the professions tab, it cycles through them in age order from oldest to youngest.However, you can build on that square if you put a road blueprint back down, leading to a situation where you can presumably have squares of road INSIDE e.g. Building and then removing road there doesn't seem to fix this. A stone road blueprint appears to be even worse - if you remove the blueprint after the tree has been cut down but before it's built, you will never be able to build anything but road on that square again except for road again. a tree, can never be removed until the tree has been cut down. Be careful placing roads - a road blueprint under a removable object, e.g.It also appears that the trader's type and stock is generated by the game when they dock, not when they appear on the map, allowing savescumming to generate the resources you want, but we do not condone this (however, there appears to be a bug where traders generate with no goods sometimes, in which case this may be an acceptable method of fixing it by regenerating a new trader). It may be possible to force them to stay longer by keeping the trading window open (unverified). a trader arriving mid way through early summer will leave mid way through early autumn. They stay at the post for exactly one season (three months), i.e. Traders seem to arrive roughly once a year on average, per trading post, but more data is needed for a firm value.It's worth checking regularly to ensure your blacksmith and perhaps also woodcutters are educated. Woodcutters produce 4 firewood per log instead of 3 with education (massively improving your output of a vital resource and probably the best trade good in the game), tailors produce coats two at a time (twice as fast, but no improvement in resource efficiency) and blacksmiths produce two tools instead of one per action, while consuming the same resources (double speed AND double resource efficiency, although this is presumably a bug and that they should act similar to the tailor). While we don't have hard numbers for most professions, there seems to be a 33%-50% improvement in working speed or resources gathered per action across the board. This is also covered in the "food production" section later in the post. Other good fishing locations include small islands in lakes and where small and large rivers meet. It's often well worth relocating your starting location (especially on hard, where you're not very tied to an area) to a place where a very efficient fishing post can be located. Fishing Docks are underestimated - a well placed fishing post on a peninsula or steep river bend (with nearby housing and storage barn) can easily produce 500-600 fish per person per year, not much less the 750 per person per year that seems to be roughly the maximum for optimal gatherers and with using less space.You can also mark the nearest stockpile for demolition to cause them to drop off at the second nearest, etc. As traders carry 5 times as much as normal labourers, this is an efficient way to move large quantities of material about, e.g. A Trading Post can be great for micromanaging your supply of materials - set your desired levels up to 9999 for (for example) stone and iron tools and your traders will move them from everywhere on the map into the trading post, then set the desired quantity back to zero, and they'll move it all out again - into the nearest stockpile and storage barn.Using trading values to calculate the value of the saved firewood, a stone house pays off the investment of building it (instead of a wooden house) in ~5 years (in pure resource costs, assuming you're trading the firewood for the building resources - the time to pay off is slightly higher, due to the opportunity cost of using the trader). Wooden houses burn (very approximately) 30 firewood a winter, while stone houses burn roughly 15.
#Banished mega mod farming seeds growing seasons upgrade
This lets you upgrade a wooden house to stone without worrying about making the occupants homeless in the meantime. If it pops up that they've died, you can pause the game quickly before anyone moves into the house, and mark it for upgrade to a stone house. If you have an elderly person living alone in a wooden house, keep track of their name.trade away some spare fish for a shipment of pecans. Food merchants will trade most foodstuffs 1:1 if you haven't placed orders - use them to diversify your food supplies to make your citizens happier, e.g.