Settlement Survival

Settlement Survival

Not enough ratings
Early Easy play
By Ready2produce and 1 collaborators
Guide created for 'Settlement Survivor' players who've never played Banished or a Banished type game.

See 'Settlement Survivor' discussions 'Fellow player collaboration' thread for this guide's motivation.

My intent is to make this guide as easy to read as possible ... see 'NAVIGATE' section for directions.

I recommend that you access this guide while playing by pressing Shift + Tab and selecting the guide.

(You can bring the guide to the top of the list by keying 'early' into search.)
   
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NAVIGATE
This division is meant to assist the reader in deciding how the reader wants to use guide content.

Division definition: Summarize the content then provide the content (topic sections) in detail.

(The leading (summary) section is capitalized to distinguish it from topic sections.)

Topic sections:

1. Layout: Sequential order of existing guide contents.
2. Insight: Purpose of each existing division.
3. Access: Navigation advice.
4, Source: Summary of fellow player contributions.
5. Recommend: Point to other 'Settlement Survival' guide content.

Other divisions:

Buildings: Section names are the same as in the bottom button names.
Plan: Ideas from which a 'Settlement survival' player's game playing style develops.
Stage: Game designer challenge(s) and player approach(s) to a given challenge.
Playing style: Awaiting contributors.
Layout
This section shows existing and (parenthesis) proposed guide contents.
A Guide section space is limited so some sections may require one or more extensions.

1. Navigate: Layout, Motive, Insight, Access, Source and Recommend sections.

2. Buildings: Section names are the same as in the bottom button names.
('/' means there is more than one section.)
. Houses: House, Tent
. Food: 'Better food', Field, Orchard, Pasture
. Resources: Forester hut, Gatherer hut, Hunters hut, Sand pit
. Processing: Chopping house, Smithy, Tailor, Water sawmill
. Storage: Dock, Durable storage yard, Marketplace, Small trading, Storage yard
. Services: Builder's Cabin, Cemetery, Clinic / Repair shop, School
. Roads: Bridge
. Technology: Grocery Store

3. Plan: Ideas from which a 'Settlement survival' player's game playing style develops.
. Idea: 1. Stable, 2. Stress, 3. 'Game map', 4. Mod, 5. 'Hub to Centre', 6. Parcel

4. Stage: Game designer challenge(s) and player approach(s) to a given challenge.
. Setup: Initialize surface gathering and layout priority, standard and delayed buildings.
.. Steps: 1. Start, 2. Top buttons, 3. Initial buildings, 4. Status buttons, 5. New buildings
. Centre: Expand beyond the initial buildings provided to the player at startup.
.. Steps: 1. First placement, 2. School, 3. First buildings, 4. Food diversity, 5. Expansion,
............. 6. More buildings, 7. Summary
. Scope: The compass range that a citizen travels in pursuit of their assignment.
.. Steps: 1. Definition, 2. Housing, 3. Effect, 4. Pressure, 5. Upgrade, 6. Status
. Extend: Complete existing construction and add to Centre and Forester hub buildings.
.. Steps: 1. Housing effect, 2. Early hub, 3. Replace
. Effects: Dealing with the consequences of initial game startup choices.
.. Steps: 1. Citizen, 2. Overall, 3. Improve
. Pool: Maximize the size of the laborer pool in the Second game year.
.. Steps: 1. Shrinking, 2. Assign, 3. Interim, 4. Reset, 5. Wishlist, 6. Gather
. Supply: Limit laborer actions to supplying construction ... tap storage yard reserves.
.. Steps: 1. Home, 2. Material, 3. Lesson
. Re-do: Repeating research game 'play' after recent major game update.
.. Steps: 1. Startup, 2. Water, 3. Citizen, 4. Unstressed, 5. Food

5. Playing style: Division creation instruction (and and division content summary.)
Motive
The guide author's Steam library is extensive ... some game favorites ... the rest collecting dust.
Game developers and hard core Steam players have different / complementary objectives.

The three objectives of this guide:

1. Assist new and hard core Steam players in deciding whether to purchase 'Settlement Survival'.
2. Support each player's mastery of 'Settlement Survival' game play.
3. Enumerate as many 'Settlement Survival' playing styles as possible.

* Assist new and hard core Steam players in deciding whether to purchase 'Settlement Survival':

The key question a player should ask: Is this game worth investing 'my' play experience time?
Generally, compared to the purchase cost of games external to Steam, purchase cost is small.
Especially, the initial Early Access purchase price vs version 1.0 purchase cost.

Although developer studios make a great effort to promote their game during the Early Access period, its the strength of the Steam player community for the game that maters.

That is where most of the answers come from ... game studios are about design and promotion.
The game designers (effectively) left Banished ... but ... the Banished game community thrives.

True, some game players are fans and spend a lot of time in discord, however, player guides are siblings of game play and text exchanges in Steam discussions ... a different type of player.

* Support each player's mastery of 'Settlement Survival' game play:

The idea is: A new player is experimenting with 'Settlement Survival' game play and chooses to
Shift + Tab to make Steam 'Settlement Survival' game content available to answer an immediate game question / post a thought (create a thread) in 'Settlement Survival' discussions.

Accessing existing guide content is a fast way to get an answer then continue playing.

In my game playing experience, a lot of questions popup during game play ... I use division organization of guide sections in order to make information access easier.

* Enumerate as many 'Settlement Survival' playing styles as possible.

This is a tough objective to accomplish because Steam players are first individuals ... their way.

So, I'll do my best to make 'Settlement Survival' Steam friends ...and, convince them to contribute.

I know my fellow 'Settlement Survival' players have it in them ... lot of evidence of it in Banished.

My thinking about 'Early Easy play' guide's playing styles content:

A 'Settlement Survival' player creates a 'Early Easy play' guide section using their Steam name.

In that guide section, the 'Early Easy play' contributor summarizes their topic sections.

Steam allows a guide creator to use the same guide section name as often as desired.

So, a 'Early Easy play' contributor can create and name 'topic sections' however they wish.

I only ask that a contributor follow Steam rules.

I'd like to encourage guide authors for: 'Medium game play' and 'End game play', also.
Insight
This section is about understanding how to use the guide's divisions.

Generally, this guide has two main purposes:

1. Provide a better alternative to using a 'Settlement Survival' demo when deciding game purchase.
2. Support the initial game mastery by: game playing and Shift + Tab then select the guide.

Divisions available:

Navigate: Assist the reader in deciding how the reader wants to use guide content.

1. Layout: Sequential order of existing guide contents.
2. Motive: The three objectives of this guide.
3. Insight: Purpose of each existing division.
4. Access: Navigation advice.
5, Source: Summary of fellow player contributions to this guide.
6. Recommend: Point to content in other 'Settlement Survival' guide(s)

Buildings: Section names are the same as in the bottom button names.
(A '(2)' means the section has one extension.)
. Sections: Houses, Food, Storage, Processing, Services(2), Technology
. A means to show exceptional 'Settlement Survival' discussions post contents.

3. Plan: Ideas from which a 'Settlement survival' player's game playing style develops.
Idea:
. Hub to Centre: First expand from a Centre (has Marketplace) then convert to a Centre.
.. See Stage-Centre (plus -Hub) for game play documentation of a Forester hub.

Stage: Game designer challenge(s) and guide author's approach(s) to a given challenge.
. Sections: Setup, Centre (, Hub)
. This is a image + text documentation of a 'Settlement Survival' research game play.

(Playing style: One or more player's documented game play ... choose style of game play.
. Each division name is the Steam name of a guide contributor who decides topic section names.)

Access
Navigation advice.

Currently, only Buildings, Plan and Stage divisions are available.
Stage documents a research game's content and grows slowly.
Buildings taps both Stage expansion and exceptional Discussion content: Grows faster.
Plan focuses on ideas about combining buildings in a player's game playing strategy.

Buildings is useful in planning the initial town layout and designing expansion hubs.
That is where combinations of different player design perspectives can be helpful.
(That is, having detailed information about individual game buildings - player opinions.)
Its up to the guide reader to decide what combination of contents is handy for them.

Currently, the Plan division discusses the 'Hub to Centre' idea.
(The Stage section: 'Hub' illustrates creating a forester hub.)

Stage is about documenting my style of 'Settlement Survival' game play.
The idea is: Show a prospective 'Settlement Survival' purchaser how the game works.

I'm, also hoping, that my Steam friends (who choose to contribute) will be encouraged by having a game style 'template' through which they document a different style of game play.

In a Steam game, diversity is king.
Source
A summary of fellow player contributions ... Steam name: section content contribution(s).
Generally, I will include my content such as: acknowledgement(s), image(s) with the contribution.
(Check 'Recommend' for guide(s) discussing the topic)

Contributors: ('(x)' means author did x posts for this topic.)

alphaest, Bunny, CANE, CellNav, Charlotte0607, DemonicWolfox, frannilea, hex, Honeywel, John.H, Lady Jane, MrBunny, Myron_Owl, Poundmaker'sHorse, Princess Lily, Romy
TheHopelessZombie, Veldrin, yvonne

alphaest: Plan-'Game map'-'Easter island'

Bunny: Buildings-Food-Pasture

CANE: Buildings-Roads-Bridge

CellNav: Buildings-Services-Cemetery

Charlotte0607: Plan-Mod-'Larger map'

DemonicWolfox: Buildings-Storage-'Small trading'

frannilea: Building-Services extension #1 '-School'

hex: Buildings-Houses-House, Buildings-Food-Field

Honeywell: Buildings-Food-Field, Buildings-Services-Cemetery

John.H, developer: Buildings-Services extension #1 '-School', Plan-Stress-Overall

Lady Jane: Buildings-Technology-Bank

MrBunny: Plan-Stress-Overall, Plan-Tips-'Game phases'

Myron_Owl, developer: Building-Services extension #1 '-School'

Poundmaker'sHorse: Buildings-Food-Pasture

Princess Lily: Plan-'Game map'-'Easter Island'

Romy: Buildings-Food-'Better food'

TheHopelessZombie: Buildings-Storage-Marketplace

Veldrin: Buildings -Services-Cemetery, -Technology-'Grocery Store'

yvonne: Plan-'Game map'-'Easter island'(2)
Recommend
Point to other 'Settlement Survival' guide content.
Obviously, any recommendation is mainly based on one's opinion.

Guide author: avenged800, cupcaeke, Doodle Bug, fireknight726

Video series: Honeywell

avenged800's 'Guide & Tips for Easter Island'

For those players who seek an extremely hard version of 'Settlement Survival' game play'.
See also: Plan-'Game map'-'Easter Island'


@ cupcaeke's 'Settlement Survival Beginner's Guide'

A quick way to understand 'Settlement Survival' as a Banished-type game.


@ Doodle Bug Gaming's 'Starting Out Series'

The video which convinced me to buy 'Settlement Survival'.


@ fireknight726's 'How to Get Started in Settlement Survival'

A quick way to understand 'Settlement Survival' Early→Middle→End game.


There are plenty other 'Settlement Survival' guides worthy of your time but its better to wait until you've gained some mastery of the game.


@ Honeywell Youtube videos link:

https://www.youtube.com/playlist?list=PLJFNfDNC-b2aOQsum_mBHL8Brw2DsQ3g6
BUILDINGS
Section names are the same as in the bottom button names ... Technology adds buildings.
Section protocol: List of buildings - image, purpose (, player discussion content)

Topic locations:

Bank =8, Bridge =7, Builder's Cabin =6, Cemetery = 6, Chopping house =4, Clinic =6
Dock =5, Durable storage yard =5, Field = 2
Gatherer hut =3, Grocery Store =8, House =1, Hunters hut = 3
Marketplace=5, Orchard =2, Pasture =2, Repair shop =6
Sand pit =3, School =6, Smithy =4, Small trading =5, Storage yard =5
Tailor =4, Tent =1, Water sawmill =4

Topic sections: ('/' means there is more than one section.)

1. Houses: House, Tent
2. Food: 'Better food', Field, Orchard, Pasture
3. Resources: Gatherer hut. Hunters hut, Sand pit
4. Processing: Chopping house, Smithy, Tailor, Water sawmill
5. Storage: Dock, Durable storage yard, Marketplace, Small trading, Storage yard
6. Services: Builder's Cabin, Cemetery, Clinic / Repair shop, School
7. Roads: Bridge
8. Technology: Bank, Grocery Store

Currently obsolete: Grocery Store
Houses
Section protocol: List of buildings - image, purpose (, player discussion content)
Note: '(x)' means the topic has x player comments about the topic.

Topic: House(1), Tent

The initial version of the house which has one upgrade ... capacity: 4 citizens.

Usually, begins with a couple who have 2 children ... a place to rest for the homeless.

The residents take public resources for their own, exclusive use ... requires fuel for heating.

In this case, a family of 3 left the starting 30 homeless.

This family's stress was reduced 5% when they occupied the home.

Room available for the couple to have another child.

@ tomylee001001's 'Population management?' thread
* hex's post in discussions on Jan 26, 2022:

Just don't build more houses until you are ready for new children in your village. If a child grows up but doesn't have a new home to move in, it will stay with parents. Your willager won't have own children, but besides that, he or she can still work for you.
Once parents die, the villager gets the house so he/she can start a new family.

Ofc, you can't freeze your population, so be ready for some ups and downs. Have some core work places + some extra ones for the time you have extra villagers to use. In my case, my adults population oscilates around 180-210. So I keep about 170 jobs that I need for my economy, have about 10 idle villagers to replace jobs of people that die and if I have some surplus, I send them to mines or trade

A tent is a short term measure that a player uses to place workers in a hub in its early building construction stage when there isn't any local resources to fill a Marketplace.

You can't build houses without a Marketplace but can build a tent ... you can remodel a tent.

The main drawback to a tent is its max capacity is 3 citizens ... a couple with one child.

Tent residents only have access to what is in nearby storage yards ... produced in the hub.

And they hoard in the tent just as house residents hoard in the house.

Babies are unlikely.
Food
Section protocol: List of buildings - image, purpose (, player discussion content)
Note: '(x)' means the topic has x player comments about the topic.

Topic: 'Better food'(1), Field(2), Orchard, Pasture(2)

@ TrickyNick77's 'Better food?' thread
* Romy's post in discussions on Feb 10, 2022: (Better food)

BBQ houses then gourmet shop will help with transforming meats.

curing workshop will produce salted fish from fish and salt

Jam workshops will transform raw fruits into jam.

Canneries will transform raw vegetables (and also salted fish and transformed meat) into canned food.

If you are producing Wheat, you can also make a lot of pastries by milling it into flour then transforming the flour in breadshops and bakeries. You can also produce easy rice meals in the mills if you are producing rice.

I suggest looking at the research options and choosing a path that suits best your current production, you will unlock everything eventually. Also sugar will be needed for lots of recipes, you can make it in sugarshops with sugarcane or beetroots or maple trees or dates or malt (that you can mill from wheat or oat).

The size of the crop field controls the number of farmers assigned to the crop field.

In this case, 2 laborers were assigned as farmers to this crop field ... demolish to free farmers.

The broccoli seed has a low harvest yield ... a seed for early game.

There is, usually, many crop seeds with particular characteristics to choose from.

The grey colored buttons are disabled.

Notice that the game records the recent results from the crop field.

@Zardoz's 'Food : Any reason to produce anything but peas and meat ?' thread
* Honeywell post on Jan 9, 2022:

In terms of sheer quantity of crops corn and soybeans both produce more than peas but peas and wheat have the second highest yields. So peas are really great considering you find the seed for free early on.

The only other crop that sticks out in my mind are potatoes because they're more cold tolerant than any of the other crops (so you have more time to harvest them). They can also be used to make spirits just like agave can but have a higher yield.

Another great source of raw food are the fish ponds--they yield a good amount of food year round and are safe from floods, droughts and other disasters.

There's not a buff for food variety but there is the debuff for raw food long term (it harms health) so you might eventually want to start growing other foods to use in processing. When I switch my town over to better food and alcohol my crop of choice is wheat--it has a good yield and can be made into flour, malt and sugar.

@ Joelle's 'Farm Workers' thread
* hex's cross post to Snowtiger in discussions on Jan 27, 2022:

According to my observations, it doesn't increase max yeld. Not directly at least.
More workes mean that planting may be done faster, so finished earlier. The earlier you finish planting, the earlier crops start growing and become mature. And the earlier they become mature, the lower is the risk that you won't harvest everything on time, before the winter comes (so if you lose 50% crops when the temperature reaches 0C, definitely add a worker)

The second thing is manuring (if your field allows that). So more people on the field mean less time for planting/harvesting and more time for manuring. For example, if one farmer is able to fully plant and harvest a field, but can only manure the field to 60%, a second farmer may increase the manure level to 100%. And this will indeed increase the yeld (not significantly but still). But as soon as you can reach 100% manure and you are able to harvest all the crops before winter, there is no point of adding more farmers.

The difference between a crop field and an orchard is an orchard takes years to mature.

Also, the orchard farmer works year round caring for trees and bushes.

The pear orchard is like the forester hut in that there is cutting and planting being done.

The pear orchard produces both pears and timber at harvest time.

A current record of pear and timber production is kept.

There 2 upgrades possible.

The size of the pasture controls the number of herdsmen assigned to the pasture.

In this case, 1 laborer was assigned as herdsmen to this pasture,

The 'Don't have this kind of animal' just means the alpaca haven't entered the pasture.

There are more than 6 (capacity) alpaca outside the pasture ... the rest will wander off.

Production: meat, dung and wool ... the game keeps a recent record of production.

The 'Transfer to' button means alpaca can move to another pasture that has capacity.

In the early game, allow slaughter and replacement with new calves ... resources are tight.


@Mary Jane's 'My Turkey is no longer in my list of Animals' thread
* Bunny's post to discussions on Jan 8, 2022:

I found that animals disappear when not in a pasture, so for instance, while you were waiting for the pasture to upgrade, the turkey basically wandered off and was no longer 'owned' by you. I have been transferring my animals to an already built pasture while the one they were in upgrades, then transfer back once done. My animals have vanished when a hunter comes back with them if I don't get a pasture built in time. I had really good luck in the start of a game and had 4 new animals, but couldn't get pastures built in time to house them and I lost every animal including the ones I started the file with.

@ franksen's 'Durability of Hardwood Tools' thread
* Poundmaker'sHorse's cross post to franksen in discussions on Jan 25, 2022:

So it's going to take some math and actual real world data to fully figure that out. For this we're going to assume using regular Cattle as the example.

Corrals give you 10 cattle a +50% output (so effectively an output of 15 cattle) for two workers max. With an area of 10x8 that means each corral has a footprint of 80 squares.

A Hardwood Pasture has a max of four workers, contains 68 cattle, and at a 15x15 footprint hits 225 squares in area.

For a roughly equivalent area you'd need about 3 corrals to equal the footprint of one Hardwood Pasture. This would mean a max of 6 workers, taking up 240 squares in area, with 30 cattle producing the equivalent of 45. Compare that to a Hardwood pasture coming in with 4 workers, taking up 225 squares in area, and with 68 cattle for output.

Just looking at the raw numbers here we get about 23 cattle more in output (51% greater), for 15 squares less area (6.25% less area) , and 2 less workers (33.33%) needed.

With that in mind I think it's pretty clear that the Hardwood Pasture is the way to go as they are more efficient in space, workers needed, and maxoutput. The one way corrals win in my opinion is in that they can be used to fill odd spaces.
Resources
Section protocol: List of buildings - image, purpose (, player discussion content)

Topic: Forester hut, Gatherer hut, Hunters hut, Sand pit

The easiest automatic resource gathering is organic: Cutting and planting trees.

A sibling building to the Forester hut is the Gatherer's hut ... requires mature trees.

Notice that the Forester hut assigns 3 laborers ... laborer numbers shrink in the early game.

Notice that you can enable / disable cutting and planting trees ... micromanagement.

The game keeps a current production record.
The fastest way to add food to public storage ... needs a lot of trees nearby.

Best to build Gatherer hut(s) next a forester station to maintain a lot of mature trees.

Notice that 2 laborers were assigned ... citizen effectiveness declines with the laborers assigned
after the first laborer is assigned.

That is a common phenomenon with laborers assigned to buildings.

Variety requires: Gatherer food + Meat + Crop food + Fruit ... otherwise, health decreases.

Notice that the game keeps a record of the most recent food gathering ... 2 updates available.
A hunters hut scope is the entire game space ... usually, 1 assigned hunter is sufficient.

The leather produced from the hunts, generally, is more important than the meat.

Warm clothes are made from wool and leather ... far better than rough clothes.

Hunting is only as effective as there are animals to hunt ... geese and turkey are more likely than deer or bear.

There are 2 remodeling levels ... current production statisticsare kept.
Notice that question mark over the Sand pit? That means no laborer or product assigned.

The Sand pit produces, one at a time, sand or clay ... I choose sand production first.

There can be 2 citizens assigned ... I choose 1 citizen to keep the laborer pool as large as possible.

Keep an eye on the sand production, when you have enough sand switch to clay production.

By enough, I mean the amount of sand / clay to construct a building ... reservoir, first.

It'll we a while before you can assign that second citizen ... you can 'suspend' Sand pit operation.
Processing
Section protocol: List of buildings - image, purpose (, player discussion content)

Topic: Chopping house, Smithy, Tailor, Water sawmill

Citizens rely on a heated home when outside temperatures are low ... requires fuel.

There are two types of fuel at game start: 1. Fuel from logs, 2. Fuel from animal dung.

In this example, dung fuel is chosen so that timber (logs) is used for building construction.

Fuel, of either version, can traded for silver coins a bit later in the early game.

For animal dung you need a pasture full of animals ... makes sense to build a pasture at start.

The key point: Those houses / tents need fuel to keep citizens toasty ... healthy.

Notice that the initial production limit of 200 ... that is when the chopping stops.

The game keeps a current record of production.

The Smithy has 3 production options: stone tools, iron tools and hand carts.

Citizens love hand carts if they are re-stocking their home or moving resources to storage.

Stone tools are what citizens are using at game start ... obviously very inefficient.

Iron tools are preferred until steel tools (need coal) become available.

By default, 1 citizen is assigned ... works as smithy until production limit is reached.

The initial production limit is 200 ... keep the l production limit low if your short of laborers.

When the smithy is busy making iron tools or hand carts, iron supply needs replenishment.

Notice there are 3 remodel options ... check to see what are the technology requirements.

The game keeps track of the recent production results.
The tailor assigns 1 citizen ... the '?' above the building means there 4 methods of production.

Initially, only rough clothes are produced ... 3 levels of remodeling possible.

. Search for new technology to enable the remodeling.

Rough clothes can be produced using: leather, wool, alpaca wool and linen.

. Leather produced from a Hunters hut, alpaca wool from produced alpaca in a pasture.

Alpaca wool chosen as the source material ... switch to leather when alpaca wool exhausted.

. Notice there input : output ratio is 10 : 5.

The game keeps a current record of clothes produced by the tailor.

An initial production limit of 200 rough clothes was set ... upped to 500.

. Workers idle when a production limit is reached and work as laborers.

A Water sawmill can produce fuel and planks.

2 workers are assigned to the building by default ... selecting planks is not obvious.

Fuel production is the default choice ... for planks: Click 'Building materials' then click planks.

Set a fuel production / plank production limit ... 3 building updates are possible.
Storage
Section protocol: List of buildings - image, purpose (, player discussion content)
Note: '(x)' means the topic has x player comments about the topic.

Topic: Dock, Durable storage yard, Marketplace(1), Small trading, Storage yard

Click on the 'Move in mode' button.

1 worker assigned to handle passing ships.

Stores items for trading - unavailable for citizens use.

Pen for purchased animals.

Trade transaction buffer with sell button.

Keeps a current record of transaction.

2 possible updates.



















'Durable storage yard' is an advanced version of the 'Open warehouse' building.

Its contains stone ... you'll need to gather logs and iron for your buildings.

It fills up quickly, so you'll need to create a large 'Open warehouse' building.

You use the second to last of the bottom buttons 'Command' ... selecting the 'Removal' option to gather resources.

I recommend clearing resources (mainly trees) surrounding existing buildings.

Then, start constructing new buildings ... mostly food gathering and housing.

Some buildings have priority, are built in order and some buildings are postponed.
Those balloons with a house icon are your villagers asking for a place to sleep in.

Notice that one of your villagers is a vendor responsible for gathering from other buildings.

You can add or delete Marketplace vendors (except the first) using the check boxes.

The items listed in the 'Resources' window are stored in the Marketplace and 'Durable storage yard' buildings.

Notice that Marketplace has 95% of its storage space used up ... don't worry, it shrinks very quickly.

The Setup stage concerns constructing buildings that mitigate resource shrinkage.

The first priority is avoiding deaths of villagers due to: cold, accident or hunger.

That means building a lot more building and assigning laborers to specific buildings ... initially, allow the game to assign laborers.

This game gives you plenty of reasons to micromanage how the game play goes.

@ Lady Jane's 'Add a crematorium building please' thread
* TheHopelessZombie's cross post to Brucejuh in discussions on Jan 27, 2022:

There are larger houses to build im building a castle at the mo houses 80 families of 5 i think, also the apartments and think theres another large complex too, and try putting the big housing units on the rim of your marketplace zone (which can also be made larger in tech) ,boiler, hospital/clinic/barber, theatre and church round the centre then cram those little monsters in around it and put all industry outside the market zone if you can help it

@ BlackstaR's 'caravan problem' thread
* DemonicWolfox's post in discussions on Jan 30, 2022: (Small trading)

I will try to help you, first select a city/person, then the amount of people to send (you must have that many free of work), followed by selecting what to sell and if you want, what to buy, finish it off with the button that says you want to build the caravan.
If you want you can even set it to loop, which means they will go again as soon as they are back, but you'll need to always have enough people and stuff for that or too few will go and the possibility of death is higher.

This is the lowest level of storage ... the image shows the yard at 51% of capacity.

The upgrade is Durable Storage yard ... see the upgrade details earlier in this section.

Iron appears differently in the image than it does in the detail window.

The Storage yard is an intermediate stop for items stored in the Marketplace (vendor).

Notice there are 3 citizens moving items to / from the Storage yard.

Services
Section protocol: List of buildings - image, purpose (, player discussion content)
('/' means there is more than one section.)
Topic distribution: Builder's Cabin, Cemetery(3), Clinic / Repair shop, School(2)
(Note: '(x)' in topic means comments from 'x' other discussion posters.)

Topic: Builder's Cabin, Cemetery(3), Clinic

Notice that 3 villagers are assigned to the Builders Cabin by default.

Without builders in Builders Cabin(s), nothing can be constructed.

If the available laborers is small and there are more than 1 Builders Cabin(s), consider removing 1 or 2 builders from the Builders Cabin.

To re-assign all builders in a Builders Cabin requires demolishing the Builders Cabin.
Content source: Xorberax's 'Running out of places to put new cemeteries' thread.
* CellNav's cross post to Xorberax in discussions Dec 16, 2021

Each citizen ages 4 years for every game year (1 year / 3 months). The average age before death is 80, that's 20 game years. Gravestones disappear about every 15 game years and opens a new grave.

A 20x20 graveyard holds 162 graves.

Now, with regard to expansion purposes, here is where it gets fun :

1. 8x8 graveyard = 4 homes (House or Luxury).
2. 8x12 graveyard = 4 Garden Villas
3. <insert dimensions> = <insert something>

* Honeywell's post in discussions Dec 18, 2021

There's no upgrade but tombstones do degrade over time so you'll eventually reach an equilibrium and won't need to build any new cemeteries.

There's also an administrator who increases the decay rate of tombstones by 50% so that's worth looking out for. If you play with disasters, tornadoes suck up tombstones too so placing cemeteries in the path that tornadoes generally take could be a nice bonus to the decay rate.

If all else fails and you can't build enough cemeteries to reach the point they're emptying faster than people are dying you could just suck up the hit to happiness--it's not a permanent or reoccurring debuff so consumables bring the families happiness back up and it becomes a non-issue

* Veldrin's cross post to Xorberax in discussions Dec 19, 2021

It was mentioned earlier that tombstones disappear after 15 years. Citizens live on average 20 years (they age 1 year every 3 months). Roughly you would want a capacity of 1 tombstone per citizen. To calculate Cemetery capacity subtract 2 from the actual grid dimensions, multiply the resultant dimensions then halve the result. For example a 20x20 Cemetery capacity is (20 - 2) * (20 - 2) / 2 = 162 tombstones. A 17x8 Cemetery has (17 - 2) * (8 - 2) / 2 = 45 tombstones.
Citizen injuries occur in the first months of the game ... injuries affect job efficiency.

A clinic requires a doctor assigned from available laborers ... a clinic becomes a hospital.

Notice that there is a capacity to do research ... Technology offers a research building.

A 20% health benefit means that the likely decline in overall health is slower.

Two types of upgrades: 1. Through research, 2. The type of building.

[Continue with extension #1]
Services extension #1
Guide section space not large enough: A Building-Services-School extension section required.
('/' means there is more than one section.)
Topic distribution: Builder's Cabin, Cemetery(3), Clinic / Repair shop, School(2)
(Note: '(x)' in topic means comments from 'x' other discussion posters.)

Topic: Repair shop, School(3)

........

You can just place the building and build when you actually need it.

The Repair Shop only requires timber to build and only assigns one citizen.
If you click on the assigned citizen, you can get information about the assigned citizen.

In the early game its best to wait in constructing the first school because of laborer demand.

Students start school, if there is a school, at age 8 to 9 ... 10 year olds become laborers.


@ Chuckieishere's 'School improvements' thread
* frannilea's post in discussions Dec 26, 2021

Also, I'm finding that students are moving out from their parents at least as early as 10 years old into their own house by themselves. I think I see why you have them moving out so early - it allows for population growth, but it's kind of not working well. It doesn't really work in the game as they just move out into a house on their own. But they're still students, so they aren't contributing to the communal upkeep of the house. I have 2 ten year old students each living in separate houses on their own (a boy and a girl, strangely). I appreciate population expansion for game reasons, etc, but this seems a little strange. Firstly, shouldn't they perhaps move out in pairs, so that at least they are paired up to be a future family? I have one 10 year old boy that moved in with a single 27 year old girl, lol! And she had moved out at a similar age into a house by herself, before I put the school in. I think this needs to be tweaked. If they have to move out so early when they still have a LOT of school time (that is, unproductive time) to go, it'd be better if they moved out in pairs, at least, and I think the age should be more like 14, not 10, so that they are at least getting close to productive age before moving out. The thing is that they are taking up a house that could be for immigrants, they are using more domestic fuels etc to run an additional house, they are probably being educated more slowly because I assume they have to fend for themselves from the market, which takes away education time. This really needs tweaking in my opinion.

Edit: And now, a year later, I finally got some immigrants (11) to help with this this situation, I built some new houses for a new forester, hoping that these houses and positions would be taken up by the new immigrants, only to have STUDENTS move in instead. This is pretty ridiculous, isn't it? I build 4 new houses, and they are all taken up by students who go to school on the other side of the settlement. I had deliberately not built these houses so that the students would live near the school and not move away from it. So they're gonna take a lot longer to get educated now.

PLUS my 11 immigrants are STILL homeless. This is utterly stupid. Homeless immigrants should definitely get new houses ahead of 10 year old students who already have a home, particularly when they actually are moving substantially further away from the school than their original home, most were within 20 path-walking squares of the school!! One lived directly OPPOSITE the PLUS my 11 immigrants are STILL homeless. This is utterly stupid. Homeless immigrants should definitely get new houses ahead of 10 year old students who already have a home, particularly when they actually are moving substantially further away from the school than their original home, most were within 20 path-walking squares of the school!! One lived directly OPPOSITE the school!! Now he has to walk from about a quarter of the way across the map!! Could you please prioritise homeless immigrants over moving students? At least especially if the students are moving further away from the school.

Sorry if my frustration comes out in my explanation, btw. I see this game as quite a worthy successor to Banished, so I actually love this game so far, (otherwise I wouldn't bother commenting), but I waited so long to get immigrants and deliberately tried to get people living close to their employment (similar to Banished), only to have it totally backfire is a rather ridiculous way.

@Ready2Produce's 'Fellow player collaboration' thread.
* Posts from Myron_Owl, developer to 'Settlement Survival' discussions on Jan 5, 2022

Cross post to Ready2produce:

When there is a shortage of labor in the early stage, do not give priority to building schools, as children will waste some time for going to school.
Schools can also provide certain scientific and technological points, which is very useful in the early stage, especially before the academy, so after the first batch of children have grown up, schools can be built.
In addition, because citizens who graduate from school are more efficient, after entering a stable period, the ideal state is that all citizens are educated.

Cross post to Crunkbutter:

The age at which a student graduates is not a definite value. It is calculated based on a certain number of hours. Students can graduate when they are satisfied with the number of hours of study. Therefore, students who live nearby will graduate more quickly because they have less time on the road. This is why the graduation time of boarding school is the shortest.

Cross post to Ready2produce:

The age of enrollment is indeed 8-9 years old, and the age of graduation is uncertain, because it is determined according to the length of schooling.

@ Seanattk's 'Immigrants not going to adult school' thread
* John.H, developer's post in discussions on Jan 28, 2022: (fixed misspelling)

They go to the school when they are free from their current work, like farmer during winter, Adult school is no going to break their works on hand.
Roads
Topics: Bridge

@ Lord_of_Aces052's 'Unusable' thread
* CANE's post in discussions on Jan 28, 2022:

When drawing the bridge first and last 2 tiles must be on land.

So if you click on the tile right next to water and try to draw bridge it will turn red and wont work.
Technology
Section protocol: List of buildings - image, purpose (, player discussion content)
Building added to Command button option (i. e. category) selected by game designer.
Note: '(x)' means the topic has x player comments about the topic.

Topics: Bank(1), Grocery Store(1)

@ o_alisa's 'How to make money without using Grocery Store' thread
* Lady Jane's post in discussions on Jan 27, 2022:

Build a Gem mine. Sell it in trading post in a 'Loop' cycle. Just make sure you have enough per cycle to sell or they will never leave the port. lol. Also, buy insurance every time you trade. That little payment is worth it just in case something tragic happens along the voyage.

I also recommend building a bank to earn interest from deposits. :)

The rich gets richer! lol. The bank was a great add on.
Try to max out your 1 year deposit and always put something in the 5 yrs and 10 yrs. Just make sure you always have "extra" money not in the bank for emergency purposes.

@ cybera's 'How do I make more silver?' thread. Technology: Trade.
* Veldrin's post in discussions Dec 19, 2021

Early on there is the Grocery Store that sells 100 items per month and gives you the Silver Coin value of those items. If you just sell the lowest value items (which you most likely have an excess of) it would take you 10 years to earn 12k. Best to dedicate some production to higher value items to shorten this time. Timber sells for 3 (3 years 4 months to 12k) and Plank sells for 5 (2 years to 12k) if you can obtain enough each month for your Grocery Store to sell.

Later there is the Small/Large Trading Posts which sells 10k/20k worth of items per month.
Finally you an produce Silver Coins yourself at the Mint after mining Silver Ore.
There are also random events where you may get Silver Coins (but note there are also events where you will lose Silver Coins)
PLAN
Ideas from which a 'Settlement survival' player's game playing style develops.
Note: '(x)' means x posts on the topic.
Idea:

1. Stable: The twists and turns in the 'Settlement Survival' Early Easy game play.

Starting the game, understanding how to use the game space and opening challenges.
Impact of beginning game conditions, construction phases and new building game effects.
Understanding how combinations of buildings effect game features and game space.
Post broccoli harvest: Extend sources of food production ... draw citizens from Centre.
Understanding: Health and Happiness, lowering City stress and improvements.
Maintaining a laborer pool while there is no replacements for laborers.

2. Stress: Easy game starting Health declines quickly ... what measures to take?

Early game:

Create houses and a tent so that citizens have a place to rest, stay warm and breed.
Locate other reasons that citizen health declines at the beginning of the game.
Look at each individual citizen's statistics to find common declining health.

Discussion posts: Overall(2)

3. 'Game map': Player posts about a strategy for a given Game map.
Topics: 'Easter island'(2)

4. Mod: Player 'How to' for a given mod design.
Topics: 'Larger map'(1)

5. Hub to Centre: First expand from a Centre (has Marketplace) then convert to a Centre.

6. Parcel: Game space bounded by impassable land or water features.

7. Tips: Ways to overcome / avoid game issues.
Stable
The twists and turns in the 'Settlement Survival' Early Easy game play.

1. Setup: Initialize surface gathering and layout priority, standard and delayed buildings.
.. Steps: 1. Start, 2. Top buttons, 3. Initial buildings, 4. Status buttons, 5. New buildings

Starting the game, understanding how to use the game space and opening challenges.

2. Centre: Expand beyond the initial buildings provided to the player at startup.
.. Steps: 1. First placement, 2. School, 3. First buildings, 4. Food diversity, 5. Expansion,
............. 6. More buildings, 7. Summary

Impact of beginning game conditions, construction phases and new building game effects.

3. Scope: The compass range that a citizen travels in pursuit of their assignment.
.. Steps: 1. Definition, 2. Housing, 3. Effect, 4. Pressure, 5. Upgrade, 6. Status

Understanding how combinations of buildings effect game features and game space.

4. Extend: Complete existing construction and add to Centre and Forester hub buildings.
.. Steps: 1. Housing effect, 2. Early hub, 3. Replace

Post broccoli harvest: Extend sources of food production ... draw citizens from Centre.

* Effects: Dealing with the consequences of initial game startup choices.
Steps: 1. Citizen, 2. Overall, 3. Improve

Understanding: Health and Happiness, lowering City stress and improvements.

* Labor: Maximize the size of the laborer pool in the Second game year.
Steps: 1. Shrinking, 2. Assign

Maintaining a laborer pool while there is no replacements for laborers.
Stress
Easy game starting Health declines quickly ... what measures to take?

Early game:

1. Create houses and a tent so that citizens have a place to rest, stay warm and breed.
2. Locate other reasons that citizen health declines at the beginning of the game.
3. Look at each individual citizen's statistics to find common declining health..

Discussion posts: Overall(2)

* Create houses and a tent so that citizens have a place to rest, stay warm and breed.
Above are the Cuity stress for June and August for the first year.
In June there was 1 house and in August there is 5 houses, 1 tent and 3 under construction.

Notice that the stress is about the same even though the housing issue is 'solved'.
Housing stress dropped significantly but Happiness stress increased ... despite the well.
And, Health stress is larger! ... so, what is causing the Health stress increase?

* Locate other reasons that citizen health declines at the beginning of the game. Lets look at Resources at the beginning of the game and Resources in August.

Well, herbs have increased, but citizens have to take the herbs to get healthier.
Is the clinic dispersing herbs?

* Look at each individual citizen's statistics to find common declining health..
Green is healthy.
Yellow is declining.
Red is a health 'red flag'.

There are a dozen measures of the citizen and four accessories.
A citizen can be in perfect health yet ready to conk out.

Focus on the citizens that are not perfectly healthy ... and, why?

@ j0hndissed's 'Pop stress' thread
* MrBunny's post in discussions on Jan 29, 2022: (Overall)

It's not enough to have enough food or water, get them a diverse diet. Administrators also help (although there's a bit of RNG in that), get the stress tech (the one in livability if you don't already have it), get them luxury houses and upgrade them with puppies to get a stress reduction, happiness is also important, the more happy they are the less stress they will have. Also health is a big influence, you say they have herbs and soaps, that's not enough, build them hospitals with the medicine upgrade (forgot the exact name) and get them the new faction wine which increses their health. Also make the better medicine, not just herbs, like the special medicine or medical alcohol.

* John.H, developer's cross post to j0hndissed in discussions on Jan 29, 2022: (Overall)

That depends how many people you have, stress mostly increase by the size of you town.
Game map
Player posts about a strategy for a given Game map.
Note: '(x)' means x posts on the topic.

Topics: 'Easter island'(4)

See also: avenged800's 'Guide & Tips for Easter Island'

@ Zübük's 'easter island how?' thread
* yvonne's post in discussions on Jan 10, 2022:

I completed Easter Island. I turned off the building process of the statues, then stabilised my town, I virtually rebuilt the entire town. I built a shelter as the disasters only seem to appear once you start carving the statues. The food and water supply is not sustainable in the beginning so I lost about 1/3 of the population. I did put down research stations early s the research points take longer as the story progressed. Time consuming but great fun. .

* alphaest's cross post to yvonne in discussions on Jan 14, 2022:

This is how I made it.
Paused the game at the start and paused all statue and log pile constructions so i can manually enable them later on step-by-step.
Removed almost all workers from building profession and started with water and food production fixes. After they stabilized, continued on with houses, happiness and clinics and finally some basic construction buildings like planks and stone.

@ Momo's 'Easter Island?' thread
* yvonne's post in discussions on Jan 18, 2022:

It took me 52 years to complete, I turned off the building of the statues, Then i built a reservoir on the lake with a ware house only for water, I built a new market place south of the city. Then I started replacing the houses. I virtually rebuilt the entire city except the distilleries as they cannot be replaced. I captured whatever animal I could and rebuilt and upgraded the farms. The police stations do help for happiness, but as long as the alcohol flows you can expect enough happiness. I also researched the herbs early in the game and made sure rope was being made so when I started with the statues there was enough, I think 2000 are required for each phase. I built a shelter as the disasters appear to trigger when you progress with the story line. When you are able to build the ferry import cotton enabling you to upgrade your hospital. Be careful of the ferry every time it ports your people suffer illness. The initial city is not sustainable so you do lose a lot of your population which does recover over time. Make use of the excess workers to collect as much food , stone and ore as possible in the beginning. I did not cut trees down but left the existing foresters in place. The apiary does help for soap making. The cemetery also improved happiness. Coal mine also helped so relieve the demand for wood. Once your town is growing again and food,shelter and water are stable then you start carving. Each phase went relatively quickly with 21 builders in place, I hope this helps as I also really struggled with this one. Took ages ....... and ages but great fun

@ Augie's 'Easter Island - Immigrants' thread
* Princess Lily's post in discussions on Feb 5, 2022: (Immigrants)

1. They do kinda come. Not on the regular schedule, but one of the events after a statue (4th maybe?) is a host of immigrants... around 90 or so if i remember correctly.

2. Trade does open, again as a reward after one of the statues.

3. Yes. they work in order or at least thats how i perceived it.

4. Quest progress is literally that. You have 21 objectives and have completed 2 of them.

5. Yus. Actually just finished it!
Mod
Player 'How to' for a given mod design.
Note: '(x)' means x posts on the topic.

Topics: 'Larger map'(1)

@ Charlotte0607's 'Larger map' thread
* Charlotte0607's cross post to elofla in discussions on Jan 13, 2022:

I just found a easy way from a author named CZACHA73. Go try it. All you need to do just change few numbers. Hope you will fix it.


How to have huge map:
Choose a file
"C:\Program Files (x86)\Steam\steamapps\common\Settlement Survival\Settlement Survival_Data\StreamingAssets\zipConfig\RandomMapConfig.xml"
Edit medium map like i did:

<mapSize>
<int>500</int>
<int>3496</int> i edited this one
<int>1300</int>
Hub to Centre
At game start, stone and iron are gathered from ground deposits.
First expand from a Centre (has Marketplace) then convert to a Centre.

Hub types:

1. Forester: Manage cutting / planting trees and sibling buildings.

. Forester hub: Ongoing cutting and planting of trees ... harvesting logs and food.
. (Forester hut, Gatherer hut, Hunter cabin, Clothing store, tent images)
. Tents (Technology required rather than houses because there is no Marketplace, initially.

2. Inorganic: Automatic acquisition of iron, coal, stone.
3. Water: Purchase, automatic acquisition of sand, clay, water.


Parcel
Game space bounded by impassable land or water features.

Game space is either in natural or contoured form ... game designer form or player form.

Game space in the natural form has resources to be gathered.

The 'Settlement survival' end game is about what to do when all the parcels are contoured.

Contouring means dividing a parcel into hubs and centres then revising game space details.

A 'Settlement survival' end game 'ends' when a player is finished changing the contours of game space.
Tips
Ways to overcome / avoid game issues.

Tip: 'Game phases', Overall

@ MrBunny's 'Tips & Tricks' thread (Game phases)

A few tips&tricks for this game (be prepared, it's quite a read and are only the ones that came to mind on the spot, will add more as I come across them) :
Made for easy difficulty (as it's still quite hard even if it's just "easy). Will make a separate list for medium/hard.

Early game
- SETTLE NEAR A STRAIGHT RIVER (vertically or horizontally), as straight as possible. Some of the most important buildings in the game have to be placed near water. You can't place them if the river is not straight. I can't stress this one out enough, if you don't want to terraform then just restart the map until you have a nice straight river. A lake works too, the game doesn't distinguish the two. (generally you don't want to terraform because you use precious tech points that could go to some other techs instead)
- It's nice to gather the resources near you when you just settled with the gather all command. I suggest at least to cut down the trees that are in your market range if you don't want to have your people spend too much time on resource gathering.
- You don't need to build every basic building from the start! I recommend to start with : a big well (it will be enough for quite some time), a repair shop (only 1 people, it will be enough for at least the first 10 years, when you see buildings getting damage just add another one), gathering hut, some fields ( 2 at least will suffice), church and clinic. You won't need the distillery or the hunters hut for now. Try to get a smithy and a tailor as fast as possible, your clothes and tools won't last long! I suggest going straight to iron tools, skip stone tools. Stone is more useful in building, it's a waste (at least if you don't have a late game infinite quarry) to use it on tools. Iron is quite plentiful and not needed in huge quantities like stone.
- You should plan your starting area from the beginning and just pause construction. I suggest you plan the market influence area right at the beginning and fill it with houses and buildings. (place the clinic, church, leave a 4x8 place for a bathouse, a 4x4 for a police station, plan destroying the starting storage space and builders hut to make room for more houses.
- Use JUST 1 farmer when you make a field. Try to use the standard 8x8 field, as you can later upgrade it to a dense farm ( from faction level with the Asian girl, forgot her name), which basically makes double it's output. For this reason I suggest to not invest in plantations ( but if you do also use just 1 farmer). For a dense farm I suggest you use 2 farmers as there is a lot more food to be moved. IF you make bigger fields, try to maintain the ratio of 1 farmer/64 tiles, IT IS ENOUGH. Don't waste precious manpower. I also suggest to just make normal fields, no the upgraded ones, fertilizer is good but you can't achieve a steady (large) supply until mid-late game. I suggest 8x8 because you can't build a costume size dense farm (which is quite annoying, especially the dense tree farm which by default is 15x15, a HUGE area if not planned beforehand). I say that 1 farmer is enough because I tested the fields with 1, 2 or 3 farmers. The result? It looks like it's just a a matter of collecting the harvest faster rather than actually producing more. For example if 1 farmer can plant and collect the crop before winter hits, you get the same amount of that crop as 3 farmers working on a similar field/crop. This is where the tech Farming Efficiency in Agriculture comes in handy. It almost guarantees that 1 farmer is enough for 1 8x8 field.
- Orchards are a waste of manpower early game, they don't produce as much as a field. When you get the dense tree farm then you can invest in them. (and you will have to because you need SILK)
- Even if you don't see it, the moment you begin the game you are in a race with time to get either a) HERB SEEDS or b) FAT AND THEN SOAP.
a) You need the Nursery tech in Agriculture for , you guessed it, the nursery building. It's the only building where you can grow herbs! (I suggest grabbing herb knowledge while you are there). Try to get one as soon as possible. As for the seeds themselves, I don't know if I was very lucky or if it's scripted but it looks like quite soon after you get the Nursery/Herb knowledge/build said nursery you will get the seeds. I played like 5 test games and I got the seeds in at most 2 years.
b) For fat you will need animals that produce "fatty" meat ( beef, alpaca, mutton, bufallo, pork, horse, donkey). Then you get this meat to a butcher ( tech in processing) then you get the fat produced by the butcher to a soap workshop ( you might need a few of them as they are slow to produce soap) []
If you don't do this, you WILL die of poor health. (available space exhausted.)

@ OKOK's 'People die like flies.' thread
RandomishnessssRandomishnessss's post in discussions on Jan 28, 2022: (Overall)

Build more houses. If a house is full no one inside will reproduce. If the kids grow up without somewhere to move then theyll just take up space and neither they nor their parents will reproduce. Building a boarding school makes the kids move out early letting the parents reproduce more. Building houses with more accommodation lets people reproduce more (luxury houses, bedding, admin bonuses, etc.) Nursing homes will let the elderly move out so they dont take up space meaning your families can reproduce more.

If people arent dying of old age then you arent meeting their basic needs. If theyre starving then reduce unimportant jobs and make more farmers or increase farming efficiency (tech, carry capacity, better roads between farms and warehouses, shorter distance between farms and warehouses, farm upgrades). Potato seeds make a huge difference since they have high yield and dont instantly die when winter comes, meaning you don't need as many people to harvest since you wont lose it all once it gets cold. Excess potatoes can be used to make spirits (which will keep your people a little warmer and make them happier making them work more efficiently) so you dont need to assign a seperate field to produce something inedible like agave.

If you're short on water build more wells, reservoirs seem to produce double what a well can from what I can see so that'll free up people. building reservoirs next to a warehouse will let you produce water very quickly.

Cold is the worst from what I've experienced. When people get cold not only do they die quick but they also have to stop what they're doing to heat up. You can fix this by building better roads (reduce the time they're outside), building a house or heating building near workplaces (so they don't have to spend ages travelling back and forth) and most noticeably getting better clothes. You can produce rough clothes by farming flax and turning it into linen. Upgrading from that just requires feathers or wool which you can get from a pasture (geese, turkeys, alpacas, etc.) so with just flax farms and a pasture you can get decent clothing. If you can get buffalo or cattle in a pasture you can get a consistent source of leather (you can get it less consistently with hunting). with leather you can make refined leather and from there you can make some of the best clothing which will keep people warm for much longer which in turn means they work for longer which means they produce more.

If you're short on timber for fuel then build mines to mine coal, will reduce your reliance on trees meaning you can build more stuff and you wont have pops dying to cold because they travelled 10 light years to harvest 3 wood.

If they have everything they need and free housing space then they'll reproduce faster than they die. If they're dying faster than they reproduce then you're likely lacking a resource.
STAGE
The purpose of this division is to understand what the early, easy mode challenge(s) are.

Banish type games punish players who are not patient and don't respond to challenges immediately.

The game designer adds challenges as the game advantages ... often the challenge isn't obvious.

Topic sections:

* Setup: Initialize surface gathering and layout priority, standard and delayed buildings.
Steps:
1. Start a new game.
2. Top buttons serve as the main information panel.
3. Initial buildings: Durable warehouse, Builders cabin and Marketplace.
4. Status buttons provide information about game status.
5. New buildings: The starting Centre and a nearby forester hub.

* Centre: Expand beyond the initial buildings provided to the player at startup.
Steps:
1. First placement: Housing, School, Food gathering and extra storage.
2. School: Why the first school should only be 'placed' within the Centre.
3. First buildings: First house, first Gatherer hut and the nearby 2nd Storage yard.
4. Food diversity: Housing alpaca in a pasture ... replenishing vegetables.
5. Expansion: Starting a Forester hub.
6. More buildings: The Clinic for injuries ... the Chopping house for fuel.
7. Summary: Mostly Centre building construction with a Forester hub stub.

* Scope: The compass range that a citizen travels in pursuit of their assignment.
.. Steps:
1. Definition: Centre scope from Marketplace and Forester hub from Forester hut.
2. Housing: The range between a citizen's home and assigned work effects efficiency.
3. Effect: Clearing trees in Gatherer's hut scope reduces wild food (ex: onion) growth spots.
4. Pressure: Game design allows a brief Honeymoon followed by game challenges.
5. Upgrade: There is technology point to spend ... what to spend it on?
6. Status: Centre nearly complete, Forester hub still waiting for construction materials.

* Extend: Complete existing construction and add to Centre and Forester hub buildings.
.. Steps:
1. Housing effect: Lowered stress and 5 couples in the season to make babies.
2. Early hub: Complete Gatherer's hut, Hunter cabin and first tent.
3. Replace: Demolish broccoli field using 2 farmers for pear orchard using 1 farmer.

* Effects: Dealing with the consequences of initial game startup choices.
.. Steps:
1. Citizen: The measures by which overall Health and Happiness are determined.
2. Overall: Lowering City stress means raising overall Health and Happiness.
3. Improve: Add buildings which replace existing supplies with better versions of supplies.

* Pool: Maximize the size of the laborer pool in the Second game year.
,, Steps:
1. Shrinking: Without new births and with new buildings, the laborer pool can shrink to 0 laborers.
2. Assign: Watching the laborer pool get smaller and smaller.
3. Interim: The initial time of buildings comes to an end as laborer pool dwindles to 6.
4. Reset: Reassigning workers in one building in order assign that worker for a mew building.
5. Wishlist: Placing buildings that are delayed because no laborer can be spared to work them.
6. Gather: Filling the two storage yards just beyond the Centre and Water hub buildings.

* Supply: Limit laborer actions to supplying construction ... tap storage yard reserves.
.. Steps:
1. Home: Expand chances for babies by adding additional housing.
2. Material: Extending the resource variety of materials used for construction.
3. Lesson: A EA major update changed the middle and end games ... impacting the early game.

* Re-do: Repeating research game 'play' after recent major game update.
.. Steps:
1. Startup: Clear and store resources ... capture buffalo in pasture ... build houses
2. Water: Place buildings made available through technology choices and for replacement.
3. Citizen: Construct buildings specializing in citizen items / resource replenishment.
4. Unstressed: Reversing the causes for the initial city population being stressed.
5. Food: Additional housing delayed because hoarding depleting available public stock pile.
Setup
Initialize surface gathering and layout priority, standard and delayed buildings. Click to enlarge image.

Steps: 1. Start, 2. Top buttons, 3. Initial buildings, 4. Status buttons, 5. New buildings
You want the large map size to maximize the map space not containing mountains.

You want 'Easy' difficulty because the game challenges are tough even in 'Easy' difficulty.

Click 'New Game' button – use settings in image and click 'Start Game' button.

That whitish circle is your starting location … those grey blobs are mountains.

The key starting resources are trees, stone and iron … you'll need a lot of stone and iron.

Those dots are stone and iron … mountains waste space … left click when ready.
Use the 'Pause' button, and 'W' key and widen/center the game space view for existing buildings.

There is a Marketplace, Builder's Cabin, Durable storage yard and a herd of Alpacas (wool).

Use the top left 'Main menu' (4th) button and 'save' button to manually save the game content.
Right click the save name if you want to choose the name of this save.
The 1st button shows game resources available at the start of the 'Early Easy' game.

Note the right side of the 'Resourses' window is a breakdown of the left selected item.

Button 2: Statistics
Button 3: Mini map
Buttons 5-7: Game pause / speed from 1 to 10.

To right: Status buttons - click for specific information.

Now, to look at the buildings you get starting in Easy mode:
Click a building to get the current status on the building.

Those balloons with a house icon are your citizens asking for a place to sleep in.

Notice that one of your citizens is a vendor responsible for gathering from other buildings.

You can add or delete Marketplace vendors (except the first) using the check boxes.

The items listed in the 'Resourses' window are stored in the Marketplace and 'Durable storage yard' buildings.

Notice that Marketplace has 95% of its storage space used up ... don't worry, it shrinks very quickly.

The Setup stage concerns placing buildings that mitigate resource shrinkage.

The first priority is avoiding deaths of citizens due to: cold, accident or hunger.

That means building a lot more building and assigning laborers to specific buildings ... initially, allow the game to assign laborers.

This game gives you plenty of reasons to micromanage how the game play goes.
Notice that 3 more citizens are assigned to the Builders Cabin.

Without builders in Builders Cabin(s), nothing can be constructed.

In the Centre stage, a lot of laborers are assigned and many children become laborers.

Right now, 4 of the 20 adults are managing resource storage.
'Durable storage yard' is an advanced version of the 'Storage yard' building.

Its contains stone ... you'll need to gather logs and iron for your buildings.

It fills up quickly, so you'll need to create a large 'Storage yard' building.

You use the second to last of the bottom buttons 'Command' ... selecting the 'Gather' option to gather resources.

I recommend clearing resources (mainly trees) surrounding existing buildings.

Then, start placing new buildings ... mostly food gathering and housing.

Some buildings have priority, are built in order and some buildings are delayed.
Above: Happiness, Health, Stress, Population, Laborers, Technology and silver coins.

20 adults, no students and 10 children not students ... click the Technology icon.
Notice there is 5 Technology points available and 8 categories to choose.

I recommend:

1. Quality of life-Tent
2. Trade-Sea transportation
3. Mining-Sand mining, Calcining Kiln
4. Construction-Sawmill

Above: Housing, Food, Resources, Processing, Storage, Services, Road, Decoration, Blueprints, Command, Help

Click the (2nd to last) Command button then select the 'Gathering' option.
'Gathering' commands laborers to cut trees, collect stone, iron and wild (ex: onions) food.

Highlight (select) rectangle(s) of game space close to the existing buildings.

The laborers will gather resources until a higher priority task is given them.

Don't forget to press the Space (Pause) button to start / stop your citizens.

In the above image, trees become timber and the iron (top middle) moved to the warehouse.

The ground now can have buildings ... once its cleared of resources.

Click the population button and then click the icon on the line for the first listed child.
Citizens age 4 years for every game year ... uneducated children of 10 become adults.

Children age 8 to 9 can be students, however, the school keeps students until age 20..

Donna is age 8 ... in 6 game months, Donna will be an uneducated laborer.

Child ages: 3 8 years old, 6 9 years old and 1 10 years old ... laborer demand will be high.

Best to place but delay school construction just before newborns come of age.

Build new buildings:

The final step here is to prepare for the 'Centre' stage:

1. Gather timber, stone and iron to fill the Durable storage yard.
2. Place : School, the houses, food and other Centre buildings, Forester hub first buildings.

The school is delayed, the first house and Gatherer hut with priority ... others: normal / delayed.

Food buildings: 2 Gatherer huts, Hunter's hut, Pasture and crop field.
(Gatherer huts need to be inside a forest in order to be effective ... best near a Forester hut)

Resources: Foresters hut, Chopping house, 2 Storage yards (supplemental storage).

Housing: 1 immediately, 7 later, 1 tent ... 4 per house, 3 per tent ... 35 citizens.

Other: Clinic, Repair shop, Clothes shop, Smithy, well

About the buildings:

1. Health is maximized when there is a diversity in the types of food.
2. Gatherers are fast, meat is important, crops take time, animals are available for pasture.
3. Citizens have accidents, inventories run out, houses need fuel, a lot of timber needed.
4. Houses need to be in a Marketplace's scope ... tents don't require a Marketplace.
5. Initial crops have low yield ... crop season is roughly March thru September.
6. Wells are an initial water source ... reservoirs are better ... a well influences happiness.

Build order that I used:

1. School delayed, Gatherers hut priority, Big well delayed, 8 x 8 pasture for 6 alpacas
2. 2 X 4 houses - 7 houses delayed, 6 X 10 Storage yard, Clinic, Repair shop delayed
3. (Space reserved below pasture for 7 X 10 broccoli crop)
4. Hub: Foresters hut + Gatherers hut + Hunter's hut + 8 X 10 Storage yard (more in Hub stage)
5. Tent delayed (more in Hub stage) - requires Technology point to be available.

Additional (not shown) resources gathered during the Centre stage.
Centre
Centre: Expand beyond the initial buildings provided to the player at startup.
Food and resources are consumed ... happiness and health are not stable.
Steps:
1. First placement: Housing, School, Food gathering and extra storage.
2. School: Why the first school should only be 'placed' within the Centre.
3. First buildings: First house, first Gatherer hut and the nearby 2nd Storage yard.
4. Food diversity: Housing alpaca in a pasture ... replenishing vegetables.
5. Expansion: Starting a Forester hub.
6. More buildings: The Clinic for injuries ... the Chopping house for fuel.
7. Summary: Mostly Centre building construction with a Forester hub stub.
Best to click on the image on the left to get a larger version of the image.

All citizens are homeless and game starts in January … set a priority for the first house.

That way, all citizens have a place to warm up … if they get cold.

* First placement: Housing, School, Food gathering and extra storage.
. Notice that the Durable storage yard has more items ... needed that 2nd Storage yard.
. Meanwhile the number of freezing citizens increases … awaiting that first house.
Notice that the pasture is not cleared but the house and Gatherer hut are cleared.
The laborers have been busy gathering timber and forage food within the cleared forest.
The laborers have busy clearing the left side of the forest and gathering iron.
Notice, that on the right, there are two clusters of stone yet to be gathered.
. No more forest is to be cleared until the stone is put in the Storage yards.
The larger Storage yard is still not ready for the laborers ... still needs clearing.
(Those Christmas trees, that you see, move as you develop the game space.)
* School: Why the first school should only be 'placed' within the Centre.
Sabrina and Flora, now 10, have become laborers ... leaving 8 younger children.

Same for the other children ... in 6 months = 2 citizen years ... all citizens will be laborers.

A 10 year old doesn't make a particularly good laborer ... but, the more the better - right now.

The Gatherer huts require: Wood and stone supplies … then construction.

Its important to build the pasture while the alpaca herd is close by … has normal priority.

There is no point building the crop field until March … demolish once the crop is harvested.

. Demolish the broccoli field when you want to reset the farmers for other job assignments.

* First buildings: First house, first Gatherer hut and the nearby 2nd Storage yard.
Now that there is a house, Being homeless is not so bad ... somewhere to warm-up.

Notice that the Gatherer's hut almost has all its supplies but the pasture is still waiting.

That means that some laborers will be assigned to replenish food resources.

Its February and another child has joined the labor force ... leaving 7 children.

* Food diversity: Housing alpaca in a pasture ... replenishing vegetables.
Now that the pasture is completed, the alpaca can move in and be taken care of.

A laborer has become herdsman and 6 alpaca have moved into the pasture.

That will add meat, dung and wool to the Storage yards and the Marketplace.

The other alpaca will move away.

Its now March, time to to grow the broccoli ... give it a priority build ... some delay, however.

There are 3 trees that must be cleared before seeds can be sown.

Notice that the 2nd Storage yard is starting to fill up.

There is a current record kept for each product produced in the pasture.

* Expansion: Starting a Forester hub.
2 farmers assigned to grow broccoli - the first of three choices ... 15 laborers, 6 children.

In the Forester hub, the Forester hut is being constructed.


The area between the Hub and the Centre is cleared and stored in the 3rd Storage yard.

In the Centre, the Chopping shop is nearly fully supplied and the Clinic is being constructed.

The 3 Storage yards are holding timber and stone for hub building construction ... iron not so much.

* More buildings: The Clinic for injuries ... the Chopping house for fuel.
Now that the Clinic is built, any injuries that citizens encounter is treated ... 1 less laborer.

The Chopping house means that fuel to heat houses is being replaced ... 1 less laborer.
Alpaca dung is being used to make fuel ... the production limit of 200 needs to be increased.
Dung was chosen rather than timber because timber are not automatically being harvested.

Notice that the Chopping house upgrade button is enabled ... production is increased to 500.
The current record of production is kept by the game.


Its now April and the 2 farmers tending to the broccoli.

The Repair shop just requires timber so its delay is reset.

* Summary: Mostly Centre building construction with a Forester hub stub.
The expanded version of the Centre is functional ... more houses can be built.

Food resources have remained stable ... Now May: 27 adults and 3 children ... 13 laborers.

The Forester hub has its Forester hut and Storage yard but all other buildings await construction.

There is a lot open space to the left of the Centre ... Forester hut has 3 citizens assigned.

The supply of water has dropped ... time to build the Well ... still too soon to build the School.
Scope
The compass range that a citizen travels in pursuit of their assignment.

Steps:
1. Definition: Centre scope from Marketplace and Forester hub from Forester hut.
2. Housing: The range between a citizen's home and assigned work effects efficiency.
3. Effect: Clearing trees in Gatherer's hut scope reduces wild food (ex: onion) growth spots.
4. Pressure: Game design allows a brief Honeymoon followed by game challenges.
5. Upgrade: There is technology point to spend ... what to spend it on?
6. Status: Centre nearly complete, Forester hub still waiting for construction materials.

* Definition: Centre scope from Marketplace and Forester hub from Forester hut.
The circle shows the Centre's scope which defines the Marketplace content availability.
Notice that all the scheduled houses are within this circle ... citizens stock from within this area.
Also, the Marketplace provides production materials such as dung, timber, stone, etc.
There are still more buildings to place within the Centre's scope.
The main construction (normal) priority is building housing.
The Forester hub's scope is smaller is is about where to cut and plant trees for timber.
The Gatherer hut's scope is primarily within the Forester hub's scope.
Hunter cabin's hunting range is the entire game space.
here are still plenty of buildings to place in the Forester hub.

* Housing: The range between a citizen's home and assigned work effects efficiency.
Time to start taking care of housing the shortage: Couples in houses have babies.
One house awaiting supplies and three houses (reset) needing clearing and supplies.
So, four houses set to normal priority ... waiting construction of building ahead of them.

And, there is the the Forester hub stub waiting Gatherer hut, Hunting cabin and tent supplies.
A Clothing shop could use the leather and wool produced to created advanced clothing.
Should that shop be built in the Centre or the Forester hub?

* Effect: Clearing trees in Gatherer's hut scope reduces wild food (ex: onion) growth spots.
(Centre Gatherer's hut scope, Hub Gatherer's hut scope)
The Centre Gatherer's hut is temporary since the Centre will eventually be cleared of trees.
Since most food, in the Centre's scope has been gathered, reduce to one Gatherer.

The Hub Gatherer's hut will always be surrounded by trees because of the Forester hut.
Once the tent is built, some citizens will move to the Forester hub to be close to work.
Until a Marketplace is built, it makes sense to build more tents to house citizens in the hub.

* Pressure: Game design allows a brief Honeymoon followed by game challenges.
Its May of the first game year and already is in a decline in overall health and a housing issue.

The Centre Gatherer's hut has one assigned citizen so there is an extra citizen laborer.
Building those 4 houses will lower the stress a bit BUT health stress will only go down a little.
Without the Clinic being available, the health stress would be higher ... what else is needed?

Bottom line, there are a lot more buildings needed in to be built in the Centre space.
One way to figure out where citizen stress is to monitor changes in the resource statistics.
In this case, the player needs to whats low or missing that the citizens need for health?
Currently, food is selected on the left but there are plenty of other choices on the left.

* Upgrade: There is technology point to spend ... what to spend it on?
Notice that water supply is dropping - building a well will replenish water and increase happiness.

However, a longer term solution would be to a reservoir ... new technology to acquire.

Clean water technology enable Reservoir which required Sand and Clay to build the reservoir.
Sand mining technology (Sandpit) allows you to accrue sand and clay to build the reservoir.
The Sandpit is placed over water but its construction is delayed.

Once you gather stone and iron from from a game space, you need to find more stone and iron.
Bridge building gets your citizens across the water.

* Status: Centre nearly complete, Forester hub still waiting for construction materials.
Now June with 4 Centre houses ... 30 adults and no children not working ... 16 laborers.
One house nearly built and 3 houses delayed construction ,,, school still delayed construction.
Some citizens have been thirst (80+ degrees) ... the well is receiving construction supplies.

No change in Forester hub construction ... just some timber and a few planted trees.
Now that current Centre construction is nearly complete, Forester hub construction will begin.

The broccoli crop is 90% complete ... the farmers will soon be moving broccoli to storage.
Stress hasn't changed ... public food has dropped - citizens are hoarding resources.

Building the hub's Gatherer hut and Hunter cabin is more important the 3 Centre houses.
Once those constructions are complete, the remaining Center houses can be built.
Extend
Complete existing construction and add to Centre and Forester hub buildings.

Steps:
1. Housing effect: Lowered stress and 5 couples in the season to make babies.
2. Early hub: Complete Gatherer's hut, Hunter cabin and first tent.
3. Replace: Demolish broccoli field using 2 farmers for pear orchard using 1 farmer.

* Housing effect: Lowed stress and 5 couples in the season to make babies.
The Big well is constructed and assigned 2 citizens ... increases public water supply, happiness.

Overall stress has dropped to 20% ... 5 houses with couples ... warm weather ... 80% fertility.

The farmers are harvesting the broccoli ... bumps food up a bit ... Added Gatherer - forest restored.

Total laborers reduced by 3 ... 13 laborers active.

*. Early hub: Complete Gatherer's hut, Hunter cabin and first tent.
The Early hub has: Forester hut, Gatherer hut, Hunter cabin and a single tent.

The Forester hub scope has been cleared of many trees ... a lot of tree planting required.

There is food to be gathered but that will exhausted until tree saplings mature.

The key feature of the Hunter cabin is the leather that with wool makes warm clothing.

Notice that the tent is at capacity ... no baby possible from this couple.

Notice, also, that the delayed Centre houses are cleared and ready for construction supplies.

Only supplies available to the tent residents is in the Storage yard.

Won't build houses in the Forester nub until there is an existing Marketplace.

The closest housing for Forester hub workers are the 3 Centre houses being built.

* Replace: Demolish broccoli field using 2 farmers for pear orchard using 1 farmer.
No point leaving the crop field fallow as autumn and winter come.
Create an orchard , although a delayed harvest, it only requires 1 farmer.
Effects
Dealing with the consequences of initial game startup choices.
See: Plan-Stress to discover techniques for deciding how to change overall Health and Happiness.

Steps:

1. Citizen: The measures by which overall Health and Happiness are determined.
2. Overall: Lowering City stress means raising overall Health and Happiness.
3. Improve: Add buildings which replace existing supplies with better versions of supplies.

* Citizen: The measures by which overall Health and Happiness are determined.
Color: Green (top), Yellow (declining) & red (poor).
Measure

Left: Life, Hunger, Stamina, Warmth, Capacity, Age
Right: Health, Happiness, Thirsty, Stress, Speed, Education

Sabrina is child laborer who is homeless ... that is why her measures are low.
Its summer so warmth is not an issue ... once she has a home, a lot is going to change.
The house statistics reflect the first lucky family to have a house.

* Overall: Lowering City stress means raising overall Health and Happiness.
Completing the housing construction and building the well repairs Health over time.

Constructing a church should reset the Happiness decline ... children take longer for both.

Once all the housing construction is complete then the housing should vanish.
Also, completing the church construction should remove the happiness stress.

However, there will be health stresses on the children since they are laborers.

* Improve: Add buildings which replace existing supplies with better versions of supplies.
And
Two technology points available (A point when Temple icon is fully blue) ... research 'Clean Waters' so that a reservoir can be built ... research 'Medical research' for better citizen health.

Remove delay on the Sand pit so that the sand and clay will be available for Water hub buildings.


Winter is coming, a supply of warm clothes rather than rough clothes improves citizen health.

Right now just wool available ... soon leather will be ... a tailor can use both to create warm clothes.

While the hunter seeks prey for meat and leather, the tailor can make clothes from wool.

Currently, citizens are using stone tools ...plenty of iron available ... a smithy can make iron tools.

Another house is added to provide a home for the last 3 homeless (currently, 12) citizens.

Now that its approaching the end of summer, there might not be any new births this year.

Sierra, the hunter, is 11 years old - may need another Hunters hut to improve changes of getting leather for making warm clothes ... creating second Hunters hut.
Pool
Maximize the size of the laborer pool in the Second game year.

Steps:

1. Shrinking: Without new births and with new buildings, the laborer pool can shrink to 0 laborers.
2. Assign: Watching the laborer pool get smaller and smaller.
3. Interim: The initial time of buildings comes to an end as laborer pool dwindles to 6.
4. Reset: Reassigning workers in one building in order assign that worker for a mew building.
5. Wishlist: Placing buildings that are delayed because no laborer can be spared to work them.
6. Gather: Filling the two storage yards just beyond the Centre and Water hub buildings.

* Shrinking: Without new births and with new buildings, the laborer pool can shrink to 0 laborers.

Pending: A church, school, tailor shop, smithy, hunters hut and sand pit ... for job assignments.

That is 6 new buildings ... only one delayed ... at least 5 laborers fewer ... soon just 6 laborers.

The player can't allow the laborer pool to be much smaller than 6 ... resource handling needed.

Ah, finally, the first pregnancy in October ... 2 game years and the first student is ready for school.

Students in school means it will take longer before laborers are available.

So the player has to make another decision:

. Make the school ready when babies are ready to be students ... or ... wait a bit more.


With more houses available, the stress dropped a bit ... still +21% health and +4% happiness.

* Assign: Watching the laborer pool get smaller and smaller.
Now in October there are 2 Hunters huts ... leather is being produced for the tailor.
The Chopping house is creating fuel from timber ... all public fuel moved to houses ... hoarding.

November: Health stress lower ... happiness stress higher ... another slight dip in stress.
3 citizens injured ... 1 citizen was freezing ... still 3 citizens waiting for a home.

December: The first bridge and the sand pit are constructed ... 9 laborers.

January, 2nd year: church is built - now happiness stress can decline ... 8 laborers.
Notice that the church's scope encompasses all but the sand pit and the bridge ... 4 births.

* Interim: The initial time of buildings comes to an end as laborer pool dwindles to 6.
At least 20% of active adults is a minimum laborer pool for the town to cover citizen deaths.


February, 2nd year: Tailor is built ... 1 citizen assigned ... only rough clothes can be produced.
Smithy is built ... 1 citizen assigned ... 3 production choices: stone tool, iron tool, hand cart.

4 methods to produce rough clothes: leather, wool, alpaca wool, linen ... alpaca wool chosen.
Iron tools is chosen with citizen hand carts the next favorite ... iron replacement needed.

Question: how is linen produced? ... when alpaca wool exhausted switch to leather.
Another technology point coming ... is there a technology for warm clothes available?

Okay, now 6 laborers ... and, March, 2nd year approaching ... another broccoli crop pending.
Also, more fuel needed when more housing built ... a Chopping house in the hub needed.
Its 2 years before those babies can be laborers ... so where are the workers coming from?

* Reset: Reassigning workers in one building in order assign that worker for a mew building.
March, 2nd year: Creating 8 x 8 tomato field ... no homeless just 3 injured workers 17% stress.
Now 5 babies in the houses ... full housing is reason for stress decrease ... unhappiness still high.

Assigned 1 citizen to tomato field, removed 1 from Gatherer hut ... laborer pool still at 6.
. Forester hub still partially cleared of trees ... very little food to be gathered within the hub.

Placed Cutting house build next to Forester hut in order increase available fuel for houses.
Technology point available: Chose 'Skin disease' to lower health stress ... no worker needed.

April, 2nd year: Built 2nd Chopping house ... switched Forester hut worker to new building.
Now 6 babies in houses ... posting school construction until laborer pool exceeds 30% of adults.

* Wishlist: Placing buildings that are delayed because no laborer can be spared to work them.
Since construction is delayed, 2 builders are re-assigned: 1 to Forester hut, 1 to Gatherer hut.
When the current 6 babies can be laborers, the laborer pool minimum will be increased to 7.
2 more storage yards are created since the laborers are traveling farther to gather resources.
Water hub buildings: Water sawmill, Fishing dock, Reservoir, Ferry, Marketplace
. Need a supply of sand and clay for the Water sawmill and Reservoir ... planks for Fishing dock.
. The Forester hub Marketplace implies conversion from tent(s) to houses.
The laborer pool is busy filling the more distant storage yards.
Health and happiness stress is declining.

* Gather: Filling the two storage yards just beyond the Centre and Water hub buildings.
The Processing-Weaving technology upgrades the Tailor production options.
May, 2nd year: The 2 storage yards filling ... flying saucer stops by to say hello.
June, 2nd year: Sand pit switched to producing clay ... harvesting tomatoes.

July, 2nd year: 10 citizens want new houses ... that is, 5 couples want to hoard resources.
Add a house for construction .... need to watch impact the couple has on resources.
Happiness stress at 1% ... Health stress at 12% ... overall stress at 6%.

August, 2nd year: New house built ... hoarding impact minor ... schedule another house.
1 stone tool, 20 iron tools ... citizens more efficient ... switch to rough clothes from leather.

September, 2nd year: Enabled Processing-Weaving technology .. need planks to upgrade Tailor.
Once, tomato harvest is completed, Water Sawmill to be built ... 2nd new house being built.
Health stress at 13% ... overall stress at 2%.

October, 2nd year: Tomato harvest delay due to 1 farmer ... some tomatoes could be lost to frost.
2 more houses under construction for 4 of 6 citizens wanting housing ... public food total good.
A new pregnancy ... all tomatoes harvested ... 7 laborers ... Water sawmill under construction.

Marketplace scope coverage nearly exhausted ... Forester hub only planting trees.
3 of the 6 children are 3 years old ... 7 more citizen years / 1 year nine game months to go.
Supply
Limit laborer actions to supplying construction ... tap storage yard reserves.

Steps:
1. Home: Expand chances for babies by adding additional housing.
2. Material: Extending the resource variety of materials used for construction.
3. Lesson: A major update broke many saved game features ... a start from scratch is required.


* Home: Expand chances for babies by adding additional housing.
Add 2nd builder in order to speedup house and Water hub construction.
Second 8X8 pasture for wild buffalo replaces tomato field . increase meat and wool production.
Laborer pool minimum lowered to 10% of adults ... 3 citizens available for building assignment.

November year 2: 2 additional houses built ... a new pregnancy ... rough clothes from wool.

December year 2: 4 citizen's want houses ... public food and fuel in good standing
2 additional houses planned ... another pregnancy ... a child is born.

January year 3: Water sawmill and pasture for buffalo completed ... 4 laborers ... 12 children,
Sawmill technology required to for Water sawmill to do planks ... need a technology point.
Water sawmill can only produce fuel ... dung fuel chosen ... fish dock can't be built.
Health stress 7% ... overall stress 0%

February year 3: 2 more houses built but only 1 citizen in each ... public food and fuel still okay.
A laborer available for third crop ... Oldest children: 1 5 years, 3 4 years ... timber inventory low.
2 citizens want housing ... 4 houses with a single citizen ... resume cutting trees.

* Material: Extending the resource variety of materials used for construction.
March year 3: 8X8 1 farmer chili pepper crop. Happiness increasing ... health declining ... overall 0% stress.

August year 3: Happiness increasing ... health stress at 15% (injuries) ... overall 0% stress.
Switched tree cutting off to increase planting ... yard storage still near capacity ... a birth.
Sand pit switched back to clay ... happiness is 36% anti-stress, housing 4% anti-stress
Oldest children: 1 7 years, 4 6 years,1 5 years ... 7 other children 2 or under ... 9 game months left.

September year 3: a birth ... nomads lingering - ignoring them ... chili pepper harvested - demolish,
Ferry construction started with priority.

November year 3: 2 births
December year 3: 2 births ... Ferry built ... Oldest children: 3 8 years, 3 7 years ... 12 4 or under.
*************************************************************************************************************
* Lesson: A EA major update changed the middle and end games ... impacting the early game.
*************************************************************************************************************
Many things were discovered in the process of researching the content of the prior stages.
There is no point repeating the same steps since I have a better understanding of the game.

Therefore, the game playing focus is to construct the Centre and Water hub buildings.
The Forester hub is delayed until a bridge is able to provide access to it.

The 'Re-do' stage is about sufficiently replenishing food, citizen items and available resources.
The Water hub is about producing a more diverse inventory of resources and outside contact.
Also, this stage significantly increases the adult population and starts the school.
Re-do
Repeating research game 'play' after recent major game update.

* Startup: Clear and store resources ... capture buffalo in pasture ... build houses

January: Overall stress 7% ... housing stress 10% offset by positive 3% population.

Created 8x10 storage yard next to durable storage yard ... starting with 16 laborers.

Placed 10 houses ... 2 built immediately ... 8 delayed ... placed delayed school.

Children: 4 9 years, 6 8 years ... 2 laborers added this month ... 5 Technology selected:

Livability: Clean Water (Reservoir) - requires Mining-Sand Mining
Education: Medical Research, Tent ... Trade: Dock
Mining: Mining .... meant to do: Sand Mining enable Sand pit produces sand, clay
Construction: Sawmill = Sawmill, Water Sawmill

* Water: Place buildings made available through technology choices and for replacement.
Will need to 'Sand Mining' as soon as another Technology point available.
Placed (delayed): Big well, Dock, Reservoir, Small trading post, Water sawmill
Added builds: Chopping house, Gatherer hut, Hunters hut ... 2 homes built for 6 citizens.

February: Hoarding has small impact ... enabling 2 more houses to be built ... 2 laborers added.
Pasture ready for 7 buffalo ... 1 worker assigned ... ready for meat harvesting ... 3rd home built.
Drop in water reserves ... well build enabled ... Water sawmill build enabled.

March: 4 homes - delay more builds ... 8x15 broccoli field - 4 farmers assigned
Health overall dropped 2 bars ... health stress still at 10% ... Water sawmill under construction.
Gatherer hut and Hunters hut build given a priority ... increase food to offset later hoarding.

April: Water sawmill built only allows fuel production ... dung chosen as fuel source.
(My error: Button for planks labeled 'Building Materials' ... should be labeled 'Plank'.
Didn't place 'Fishing dock' because I didn't know how to produce planks it requires.)
Added 1 laborer ... Activated Sand mining ... added Sand pit build.

May: Water sawmill switch to timber ... health stress 18%, housing stress 4% ... overall stress 19%
(plank option bugging me) ... Public food supply dropping ... hold housing build.
Gatherer hut assigned 2 workers ... Hunters hut assigned 1 worker ... 10 laborers.

June: Chopping house built ... assigned 1 worker ... added 2nd worker to Water sawmill
Public food growing ... harvesting broccoli ... enabled Dock build ... no children left.
Scheduled bridge between Small trading post and Reservoir ... Sand pit built producing sand.

* Citizen: Construct buildings specializing in citizen items / resource replenishment.
July: Build Tailor (near Hunter hut) for clothes and Smithy (near storage yard) for tools.
Public food increasing ... build another home ... bridge built: gather timber, iron & stone.
1 citizen injured ... build clinic ... hunter produced alpaca meat & wool.

August: broccoli harvest complete - field demolished ... 16 laborers

September: start 8x10 grape orchard ... 1 farmer assigned ... unlock tech: Apiary ... build Apiary
public food good size ... enable 2 home builds ... switch Sand pit to clay ... build Small trading post.
Dock built but idle ... assign 1 worker ... Water sawmill switched to planks ... Build Fishing dock.
2 citizens injured ... Stress health 31%, happiness 6%, housing 2%, population -3% ... overall 36%

* Unstressed: Reversing the causes for the initial city population being stressed.
October: 2 homes built ... public food dropped slightly ... 1 home build ... build church.
housing stress dropped to 1.54 ... 2 pregnancies.

November: Stress health 22%, happiness 8%, housing 1.54%, population -3%.
2 babies born ... overall stress 27%.

December: 1 home built ... 1 pregnancy ... housing stress dropped to .71 ... clinic built.
Significant public food drop ... last 2 homes delayed ... overall stress 26% ... 1 baby born.
14 laborers.

January year 2: housing stress -.27% ... added Gatherer hut and Storage yard to Forester hub.
Small trading post built ... 1 injured citizen being treated.

February year 2: Stress health 12%, happiness 5%, housing -2%, population -3%
overall stress 12% ... 5 children ... Fishing dock built ... 1 worker assigned ... 1 injured citizen.
Apiary built ... 1 worker assigned ... 12 laborers ... Tent technology acquired.

* Food: Additional housing delayed because hoarding depleting available public stock pile.
Placed 2 delayed tents in Forester hub ... Building Forester hut near Apiary to plant trees.

March year 2: 8x10 cabbage field with 3 farmers ... Forester hub Gatherer hut being built.
2 injured citizens ... public food stock slowly growing ... 4 citizens want a new homes.
Smithy being constructed.

April year 2: Alpaca herd looking for a pasture ... Well reduced to 1 worker ... 9 laborers.
Smithy built ... assigned 1 worker ... producing iron tools.

May year 2: Forester hub Gatherer hut built .. 2 workers assigned ... public food stock dropping.
6 laborers ... Church being built ... Centre Gatherer hut worker added ... injured citizen treated.
Public food stock decline halted.

June year 2: Cabbage being harvested ... 8x10 pasture build in Forester hub for alpaca herd.
Tent being built in Forester hub.

July year 2: 4 laborers ... Forester hub Forester hut being built ... second tent being built.
Technology point nearly available.

August year 2: Public food stock restored ... Last 2 delayed Centre houses being built.
Church is built ... 1 worker assigned ... Tailor assigned 1 worker ... using leather for rough clothes.
Forester hub Forester hut built ... assigned 2 workers ... planting trees ... cabbage field harvested.
cabbage field demolished ... 5 laborers
Playing style
Division creation instruction (and and division content summary). Maximum of 5 contributors.
I recommend using the 'Fellow player collaboration' thread to discuss this guide with others.
I'd be delighted if anyone posts a comment in this guide's 'Comment' section.

Section parts: Point, Playing style, Division, Content source, Contributors

Point (See Motive section) to devs: Show diverse 'Settlement Survival' playing perspectives.
Point to prospective purchaser: Provide a 'taste' of the 'Settlement Survival' player community.
Point to 'Settlement Survival' player community: Show the impact of collective content in a guide.

* 'Playing style' content model:

The Stage division and this section are meant as a suggestion to a contributor.
Author creates a (Lead section) stub naming the section with the contributor's Steam name.
(Example, name the 'lead' section: 'READY2PRODUCE' ... the Steam name of the author.)
Suggest the contributor use the 'lead' section to summarize the 'topic' sections that follow.
All contributor content is limited by maximum section space size and Steam rules.
The author leaves to the contributor to say what the contributor wants to say and how said.

* Division organization: 'lead' section and as many 'topic' sections as desired.

Think of a contributor division as an index and pinned threads ('topic' sections') with a space size limit to each thread.
This is a 'Settlement Survival' player 'presence' or legacy in this guide.
The guide reader benefits because more than a single author's opinion is available.

* Content source: I use a 'Settlement Survival' research game to inspire my content.

I recommend that contributors do the same to inspire their content.

Contributors: (5 max divisions)

My intention is to unite players in a common purpose.

1. DJ_MOYER division reserved for dj_moyer should decide to purchase 'Settlement Survival'
2. I_LOVE_WAR division ... we'll soon see.
DJ_MOYER
This contains the starting suggestions for a new contributor.

Suggestion:

1. Create sections after the lead section (capitalized Steam name) until the next lead section.
2. Include an 'Overview' that I can insert into the guide's 'Layout' section.
3. Use the lead section to summarize the topic sections that you create.
4. Please only change your content unless a fellow player requests a change.
5. Use you common sense and respect other players.
I_LOVE_WAR
Before I start off, there are different playstyles and guides out there. This wont be the easiest one but from my experience as a transport tycoon addict, theme hospital and many other management/supply chain games. I found out, you have to understand the game mechanics and maximize the efficiency.

Resources
I divide resources as *limited* and *unlimited*.

Unlimited resources are resources you can obtain without depleting it, for example
Food, Water, Textile, Alcohol

Limited resources are resources you can obtain having it depleting it, for example
Wood, Stone, Iron, Coal

Yes they are also "unlimited" but it takes a lot of effort. For mines you need lanterns and building kits, which are very deep in the tech tree.

Tech tree
- Never use ALL your points immediately! Only use it if you are ready to expand to the next *tier*.
- If you unlock Education-Academy, you have 3 free points. (So if you have 4 points, just unlock that and effectively lose 1)
- Material recycling unlock as first, if you have OCD (everything must be perfect and structured)

My game plan - Forest farm rush
Wood is the most annoying resource to obtain in large quantities. Without wood, you can't really build a big settlement. It only requires clay, which is just 1 tech point (sand mining) and the bonus is Herbs. You can build a big settlement without using coal, so it wise to have a large production of wood.

Location
Before you start building, you should check the map. Check for lakes, rivers and mountains. Find rectangular shaped mountains with straight lakes/rivers.

Planning
Before you start building like a madman, you should keep this scheme/supply-chain in mind.

Farm (food) - Storage yard/House
Farm (textile) - Storage yard/House - Textile Mill - Storage yard/House - Tailor
Farm (alcohol)/Reservoir - Storage yard/House - Distillery/Winehouse
Forest farm - Storage yard/House - Saw Mill
Pasture - Storage yard/House - Butchery/Tailor
etc.

If you have noticed, the location of Storage yards and houses are very important, because you dont want your workers to walk from end of the map to the other end of the map, to get to their work. Also when its cold, workers tends to warm up in the nearest house with fuel available.

Since I have OCD, I want everything perfect in a grid and not wasting any space.

If you look at each building, youve noticed the following.
Buildings are 4x4, 5x5, 6x6 and others. In order to make a perfect grid, you need rely on a number which is the most flexible. I found its the number 24. What I mean with this is the following.

You can build grids production building of 5x5 or 6x6 and housing right to it. This results in a
20x5 with 20x4 = 20x9 or
24x6 with 24x4 = 24x10
Your market place grid should be consider as "lost", because you need a church, bathhouse, clinic/barber/hospital/theatre in the center. They are all 8x* sized.

Always put housing and storage in the middle to reduce travel distance.

Will be updating later more.
2 Comments
Ready2produce  [author] 7 Feb, 2022 @ 7:59am 
Nice job 'I_LOVE_WAR'.
Ready2produce  [author] 26 Jan, 2022 @ 8:14am 
Major updates require the research game to be started from scratch.

So, the documentation describes when start-from-scratch(s) occur and what the difference is.