Banished
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MrAbrahms

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MrAbrahms

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About this mod

Makes various changes to citizen behaviour: citizens move faster but carry less, are less likely to starve to death, start working and having children later but live longer, and need less time to be educated.

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This mod makes a few changes to the behaviour of citizens in the game. It modifies only one file, so it should have minimal conflicts with other mods, though it does need to be loaded before Colonial Charter, which also modifies the same file.

Changes:
1. Instead of starting work and getting married at age 10 and having children at age 11, citizens will now start working at age 14, and get married and start having children at age 16, or will do all 3 at age 18 if educated. However, they have children a bit more frequently, and can have children at an older age. They also live a bit longer (average life expectancy of 80 instead of 65).
2. Citizens move significantly faster, especially on roads, but carry less. This will hopefully help both with compensating for the weird time compression in the game, and preventing, or at least reducing, situations in which some citizens hoard food while others starve to death.
3. Citizens should live closer to their place of work and vice versa.
4. Citizens are less likely to starve to death (they starve to death when their hunger level reaches 100%, not 25% as in the base game), but they stop working when they get hungry, and focus solely on finding food (at least in theory).

A few bugs have come up in development and testing:
1. During development, I found that citizens sometimes got permanently stuck on roads. I was able to get it to stop happening, but it meant I couldn't speed them up nearly as much as I wanted to.
2. Sometimes work just doesn't get done, for a long period of time. Probably due to pathing issues related to change #3.
3. There are now apparently some malicious trolls or something living in the mountains on the edge of the map, that occasionally drag a citizen away and keep them imprisoned until they starve to death. Occasionally a citizen escapes from this imprisonment. During testing, I've mostly never lost more than around 1% of my population to this; however, at last count, my testing town had a population of around 1300, and 90 citizens were missing in this way.