When I saw “random cards to choose,” I instantly said “yeah, no, this is not going to be a successor to Banished.” What makes Banished appealing is the fact it doesn’t have all of those (literal) wildcard elements. It simply places you in the environment, with some people, and allows for you to build how you want to build. The mechanics are intuitive; no senseless rolls or random cards that increase [x] by 5%. No game that has a random card system should be considered a successor to “banished.” Rather, they are their own branch of game that builds upon some of the ideas of “Banished,” but adds in the card element to appeal to Magic, The Gathering fans. For a game to be a true successor to Banished, it needs to heavily improve upon the mechanics of Banished while remaining true to the formula Banished outlined.
So basically you believe a banished successor needs to focus on consistency with the main replay ability coming from map generation and possible events? I definitely believe believe any city builder style game does benefit from something that forces you to modify your strategy/planned town lay out, but I can see where you're coming from if that's what you mean.
@@DemonKing19951, exactly! The challenge should be the environment and how you manage your city. Having random stat buffs for simply playing an RNG mechanic - without putting any real effort into it - is needless and breaks the immersion. If your game is built on survival, then you have to build upon that premise and minimize features that don’t aid in that experience.
@@MatthewChenault Well, I would argue there certain forms of RNG would work but... I guess I can see what you mean about the cards, there doesn't seem to be much of an attempt to blend them into the world. Personally if you're going to have some sort of magical RNG system in world I would have just made it actual magic winds or something with questionable properties. Stuff like them having varied strength over time or shifting side effects every few years to make you reevaluation how much you want to relay on it. That way you could incorporate some new fantastical industries that will either be a great boon to the colony or a necessary evil if an industry really needs the push despite the current down sides.
You said something about Colonial Charter mod for Banished. There is another mod that contains Colonial Charter and a lot of other mods combined. It's called Mega Mod 9 (I think that is the last version) and makes Banished pretty decent even today. And the mod devs are still working on the mod and it's being updated often and bugs are fixed. Maybe we will see you giving it a try. A good way to compare all of the new "banished like" games with modded Banished
In this family, (shall we call it), of games like Banished this reminds me very much of Farthest Frontier with less realistic graphics, not that Farthest Frontier is overly realistic but it is a bit more so. Thanks for the heads up Pravis as I do very much enjoy games in this genre'. Take care and God Bless...
I agree, in fact, having played both Banished, Forest Life and Farthest Frontier and still play all three (I'm a retired hermit). , I liked the menus, somewhat but cannot enjoy that type of artwork I gave cartoony comic book type things and prefer real - as possible - to reality... but of course others will really love it so I expect it will be a good play.
im apprehensive about the card mechanic. what makes games like Banished so good is the consistency. You know whats possible and you arent enabled or disabled by RNG. just how you build and manage everything. This having that card system does away with that.
The addition of military units, defensive structures and raiders is the very reason why this is not a succesor to Banished. The very attraction of Banished was its approach to and focus on sandbox survival strategy and resource/people management against the elements, not building armies and fighting - there were and are plenty of other games that have that. Unless that is a part of this game that can be switched off, its not B2.
I don't see this as a successor to Banished at this point. Maybe doing away with combat and single purpose resources would help (eg: charcoal). Also, not a fan of items decay unless there are mechanics later on to mitigate them. The area of work placement is great. So that's 3 pluses and 1 minus for me. Side note, in order to balance out forest cutting in Banished, I usually use 2 Foresters. The planting one has 2x the workers of the cutting one. That usually keeps the forest lush. Besides, wood is cheap to import so it makes sense to keep forests up and get herbs instead.
I recall Pravus having played Ostriv at least, even lampshading the behind-the-scenes issues with its development--by which I refer to the Russian invasion of Ukraine.
2 minutes in and this game is instantly better than Banished just with the existence of archers and swordsmen alone. It's what banished was missing, combat. Banished would've had a lot more success if it had implemented some form of medieval combat. Hopefully these dev's or this dev learns from banished mistakes and failures, if they don't it will take the same path as banished and die a few years after release. There are two key things required for a successful game like this and like banished, some form of actual combat, and mod support. Otherwise the game will die, mod support isn't required but it's certain to greatly increase the games lifespan. Case in point Stronghold, I don't care for the game one bit but it's old and very successful. Banished could've easily surpassed stronghold in my opinion if it either had combat already implemented, or enough mod support to implement combat. A great example for the importance of mod support is Stalker and anomaly, much older than banished, about 7 years older, a bit older than Stronghold, and it's very much alive still. For a city builder to survive it must implement combat or it won't generate enough of a fan base to fund development, it can be an optional part of the game but it must exist for a game to sell, and if it doesn't sell it will die, people love conflict and conflict sells.
Sorry dude but I couldn't disagree more. The very reason Banished was so successful (and it was, it made Luke H. a very rich man) was it was a sandbox strategy game without combat. There were plenty of other build games with combat around at its release, but the focus on tactics, preplanning and forethought rather than just building the biggest army and killing and conquering is what set it apart. It is a survival game, not a killing game. The lack of combat is exactly what attracted its legion of fans. And that's also the reason why it's not the successor to Banished.
Poor knock--off of Farthest Frontier. Played half hour and got bored, gave up fast. Unlike other games of the same genre, it doesn't give you everything you need to have a steady start, as soon as you place down the houses it starts to rush you to produce shoes but there are no animals to hunt for leather, can't accept new villagers because food and resources are running out too fast, etc., very poor balance.