Banished: Survival and City-Building Guide

How to keep a town of exiles alive through the first brutal winters of Banished and grow it into a thriving settlement: starting choices, a proven opening, food and firewood math, population control, trade, disasters, and mods.

Researched September 2026 — current as of the final 1.0.x release (Steam Workshop modding added in 1.0.4, November 2014; the developer's last Steam post was the 1.0.5 beta in October 2015). Live games change; check the linked sources if something differs.

Status note: Banished is complete and no longer updated. Developer Luke Hodorowicz (Shining Rock Software) announced a successor project on September 19, 2018, but his last blog post (April 17, 2022) described development stalling, and there has been no news since. The game itself is still sold on Steam and runs fine on modern Windows.

Quick Start

  1. Start on Easy, Mild climate, Valleys terrain. You get more supplies and seeds, and fewer ways to die.
  2. Build a Storage Barn and Stockpile first near your starting cart. Everything else needs storage.
  3. Place a Gatherer's Hut, Hunting Cabin, and Forester Lodge together in a forest. They share the forest and are the best early food and log source.
  4. Build a Woodcutter. Firewood keeps people alive in winter. Running out means freezing deaths.
  5. Plant crops in spring. Crop fields need to be planted early to be harvested before frost.
  6. Don't overbuild houses. Too many houses causes a baby boom followed by a food crash.
  7. Build a Blacksmith and Tailor before year 3. Tools wear out; coats keep people warm.
  8. Keep an eye on the Town Hall stats. It shows food, firewood, and population trends.
  9. Set resource limits. Limit how much of each resource workers stockpile, so they don't strip your forests or waste labour.

Starting Options

Setting Recommendation
Starting Conditions Easy (more families, supplies, and starting seeds) for the first game; Hard starts with almost nothing
Climate Mild for learning; Harsh shortens the growing season
Terrain Valleys (more flat land)
Map size Medium or Large gives more space
Disasters On for challenge; Off while learning

Core Systems

Citizens

Needs

Need How to meet it
Food Gatherers, hunters, fishermen, farms, orchards, pastures
Warmth Firewood and warm coats
Health Varied diet, Herbalist, Hospital, Wells
Happiness Tavern, Chapel, Cemetery, Market, variety of goods
Tools Blacksmith (needs iron and logs)
Clothing Tailor (needs leather, wool, or cotton)

Food Diversity

Citizens are healthier with a varied diet. Food falls into broad categories: grains/vegetables, fruit, and protein (meat, fish, eggs, milk). Having several sources keeps people healthier and avoids starvation if one fails.

Resources and Production Chains

Raw resource Source Processed into
Logs Forester Lodge, clearing trees Firewood (Woodcutter), buildings
Stone Quarry, clearing rocks Buildings, Stone Houses
Iron Mine, clearing iron Tools (Blacksmith)
Leather Hunting Cabin Coats (Tailor)
Wool Sheep pasture Coats (Tailor)
Cotton Cotton fields Clothing (Tailor)
Herbs Herbalist Health
Ale Tavern (brewed from crops or fruit) Happiness

Opening Build Order

  1. Storage Barn and Stockpile near the town centre.
  2. Gatherer's Hut, Hunting Cabin, and Forester Lodge in the same forest.
  3. Woodcutter near the Stockpile to make firewood.
  4. A few Wooden Houses (one or two families each). Don't overbuild.
  5. Crop Fields with the seeds you start with. Moderate-sized fields with one or two farmers each are better than giant fields that don't get harvested before frost.
  6. Blacksmith once you have iron.
  7. Tailor once you have leather.
  8. Well near houses to reduce fire risk and improve health.
  9. Fishing Dock if you have water nearby.
  10. Town Hall once you have a stable town; it gives statistics.

Seasons and Winter

Population Management

Trade

Agriculture and Livestock

Disasters

Disaster Prevention
Fire Build Wells near houses; keep a Stone House mix
Disease Herbalist and Hospital; limit nomads and traders if needed
Tornado Rebuild; tornadoes are random
Crop failure Plant multiple crops
Starvation Keep food surplus; watch Town Hall stats
Freezing Stock firewood and coats before winter

Mid-Game Milestones

Use these as checkpoints rather than a strict timeline; every map is different.

Milestone Why it matters
Food surplus covering more than a year of consumption Survives a failed harvest or a population spike
Firewood stockpile before every winter Prevents freezing deaths
Blacksmith producing steadily Tools break over time; without them, work slows badly
Tailor with a coat surplus Coats wear out too
Herbalist, Hospital, and Wells Protection before you start trading or accepting nomads
School Educated workers pay off as the first students reach adulthood
Trading Post with a steady export Firewood, tools, and coats trade well for seeds, livestock, and food
Stone Houses replacing Wooden Houses Less firewood demand, fewer freezing risks

Watch the idle laborer count. Laborers are unassigned adults who haul goods and build. If there are none, construction stalls; if there are too many, you are wasting workers who could be farming or crafting.

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Banished still being updated? No. It's complete, and the developer's successor project stalled (April 2022 blog post).

Does Banished have mods? Yes. Steam Workshop was added in version 1.0.4 (November 2014).

How do I stop people starving? Diversify food sources, build storage near producers, and don't overbuild houses.

Why aren't my houses getting families? New families form when adults can move into empty houses. If everyone is housed and nobody is coming of age, growth stalls.

What's the best early food source? Gatherer's Hut and Hunting Cabin in a forest, plus Fishing Docks near water.

How do I get more seeds? From the starting supplies (easier starts include seeds; Hard does not) or from seed merchants at the Trading Post.

Sources