Never bothered with the Sim's titles, anno, civilization, and the only Tycoon I bothered with was the Rollercoaster series.
I am aware that the Anno series most-likely has a very similar concept around what Banish pulls off: Anicent village/town/city building with a focus on economies/trade rather than conflict.
Not knowing anything about this game before, I had stumbled upon it and downloaded it and there is one thing that struck my attention with this game the moment I started a city. It was the shear DIFFICULTY of survival!
I've played other games where it feels like you get your hand held with whats going on all the way. This is the first simulation game that has held my interest in a long while due to how brutal it is. Even on the normal difficulty with the weather set to "fair", the climates can take a toll on your village. Resources like Tools, Coats, Firewood are all very essential to having your villagers not die off.
After a few days of playing, the biggest villages I have built have not lasted very long and my population dwindels. Every attempt at building a striving town has resulted in me learning something new about what I am doing wrong. Job management is one of the trickiest tasks to undertake and I love how vital every little thing is. Nothing is handed to you.
Attempt 1: Ghols
Observation: First attempts at learning. Focused on reasources and didn't know about the finer things like tools/coats/firewood. Hence why everything looks dead. And people are wandering around without tools!
Demise: Tooling shortage = major underdevelopment issues. Gave up early, took some basic survival tutorials, then proceeded with some experience.
Attempt 2: Shullborn
Observation: My most successful of towns. Screenshot was of an early stage before it grew much larger in size. Qurries, markets, tools, food was all in very high supply. I even stopped food production because I had way too much, however with the amount of villagers, it didn't take long to have the food numbers plummeting and with time needed to replant seeds and gather. I almost, almost lost it.
Demise: Thought I could live on temporary housing. Untill I realized that people were not reproducing. By the time I realized this and started moving people into their own homes to have kids. All of the populations age was approx 50-70 years old. They weren't having kids and the population died off.
Lesson learnt: It pays to have some dedicated laborers to run food around and distribute. People like privacy and their own house to raise a family.
Attempt 3: Nesconshohocky
Observation: The focus on housing and upbringing drew my attention away from buildings and expansion. I though my 5 kids going though school would eventualy become valuble adults. But alas...
Demise: Starvation. Health problems due to lack of heat / long winters. All before I could gain new teenage laborers. Buildings were part of the plan, but labourers had to quickly become hunters/gathers in order to fight food/heat issues. But it was too late.
You need to keep your kids properly nourished and at school so that you gain villagers to use. All while making sure the health of the older villagers is good so that they don't die off early. Once you discover a hole in your plan, you have to quickly plug it with only a few villagers to work with and you are basicly juggling to survive. Once 5+ people die. Good luck coming back from that. I am sure the game gets easier once you push past the initial survival period.
VERY CHALLENGING GAME!