World of Banished

Sightseeing => Village Blogs => Topic started by: Nilla on June 01, 2015, 04:32:46 AM

Title: Re: Nilla - Brockfisheck; a new medieval town - 6000 people on a medium map
Post by: Nilla on June 01, 2015, 04:32:46 AM
I was away for some time but now I'm back and yesterday evening, I couldn't resist it any more; I started a new town!  ;)

Sometimes I find, that I have played enough Banished; that there are no challenges left, nothing more to explore. But this game certainly is quite addictive and as long as our friend @RedKetchup produces his mods in a steady stream, there is always something new. (Yes I have seen that it's also a new version of the CC mod but you might have noticed that I'm not a big fan of that mod, some things are very nice but others destroy the fun for me. Maybe the new version is better, I might try that one too, some day)

Now to this new game. As always, I have set some limitations and made myself some "special rules". In my last game I had some trouble with the small medieval markets. In this game I will explore them to the limit and build no barns and no normal market (or maybe one market, I might want some nomads). I will build no normal houses and I will take the first random medium map.

First picture

Map and mods. Not much free space for a medium map, but it will do. I'm not using many mods, just the one I want to test and the really useful ones. I'm not really interested in castles and walls, but the canals seem very nice, so I have loaded that mod.

Second picture

Start. Look at these people! Too lazy to put the food in the wagon! (It's far from full). @irrelevant and @Trizeropz have logistic problems in the 5000+ settlements, what will come later if mine start with 17 people.  :o ??? ;)

Third picture

Not only lazy, the men are also very choosy as they take a woman. First Camilton (22) didn't want the "elder" Deloisa (24) nor the young builder Coralia (19). He hooked up with the student Izabela (16). Than the tragedy; Nanner died of child birth. Her widower Ever (35) didn't take one of these women eather, he choose the 17 year old student Belena. Early mid life crisis, or what? Or maybe the men aren't good enough for these two women. We'll never know. But we will know, that there will be no new babies in these houses for a while.  :(

Fourth picture

The settlement develops. I now have a fruit- a meat- a general- and a hardware-store. I must keep an eye on the chart (the only storage space for herbs and clothing at present). When it's getting full, I let a vendor get the stuff to his store.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 01, 2015, 07:35:04 AM
sweet i will follow your blog :)
btw, you dont need flatten tool if you use NMC, it is included inside :)
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 02, 2015, 05:19:10 AM
Quote from: RedKetchup on June 01, 2015, 07:35:04 AM
sweet i will follow your blog :)
btw, you dont need flatten tool if you use NMC, it is included inside :)

Thank you, I'll remember that the next time. I seldom use it anyhow.

I have started to build one canal. I want to connect the river with the stream and build a trading port at the lake not connected to the river. Just to try it. But I have one problem: It seems like I downloaded the first version and now I have the problems with the bridge. Is it possible to change the versions in an existing game? Must do something special?

Except for the canal bridge, the game goes on very well. I have decided to add one more "special rule" that will make it a little bit harder: I will take every single nomad. (Yes I have built one normal market but that's it). Farming seems to be a bit tricky without barns. It happens quite often that I cannot harvest everything. I will look at it more carefully the next years.

I even forgot to make some screenshots last night. I will play more tonight and add some.

One last thing: You told me once @RedKetchup that you didn't change anything with the pie. But you have! The productivity is lower, maybe 1200 instead of 1800 for a good bakery and the trading value is now 6 (instead of 8 ). Still very profitable but now more reasonable compared to other things.  :)
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: rkelly17 on June 02, 2015, 08:37:01 AM
Quote from: Nilla on June 02, 2015, 05:19:10 AM
I have started to build one canal. I want to connect the river with the stream and build a trading port at the lake not connected to the river. Just to try it. But I have one problem: It seems like I downloaded the first version and now I have the problems with the bridge. Is it possible to change the versions in an existing game? Must do something special?

You can use the new version on a map started with the old version. The old version has a single-wide bridge and you can see grass underneath it. When you load the game with the new version the bridge will look double-wide but will still not work. You need to destroy it and the neighboring straight piece, level with the canal leveling tool, deconstruct the leveling marks, and build the new bridge. Then all will be well. And you get the neat squiggle walk on the new bridge.  ;D
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 02, 2015, 09:37:17 AM
THX. To be sure I will demolish the bridge and the neighbour pieces before I change the version.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 02, 2015, 11:01:25 AM
before or after it all good, till you do it.

Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 03, 2015, 03:38:41 AM
I have changed the versions. It worked. The canal works. The trading port on the lake far away from the river works. The new medieval trading ports work. I even made some screenshots!  ;D

First picture

This is where I started yesterday. Here's my starting trading area. I have decided to export pie , firewood and some meat products. There's a slight apple shortage, so at this time I was making cakes for export. Not quite as profitable as pie, but also good.  I also tried bread production, but that's not very profitable. The productivity is low and the profit of each bread not very high.

Second picture

The canal with a bridge is finished. You can see what I wanted it for: Connect the lake far away from the river to the trading system. And it works!

As soon as there were 150 inhabitants and the big boats arrived, there were enough apples to start the pie production.

Third picture

I'm sorry; there are a lot of open windows on this picture, but maybe it also shows a bit how I play banished. The open windows represent things I want to check carefully:

- I just took some nomads, so I'm building a lot of new homes. I want to build enough houses, but not too many, so I keep an eye on who moves in, and if necessary; I stop the construction.

- As I said in my last thread I have some productivity problems with my farms. That's why I keep an extra eye on some farmers. I can say; they are doing a lot of labour stuff "picking up resources" is the favourite. I just saw one farmer far away from home, carrying a few pies during harvest. Why?

- I still check the content of my initial chart. It's a very good help, to know, if you need another store. It's more difficult to play with only small markets, than with barns. Of cause, you need enough to store your supply, but you can not build too many. The vendors don't steal  from each other, so if you build too many markets; the distribution of the supply will not work.

Now to what I really wanted to show with this picture:

I built a medieval trading port next to the lake-TP. Compared to the original port, as always with your buildings @RedKetchup, your TP looks great! I wanted it to look extra nice, so I finished with a canal-end. But it doesn't look nice. The canal is interrupted by some land. Did i do something wrong? If not; it would maybe be a good idea to take a look at the graphic, if it's not too hard. It's not necessary to build an end next to the port, not worth a lot of work, but as I said; I think it would look nice, if it was possible.

I demolished the end and put a meat store there instead. It looks great, too. :-\ ;)

Fourth picture

I built another one on the main river. Not such a good idea! (I know it's not made to be put there, but I wanted to test it). First I must say it works perfect, you can see the merchant. But the boats on the river don't care about it, and runs through it, as if it wasn't there and the end doesn't look nice eather.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: chillzz on June 03, 2015, 04:54:35 AM
your towns always look wonderful and your blogs are always very descriptive and interesting to read @Nilla :)
about the land after the trade port.. raise it on one side, then add a 1 canal piece or bridge which will dig out that last piece et voila! done ;)
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 03, 2015, 09:14:06 AM
yup.

also my medieval TP arent intended to be placed on a river ^^
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: chillzz on June 03, 2015, 09:32:57 AM
@RedKetchup thats what she already said ;)
and how it's placed is actually quit good / logical ..
just one canal piece between the tp and canal end and it's the most amazing port you'll see ;)
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 03, 2015, 09:37:24 AM
yeah screenshot 3 is awesome, just need to get rid of this ground in middle of the canal :)
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Brugle on June 03, 2015, 02:20:47 PM
Quote from: Nilla on June 03, 2015, 03:38:41 AM
- As I said in my last thread I have some productivity problems with my farms. That's why I keep an extra eye on some farmers. I can say; they are doing a lot of labour stuff "picking up resources" is the favourite. I just saw one farmer far away from home, carrying a few pies during harvest. Why?
That seems to be how the game works.  Lots of people (my guess is anyone) can do laborer stuff.  I just saw a fisherman (who had been one for months) drop off some materials at a barn that was on the other side of the map from the wharf.  I don't know what causes people to be assigned laborer work, perhaps if the amount of laborer jobs is large enough or if something in it is old enough.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 03, 2015, 02:29:06 PM
Quote from: chillzz on June 03, 2015, 04:54:35 AM
your towns always look wonderful and your blogs are always very descriptive and interesting to read @Nilla :)

Thank you for the nice words. But I don't think you should "blame" the look of the settlement so much on me." Blame it" on the designer of the buildings. It's hard to build something ugly with the NMT-mod. ;) At least as long as you stick to how it was meant to be used.

Quote from: chillzz on June 03, 2015, 04:54:35 AM
about the land after the trade port.. raise it on one side, then add a 1 canal piece or bridge which will dig out that last piece et voila! done ;)

I had that thought at my first port, too but there wasn't enough space to do that and I'm quite happy with my meat market. But I just added it to my second NMT-port. Now it looks better. The "under water part" and the buildings, that hang in the air, still look odd. I think it would have been better if I had built the port a little bit more inland. I will make some more experiments when I need more ports. At the moment I have too many, so it will have to wait.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: chillzz on June 03, 2015, 04:22:17 PM
Quote from: Nilla on June 03, 2015, 02:29:06 PM
Thank you for the nice words. But I don't think you should "blame" the look of the settlement so much on me." Blame it" on the designer of the buildings. It's hard to build something ugly with the NMT-mod. ;) At least as long as you stick to how it was meant to be used.
Heh! true, but he knows we love it already.. and your towns without NMT look good too !


Quote from: Nilla on June 03, 2015, 02:29:06 PM
I had that thought at my first port, too but there wasn't enough space to do that and I'm quite happy with my meat market. But I just added it to my second NMT-port. Now it looks better. The "under water part" and the buildings, that hang in the air, still look odd. I think it would have been better if I had built the port a little bit more inland. I will make some more experiments when I need more ports. At the moment I have too many, so it will have to wait.
yeah the underwater part is due the fact it's too close to the river / creek, so the particle effect of game water will interfere. Like it is underwater.. if you move it more inland, with a few canal pieces before, it will look better, nothing under water at all.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 03, 2015, 04:46:08 PM
oh with time she will learn how to use them :)
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: irrelevant on June 03, 2015, 06:21:52 PM
Good looking stuff, @Nilla! I love your towns. Good luck with no barns, though  ;)

Speaking of that, @RedKetchup, couldn't you whip up a NMT replacement for the tired, humble, old barn, that most useful of structures? It could use a facelift, or some alternative appearances, or something!
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 04, 2015, 04:11:28 AM
Quote from: RedKetchup on June 03, 2015, 04:46:08 PM
oh with time she will learn how to use them :)

Maybe, maybe not. You know, I need some excitement, so I will go on with my experiments. Sorry if I mistreat your creations. That's the risk you have to take as a designer.  :-[ ;)

Quote from: Brugle on June 03, 2015, 02:20:47 PM
That seems to be how the game works.  Lots of people (my guess is anyone) can do laborer stuff.  I just saw a fisherman (who had been one for months) drop off some materials at a barn that was on the other side of the map from the wharf.  I don't know what causes people to be assigned laborer work, perhaps if the amount of laborer jobs is large enough or if something in it is old enough.

Yes, I'm sure you're right here. I'm quite certain, that it also depends on how many free laborers you have available. I thought, that in this game; with no barns, the vendors will do most of the transportation with their wheelbarrows, much more efficient than the normal laborers. But I suppose, I was wrong. Normally I try to have about 10% of the workforce as free laborers, (in big towns more). But that didn't seem to be enough in this settlement. As I increased the number of laborers, the productivity of the farms became "normal". I really don't understand the dynamics, but I will start to watch the vendors a bit more careful. Maybe I understand more tonight.

Now to last night's "efforts":

First picture

@irrelevant, a while ago we talked about paths through fields. You said that if many people cross a field, there might be a path where nothing grows. I have never seen that. People really like to cross the field, I show here, with and without wheelbarrows. As soon as the crop start to grow, they walk around the field and I haven't seen any damages on the crops, at least not yet. I will go on and keep an eye on it. Are you sure it's not one of these myths there are in Banished?  ???

By the way @RedKetchup, here you can see an unsuccessful experiment with your buildings. Advice: Don't build a NMT-house with an integrated root cellar!  ;)

Second picture

I said in that other thread that the boats don't care about the port I've built on the river (against the advice of the creator). But I don't think I made anything wrong with this canal and the "boat drivers don't give a damn" here neather; they pass through it, the shortest way to the stream.  ;)

Third picture

The settlement develops, nice and neat, soon 400 people.

Fourth picture

Maybe the road with markets and 3-store houses is a little bit out of place in that country area, surrounded by fields and pastures. But I like it anyhow. Right you can see the meat market I built instead of the canal end. There is also another mistreatment of the NMT-houses. This was a mistake, but I think it doesn't look sooo bad.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: irrelevant on June 04, 2015, 05:26:07 AM
Quote from: Nilla on June 04, 2015, 04:11:28 AM
@irrelevant, a while ago we talked about paths through fields. You said that if many people cross a field, there might be a path where nothing grows. I have never seen that. People really like to cross the field, I show here, with and without wheelbarrows. As soon as the crop start to grow, they walk around the field and I haven't seen any damages on the crops, at least not yet. I will go on and keep an eye on it. Are you sure it's not one of these myths there are in Banished?  ???
@Nilla It isn't a myth, it was happening in my town. But it was a special case, I had farmland extending into a high-traffic area, and there were no roads around a large field. Everyone was going through it, and they didn't stop when it was fully planted. Your traffic there is going through the part where the crop is still not sprouted; I expect they will stop going through the field as the crop starts to grow. In my field, they did not. Also, my case was a year ago using v1.02; it's possible that this no longer happens with 1.04.

I do have a question about your group of five woodchoppers there in the third image with no stockpiles nearby; are they producing okay? Where are they getting their logs?
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: chillzz on June 04, 2015, 05:40:47 AM
hmmmm, sometimes, and just sometimes the farmers don't start soon enough with planting.
they work from one corner, to the opposite, row after row..


couldn't it be, that they just didn't have time to plant/seed that particular corner of the field within season?
if not planted within season, it will not grow at all, or very very slowly in the missed piece.


 
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 04, 2015, 07:58:38 AM
Quote from: irrelevant on June 04, 2015, 05:26:07 AM

I do have a question about your group of five woodchoppers there in the third image with no stockpiles nearby; are they producing okay? Where are they getting their logs?

The woodchoppers produce very well. I see that you are unfamiliar with the @RedKetchup NMT-markets. There is one hardware store (? not sure of the name). It's the ground floor of the first building after the NMT-port. It contains hundreds of logs (and stones and iron). In the row next to the left woodchoppers, there is a general store (name ?) where they can get rid of the firewood.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: rkelly17 on June 04, 2015, 08:44:02 AM
Quote from: Nilla on June 04, 2015, 04:11:28 AM
I said in that other thread that the boats don't care about the port I've built on the river (against the advice of the creator). But I don't think I made anything wrong with this canal and the "boat drivers don't give a damn" here neather; they pass through it, the shortest way to the stream.  ;)

Merchants in Banished are incredibly strong. I have seen them row right through TP docks, fishing docks, other merchant boats and stretches of mud blocking a lake from the river--all in a vanilla, unmodded game. Now that we have mods like @RedKetchup's canals we can see even more feats of strength. No wonder no one ever argues with their prices!  ;D
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 04, 2015, 09:34:04 AM
Quote from: rkelly17 on June 04, 2015, 08:44:02 AM

Merchants in Banished are incredibly strong. I have seen them row right through TP docks, fishing docks, other merchant boats and stretches of mud blocking a lake from the river--all in a vanilla, unmodded game. Now that we have mods like @RedKetchup's canals we can see even more feats of strength. No wonder no one ever argues with their prices!  ;D


Yes, all that exercise, rowing river down, river up (they must do that some time, too, when we not look, I don't believe in some of the hilarious theories in that other thread  ;) )

Not to mention all the goods they row around! Admirable! No wonder that they get strong and that they also want to take the shortest way home!  ;D
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 04, 2015, 10:17:11 AM
the Hardward Store : holds and sells Logs, Stone and Iron
the General Store : holds and sells Fiwewood, Coal, Tools, Textiles, Material
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 05, 2015, 07:20:15 AM
Do you like this trading port better @RedKetchup? I don't really need it, but it makes fun to try new things, so I built it anyhow.

What about the game?

I played a few more years yesterday. Nothing spectacular. It works as planned. As least almost. You can see that I've lost ½ hart. (The missing ½ star is "on purpose" I don't want any graveyards and without them, it's hard to keep the full stars). The reason for the missing ½ hart is bad distribution of beans. The beans stay in the farming area, so those who live at the big harbour don't get enough vegetables. As I said before; the vendors don't steal from each other and the beans that are brought to the closest fruit market, stays there until they are eaten!

What can i do to improve this? I have thought of a few possibilities:

-1. Fake demolish the fruit markets in the farming area and hope that the beans will be carried to the markets where they are needed. I will probably do this short term.

-2. Buy beans ( or some other vegetable) in the port area. I will probably do this, too maybe in combination with 3.

-3. Grow beans on every field for a couple of years (I have plenty of wheat, so there will be no short term shortage) and hope that some of them are brought into the root cellars where all vendors could get them.

-4 Change the structure of my settlement with farms closer to the port area. I think this is the long term solution of the problem. Forget old thoughts about building a settlement with a combination of farming and trade where the export industries are located by the river and farms in the more distant part of the map. The canal-TP also makes it possible to build trading ports more or less everywhere.

I like this game! I have to think new all the time!

Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 05, 2015, 12:39:01 PM
the problem you have is : you always try to build it near (or on) the river. why's that ?
this TP is made for getting TPs at 20-30-50-100 tiles away from the river :P
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 06, 2015, 02:24:27 AM
Quote from: RedKetchup on June 05, 2015, 12:39:01 PM
the problem you have is : you always try to build it near (or on) the river. why's that ?
this TP is made for getting TPs at 20-30-50-100 tiles away from the river :P

You are hard to please, my friend, but I promise; I will build one (or maybe more) of these ports on a canal far away from the river!  ;) But I think they look nice close to the river as well.

And about the color of the canal water: Look at that picture of those ports in the "wrong place" along the river, in the last thread! You don't see much difference, if you don't look carefully. As long as you cannot use any "animation effects", I think it's as good as it can get.

I played a little again yesterday, not many years, but it seems to happen a lot in a short time in this settlement. I haven't played 5X for a while, too much to do. I even went down to "snail speed" as the last nomads arrived and I really didn't know where to build all the homes. But now I'm back to 2X. (As you might have noticed, if you have read my other blogs, I rarely stop the game and plan ahead, as many of you other people do.)

First picture

You can see the harts are full again. To solve the problem with the distribution of beans short term, I actually did something, that I didn't suggested myself in that other thread; Instead of fake demolishing the markets, I used the trading ports to relocate the beans. First I stored 3000 beans in each port in the "bean less" area. Than changed it 0 and the beans were in the fruit markets close to the river! Voila!  ;D

You can see on the picture that I also, more and more use my strategy 4. The fields are getting closer to the trading area.

Second picture

My latest part of the settlement. Here I used that strategy from the start. Maybe the fields are getting a little bit too close to the port area, but I can adjust it later and take away a few fields.

The population grows, it has passed 1000 inhabitants. But it seems, that I have a massive gender unbalance. I have 27 less homes than families. But what happens when I build new houses? Female students move in with educated young males (probably far away from the school). Not once "by accident". It happens all the time.  Probably they feel they are old enough to leave their nagging mothers. :-\

Seems to be some tec. problems to attach pictures. I will try again later.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 06, 2015, 10:29:44 AM
so in general, you like it ?
dont you think your town looks more realistic and better ?
more medieval ?
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 07, 2015, 03:08:04 AM
Oh @RedKetchup, of cause I like it!

I don't know if it's more realistic or medieval. Probably not. It looks too nice and neat: The buildings from wealthy Middle European town merchants. And I am sure, there where a lot of poor people who didn't live in houses like that. In fact, to my knowledge most people lived in huts worse than the standard wooden house. But realism is not the point. This is a computer game, not an historical simulation.

It's also definitely historically incorrect to have 100 bakers producing 1000s of apple pies for sale. Not a realistic merchant good! Not a realistic medieval food for normal people, maybe for the really rich ones, who live in your castle (Maybe I should build one to justify the pies.   ;D ) I don't think firewood was a merchant good at the middleages eather, too spacial and cheap. People bought logs if they could afford it and cut it themselves (or let their servants do the hard job). Poor people collected sticks, cones and other no-value burnable materials in the woods.

Also the standard crops are not very medieval (at least not here in Northern Europe). My beans are actually historically correct, people ate dried beans (and peas) but that's about the only one. Wheat was a luxury crop, only for the rich, ray and barely were the common crops. From the other standard vegetables, as far as I know, only cabbage was grown in Europe to that time. Some other vegetables, that's good to store were also grown; turnips, kale, onions, carrots. But they didn't eat much fruit and vegetables at all.

I'm not an historian but I am interested in food and cooking. I used to collect cooking books (seldom use recipes, I just read them like novels). I have also read a bit about historical food, sorry for the "off topic" lecture.

I didn't play so much yesterday. But had time to take a big bunch of nomads. This seems to be a special tribe. These are the two first nomad families that's settled in hoses. The first 37 year old Lashonna with her 19 year old "boy toy" Elishaad; OK, I can maybe understand that, but what do the 37 year old Alonda want with the 12 year old Donovanni, that i can not understand.  :o :-\

Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 07, 2015, 08:48:53 AM
thanks Nilla :)
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: chillzz on June 07, 2015, 02:02:17 PM
actually pies was one of the ways to preserve food.. usually the meat pies and fruit/nut pies.
where one actually would only eat the filling/stuffing instead of the whole pie.
the dough was actually just a "container".


There's actually a lot you can find on the net, as well as libraries.  one of the first surviving apple pie recipes dates from early 1200's.


wheat and all the other grain / grasses where actually quite common way before common era in europe, depending on climate.

here in the lowlands it was mostly rye, wheat, spelt and the likes. nothing luxurious about it, quite the food for commons.
basic fruits like fig, apple, pear etc where quite common too, and part of the diet. Most veggies from the game however are not known to flat land / western europe medieval bannies though!

Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 10, 2015, 08:43:20 AM
Quote from: chillzz on June 07, 2015, 02:02:17 PM
actually pies was one of the ways to preserve food.. usually the meat pies and fruit/nut pies.
where one actually would only eat the filling/stuffing instead of the whole pie.
the dough was actually just a "container".


That seems very much to be "castle food". I don't think ordinary people threw away eatables. And the method for preservation, hm, I don't know, but it doesn't seem very efficient. But OK for a short period the goodies are hidden from air, animals etc.

Quote from: chillzz on June 07, 2015, 02:02:17 PM

wheat and all the other grain / grasses where actually quite common way before common era in Europe, depending on climate.

here in the lowlands it was mostly rye, wheat, spelt and the likes. nothing luxurious about it, quite the food for commons.
basic fruits like fig, apple, pear etc where quite common too, and part of the diet. Most veggies from the game however are not known to flat land / western Europe medieval bannies though!


I did check out wheat again, as I said; here in Northern Europe there were very little wheat, until the end of 1900th century. I saw a figure of less than 1% of the grain was wheat during the middle ages. Of cause wheat is an old crop (not exactly the one we know today but its ancestors) and not a luxury good in other parts of the world with milder climate and richer soils than here.

But again; it doesn't really matter; this is a computer game.

To the game; I haven't played much the last days but now finally; I've finished my canal. Are these trading ports more to your liking @RedKetchup?

What more can I say about the game? It grows fast. I don't know how long I can keep this growing speed but for now it's fine. I still have a lot of everything I need.

I have one question; These fishers on the canal, I built a lot of them, just because they look so nice. Do they catch less fish, if I put them close together?
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 10, 2015, 10:27:22 AM
yes that is how it is intended :)

you know you can put a road on those brickwalls , people will walk faster and it will lvl down the ground :)
the only place it cannot level the ground is where is the TP , the other side of the canal, in front. i need to do something to fix that :)
but out of there, you can put a road (stone or dirt) and lvl down the ground
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: chillzz on June 10, 2015, 04:31:20 PM
Quote from: Nilla on June 10, 2015, 08:43:20 AM
That seems very much to be "castle food". I don't think ordinary people threw away eatables. And the method for preservation, hm, I don't know, but it doesn't seem very efficient. But OK for a short period the goodies are hidden from air, animals etc.
yes one would normally think that.however studies and archaeological findings here in the Netherlands tells otherwise. they used quite dense and salty dough (wheat + loads of salt) few inches thick, above an open fire, which would make the 'casing' inedible, but would keep the insides 'fresh'..  Over here in the Netherlands todlers and kindergarten age  sometimes play with 'bread dough' heavily salted, so the can model just like clay, but safer. don't know if they do that in Sweden too.


Quote from: Nilla on June 10, 2015, 08:43:20 AM
I did check out wheat again, as I said; here in Northern Europe there were very little wheat, until the end of 1900th century. I saw a figure of less than 1% of the grain was wheat during the middle ages. Of cause wheat is an old crop (not exactly the one we know today but its ancestors) and not a luxury good in other parts of the world with milder climate and richer soils than here.

But again; it doesn't really matter; this is a computer game.
yes yes, i agree. but as i said, depending on climate.. Here on the lowlands of western Europe, wheat was common.. so common it was used for Beer, Bread, Porridge and the likes.. from early 1600's even for Jenever/Gin. Like you said you have interest in food and it's history, same goes for me ;)

and i agree : ) It's a game. But with @RedKetchup mods, it can be almost historically accurate too ;)


i just read some about medieval use of veggies... almost none existent!
Vegetables were almost not eaten, because men said it had no nutritional value, while beans and peas were not counted as veggies.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 11, 2015, 04:39:31 AM
Quote from: chillzz on June 10, 2015, 04:31:20 PM

yes one would normally think that.however studies and archaeological findings here in the Netherlands tells otherwise. they used quite dense and salty dough (wheat + loads of salt) few inches thick, above an open fire, which would make the 'casing' inedible, but would keep the insides 'fresh'..  Over here in the Netherlands todlers and kindergarten age  sometimes play with 'bread dough' heavily salted, so the can model just like clay, but safer. don't know if they do that in Sweden too.


Yes, I know that dough, I even made some for my kids, from time to time when they were small. (I can still remember as my daughter once made a lot of small figures and put them to dry in the kitchen, as my husband came home and tried to eat one, as he thought i was marzipan :D  ;D ) . I know it also from traditional German (Middle European) kitchen, as a method of cooking, especially fish in "Salzteig".

The game is very odd. Can anyone explain this:  ???

I suddenly noticed, that many people were freezing. Very strange, because I had no work commissions far away. There were also no people locked in some space or anything else I have seen before. The "freezers" were spread all over the map, but I noticed that they were all walking towards the same place; This very special spot at this very special building !!!! As if it's the only place on the whole map, where people can get warm.  :-\ (OK, I know it's not something you like @RedKetchup, I did misuse your buildings again.  :-[  But I don't think it looks very bad)

For sure it really has something to do with this building. As I put it to demolition; the freezers went home to get warm. As I undid the demolition, it started again. I'm starting to suspect that our friend has put some punishment in his mod, that hits down on us, if we are mistreating his mods. That's the only explanation I could find. ;)


Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 11, 2015, 02:54:23 PM
yup if you missuse one of the floor ... i included a punishment :)
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 12, 2015, 12:15:29 PM
Quote from: RedKetchup on June 11, 2015, 02:54:23 PM
yup if you missuse one of the floor ... i included a punishment :)

:(

I don´t know if it´s a plesure or a pain to know you "bad boy geniuses"
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 12, 2015, 12:45:41 PM
hehe was joking, you know, right ? ^^
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 15, 2015, 10:04:15 AM
Quote from: RedKetchup on June 12, 2015, 12:45:41 PM
hehe was joking, you know, right ? ^^

right  ;D

But if you claim to be innocent; What is this? How can this happen? Has really no one a clue? I have made some further experiments:

First, as I said, I fake demolished the two "interesting" buildings. The freezers disappeared and came back as I undid the demolishing.

Than I really demolished these two buildings, and everything was fine, the whole winter, no freezers.

Next year I rebuilt them again, not exactly the same, but the same principle on the same spot and............. this building was as interesting as the first one; freezing people from all over the map went to exactly the same spot.

Finally I only demolished the third floor and the freezers disappeared. I must confess; I never really thought you were to blame @RedKetchup, because I also have more buildings like this elsewhere, not so interesting, no sightseeing marches from across the map to these places. A really strange bug. Or what? ???

What can I tell more about the game? It still works. I don't build houses for every adult anymore. That is simply a bit too much stress for me to go on that fast. So the nomads I took a little while ago is only a "punishment". I would never have taken them, if this was a "normal game"! I have extended the canal and the town grows along it, still a mixture of farming and trade, with pie and firewood as export goods, I try to slowly increase the stores. No change of strategy here.


Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 15, 2015, 12:13:58 PM
i guess it is a bug of the game because i ve got reports (i think it was on facebook and/or on colonial forum from people who dont use NMT and got exactly same problem :S
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: chillzz on June 15, 2015, 03:26:41 PM
maybe it's a feature luke build in for next version?  Vulcano hotspot or hot water geiser?  :P



but indeed, this is quite weird :O have not noticed it myself though.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: assobanana76 on June 16, 2015, 03:19:22 AM
@Nilla
really nice this crossing of the channel with the tributary!
I have not used the Red channel but u are giving me so many ideas !!
a shame for the color of the water differs from that of vanilla ....
considered as Luke has decided not to invest more in this title .. if only decide to leave more freedom to modders helping to make this game beautiful!
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: irrelevant on June 16, 2015, 03:30:01 AM
Great town, @Nilla!

Makes me want to start a new town.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 16, 2015, 07:46:40 AM
Thank you.

I played a little more yesterday evening and can show you a couple of pictures. It's now quite a slow game; more 1x than 2X speed. I want to have control and I don't feel comfortable if I play faster. There is enough to do, also in slow speed. The small lags have started. That's normal with my computer, after I passed 2500 inhabitans on a medium map. It's not yet annoying, but I notice them.

I haven't really decided how long I will play this game. I can see one of these endings:

1. The lags get so bad that the game is no more enjoyable
2. The map is full
3. The settlement crashes from mismanagement and starvation.
4. Or for some other reason it makes no fun anymore

If I can keep  away from 3 (no sign of that yet, but we all know it might get fast) I fear it will be the number 1.  :-\

First picture

Here is one of the other buildingsthat should have been "bugged" if it came from using the 3 storehouses in an improper way. I didn't tell you but I had no problems with freezing peoplelast night.But maybe I will rebuild that 3. floor again to see if I can reproduce the bug.

Around the hillside house you can see my latest"wool area". New pastures/pastures under construction around a textile store and some tailors.

Second picture
My latest farming area.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 16, 2015, 11:14:44 AM
sometime, when i see people using my medieval house floors so bad.... makes me wish to never create it :(
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 17, 2015, 02:39:34 AM
Quote from: RedKetchup on June 16, 2015, 11:14:44 AM
sometime, when i see people using my medieval house floors so bad.... makes me wish to never create it :(

:(  :'(
Do you really find it that bad? I think that last one looks allright. Some other of my experiments looks much worse (if that's some kind of consolation).   :-[

Besides that; hillside houses are not a modern invention. In Swedish there is a special word "Backstuga" = slope cottage for that kind of old buildings, built to save building materials and fuel. One big difference; your houses are much too nice to be considered as a "backstuga". They where for the really poor people, for those who couldn't really support themselves.

But if you are that offended by these experiments; I will stop building them (or at least not show them ;) )
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 17, 2015, 03:53:43 AM
i was joking, but it always give a little hit to my heart when i see those ^^
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: assobanana76 on June 18, 2015, 04:01:47 AM
@Nilla
maybe you could hide that empty space between the house and the mountain placing a specialized fuel stockpile that will be filled with firewood!
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 18, 2015, 04:10:07 AM
If i build any more of those "special houses", I will avoid to show them in my pictures. I really don't want to hurt you, @RedKetchup.    :-[ ;)   There will not be many anyhow, I think I've made as many experiments I can think of.  But sometimes these "ugly" things happens to me by accident. I might build the second or third floor on the wrong spot or in the wrong direction. If I notice it, I normally demolish, but sometimes you have to watch carefully to see that somethings wrong. You have to be quite focused on what you are doing, if you build many of these houses.

Yesterday was a cold and ugly day. My daughter who just came back from the Arctic, has left again, so I had a lot of time to play Banished. Just reached 4000 people before I stopped for the night. So this time, I have a lot to tell about the game, I also made a lot of screenshots and I will show you some of them.

First picture

I've built a second canal. I like them. Far away from lakes and rivers the "not perfect fitting" color doesn't matter at all. It's beautiful. So an advice to you, who care a lot about the aesthetics; connect the canal to a small stream, not to the main river or a lake.

The sheep, headed for the new pasture area seemed to like the canal, too, followed it all the way. They looked funny: Disappeared under the ice of the canal, jumped on the bridge, than again under the ice until they reached the part under construction.

Second picture


I still have problems with "freezers". First time I actually thought, that it after all might have something to do with the wrong use of the NMT houses. The people all walked to a house, where I accidentally, without notice built the second floor in the wrong direction (As I promised, I will not show it). As I rebuilt the second floor right the "freezers" were no longer interested in that house.

But the next winter, the same again: But this time it was a completely normal one store little cottage, noting special as I can see. The people really let everything by side and walked all over the map to this house. So I got the "brilliant" idea to demolish it and build a fruit store instead. Look at the next picture what happened!

Third picture

There must be a really big sale here. The poor woodcutter, everyone take a shortcut across his yard. And the poor fruit vendor on the other side of the trading port; no business at all! And when I say everyone, I really mean everyone from far and near; traders, vendors, millers, bakers, farmers...... It seems to be the only fruit market on the whole map. From the 4500 pies I had in store 3800 were put here, far away from most production sites and far away from most trading ports. This place is cursed! So I had to disappoint my people and demolish this much loved store. The stock pile I built there after the store was gone, seems to work normally, maybe a couple of mourning citizens come there from time to time, but no big "migration".

I will show you a couple of more pictures later.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 18, 2015, 05:11:31 AM
you need to be better doing those canals ^^ i saw some ' ground mounts' in middle of it in screenshot 2  :P
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 18, 2015, 07:04:36 AM
Quote from: assobanana76 on June 18, 2015, 04:01:47 AM
@Nilla
maybe you could hide that empty space between the house and the mountain placing a specialized fuel stockpile that will be filled with firewood!

Thanks for the advice but I don't think I will. First I don't think @RedKetchup would like it anyhow. Second I don't think I would like it better. This building is built at a slope, to put something under it, you have to level the area underneath it, and except for one thing, your quarry (I like that very much) it always looks weird and ugly. Third, as you might have noticed, this settlement is based on efficiency, using the NMT-mod. Everything I build have to have a purpose, if it looks good as well, fine. I produce firewood in small clusters of 4-6 woodchoppers together with one hardware store for logs and one general store for firewood. They are spread all over the map so no one have to walk very far to get some wood every other year. There would also never be any firewood stored on that stockpile, it's all in the general store.

Quote from: RedKetchup on June 18, 2015, 05:11:31 AM
you need to be better doing those canals ^^ i saw some ' ground mounts' in middle of it in screenshot 2  :P

I know. It has bin fixed! But thanks for telling, anyhow.

I know how they got there the first place. I changed the corner part. First I made a 3-way corner but changed my mind and replaced it with the 2 way corner. I had the same as I tore down some normal canal parts and built a bridge. I have learned, that if you change your mind and replace some canal parts with others, you might have to rebuild the normal neighbor parts as well. it's also advisable to build at least one straight normal canal piece between any of the other special parts.

But now I want to show you some more pictures, maybe I have one where the canal is fixed.

Sorry, I had no more screenshots from that area after I rebuilt the adjusting canal pieces.

First picture


I want to show four things with this picture.

1. The population graph. Nice fast growth.
2. The funny looking "ant-trail". Maybe I should have built a tunnel under than big mountain.
3. The small woodchopper area under construction (upper part of the picture). The NMT-mod with its stores makes it possible to build small remote production areas like this woodcutter settlement. The hardware store collects logs and the woodcutters leave their wood in the general store. I have built some stockpiles, too, on areas too small for houses, but they will probably be empty most of the time.
4. The big stores of food (and logs). I have started semi-automatic trading. I certainly have too many trading ports (I'm too fond of the canals and the canal ports  :-\ ) So even if I hardly buy anything manually, the stores increase in a quite uncontrolled way. I have started to change my orders a bit (order too much honey) but I might have to change some more things.

Second picture


My latest "project". I want to connect the lake with the beginning of the river via the small stream. Maybe the merchants bound for the TP in the south will take this way. As I said I'm too fond of the canals.

Third picture


4000 people! Sorry, the wheather isn't very nice. The lags are quite bareable. I have noticed; the NMT-houses produce no smoke, it will probably help. I stopped here yesterday evening and will start the game again soon. In fact; I'm not very keen. Why? The sick people have small pocks! It's one of the really ugly deceases and more than 20 sick people already  :( . I don't think my 7 doctors are enough in such a dense settlement. I hope you all cross your fingers that I have luck!

I just ran a spellcheck. Sometimes it suggests funny things. For excample, it wanted to change NMT-houses to Nuthouses.  ;)  ;D
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 18, 2015, 09:53:21 AM
No good news!   :'( :(

Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 18, 2015, 02:30:08 PM
llllooooooooooooollllll, sorry if i am laughing...... but i never saw something like that before !!!!! 1900 infected ?
how you managed to get that ?? ?? ?
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 19, 2015, 02:27:26 AM
They were even a little over 2000 at the most. And to get them, it's easy. You only have to catch small pox in a dense settlement with some 1000 inhabitants. (It didn't even came from nomads, probably one of my many merchants dragged it into my town.) You have maybe read the numbers of the probability of getting and dying of this disease. I know it's somewhere on this page, but couldn't find it at the moment.

It's quite a blow to your population. It went down to about 3400. It lasted a little more than ½year and in that time there is a natural population growth, so I guess there were 800-900 deaths. :(  :'(  If I remember it right our friend @irrelevant had a similar experience in his Sink Mill.

And after that disease, my town doesn't really work. Small pox is one thing. it belongs to Banished, but these bugs are really tormenting me. I'll tell you more later. Maybe someone have a suggestion what I can do, otherwise I suppose this town is finished.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: irrelevant on June 19, 2015, 03:58:33 AM
@Nilla yeah, smallpox is brutal. http://worldofbanished.com/index.php?topic=327.207, 3/4s of the way down the page.

I'd be sad to see you end this town, but I know it's not much fun fighting bugs (the computer kind). Once your town stops working, everything just turns into a struggle instead of being fun.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 19, 2015, 04:04:55 AM
i am so sorry to hear :(
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 19, 2015, 07:51:01 AM
I want to show you some pictures of my bugs. Sorry animal lovers if you expected some pictures of beetles or lice.

First I should maybe tell you about the consequence of the many small pox deaths; It might have something to do with my "divorce bug" but probably not with the "freezer bug". I "enjoyed" (irony :-\) them both.

After the big epidemic, I had more houses than families and that means separated couples. It's not so funny to search more than 1000 normal homes for separated couples. The NMT-houses with three stores are worse, much more difficult to find the right floor to "fake demolish". But I searched the town as good as I could, hoping I could get catch of at least one from each separated couple. I held the menus open to gradually force the couples together again. It wasn't as easy as I thought, sometimes young couples settled in the free houses, sometimes a single adult, with or without children. First I though I was too much in a hurry, so I let it take its time. I really had these problems until some nomads arrived. (spring 59). After that everything seemed to be normal for a while.

First picture

This picture shows both of my problems. In the following winter, there were suddenly hundreds of freezing citizens. First I didn't know where they were going, but finally, I saw it was this absolutely normal three store house. As i demolished it, there were no new freezers, but those who had started their journey, went on until the real bitter end.

To this point i had 1553 families for 1316 homes. (Consequence of the many nomads). So I build a lot of new houses. What happens when a house is finished? It stands empty for quite some time. Than suddenly a single adult moves in, maybe with children. If there are more empty houses, they all are settled at the very same moment. The same happens in homes, where people die of old age, it stands empty for a while, than a divorced person moves in.  :( ???

Second picture

Here's a picture of the bitter end. The magic house is in the upper right corner of the map. Presently there is much activity in the opposite corner (latest developing area). So there is a long way for many people. 40-50 of them didn't make it, they died on the road of starvation! :(

I suppose you might understand my frustration.

I will try once more tonight. Silly enough, I didn't think of restarting the game. Maybe the bugs will be gone than. At least it's worth one more try.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 19, 2015, 07:59:59 AM
that big happended with someone who doesnt use NMT but only CC.
and how they do CC is very different than i do my things.

http://colonialcharter.com/index.php/forum/help-support/1499-citizens-walking-forever-to-get-warm (http://colonialcharter.com/index.php/forum/help-support/1499-citizens-walking-forever-to-get-warm)

but sorry if still because me, i have no idea of what to tell you Nilla
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 19, 2015, 08:50:39 AM
You mustn't say anything, I never thought it's because of you. This thread in that CC-forum also proves it. By the way, I told them of my problems there as well. They should know that it's not because of their mod either. Just a stupid rare bug.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 20, 2015, 03:21:30 AM
YES! IT WORKS!  :D  :D

After I restarted the game, the couples behaved normal again! And.............. No more freezers!!!!! At least not so far! I was very happy. At least for a while!

Maybe my game wanted to make @RedKetchup laugh again, I don't know. At least, I didn't laugh. 5 years after the big small pox epidemic, again; thousends of people ill! This time, it was scarlet fever, not quite as bad as small pox. "Only" 1700 ill at the most. "Only" a few hundred deaths!

This time it was a little bit different: There were never less families then houses, but still at the end of the epidemic, the couples started to split up again. No new families founded. All over the map; single adults, with or without children took possession of houses, that got empty when people died. Same thing happened in the new buildings. I began to think, that this weird behaviour might have something to do with illness. The program is "overloaded" calculating the behaviour of many sick people.

Anyhow; I waited until the last person with scarlet fever had left the clinic. Than I restarted Banished and YES! It worked normal again! (Maybe it would have worked without restarting the game as well, but it didn't the first time, after the small pox).

It went so well, that I passed 5000 people without notice! :) Of cause there are lags, but still not too bad. I see no difference between 1x, 2x or 5x speed, but it doesn't matter, I have things to do all the time. I am also quite content with my automatic trading. At the moment it seems quite optimized. Food is always between 850 000 and 950 000, logs around 25 000, tools about 5000 and I always have enough stones and iron. These are the things I buy, together with some wool and a few herbs. I have enough pie and firewood to sell. I've set the limits of firewood to 50 000 and clothes to 5000. I have some over production, so they sometimes take a brake, but I let them rest from time to time.

I wonder, how long will it last, until the next blow comes?  ;) ::)

First picture


Scarlet fever. There were more ill people earlier, but the wheather was awful (same as here in life) and I wanted to show you my new southwest settlement, almost finished.

Second picture

5000 inhabitants. That's my biggest settlement, so far. The picture shows the area, I develop at the moment. I can't help it; I must make more experiments with the canal pieces!  ;D  :-[
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: RedKetchup on June 20, 2015, 04:12:10 AM
Welcome in the 5k Club :)
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: irrelevant on June 20, 2015, 06:40:08 AM
And on a medium map! Well done as always, @Nilla.
Title: Re: Nilla - Brockfisheck; a new medieval town
Post by: Nilla on June 20, 2015, 06:59:13 AM
Thank you, guys. But you cannot compare this game with an unmodded game. It's much easier to build a large population if you use some good mods, although my own restrictions (no barn, all nomads) still keep it interesting.

I will see tonight if I can fill the map. If the lags are not getting much worse, the bugs return or the production gets down dramatically, I think the settlement could support some 1000  inhabitants more.
Title: Re: Nilla - Brockfisheck; a new medieval town - 6000 people on a medium map
Post by: Nilla on June 21, 2015, 04:17:50 AM
NO! It didn't went well long. :(

The "divorce bug" made me abandon my settlement". OK, I wouldn't have played much longer without the bug either. The lags are getting quite unbearable. In the few years I played, I had time to take some nomads, even got houses for all of them. To build these houses, I had to stop the game, otherwise I would have gone crazy. Manual trading is a test of patience, you press one number - nothing. Luckily most of my trading is automatically, but I have to do a bit manual as well. Not funny.

This game is not made for populations this big. @irrelevant´s people don't want to move close to their workplace, mine don't want to move out from their parents home. Different symptoms of the same disease.

But, I will not complain. All in all, I liked this game very much. The NMT and NMC mods are great, again thanks @RedKetchup! The way I used them, made the gameplay a bit different, made me a new challenge. I like that. And of cause, the 3-store.- houses made it possible to build this big on a medium map.

Finally I will show you 2 pictures. At the first you can see all my empty houses and divorced couples, also my last, very nice looking canal-settlemet. The second shows the interesting graphs.

Title: Re: Nilla - Brockfisheck; a new medieval town - 6000 people on a medium map
Post by: RedKetchup on June 21, 2015, 01:47:27 PM
your graphs are very nice, looks like your town was still healthy. only firewood was going down alot lately ? maybe you ve hit the cap (6000) for a medium map ?
Title: Re: Nilla - Brockfisheck; a new medieval town - 6000 people on a medium map
Post by: Nilla on June 22, 2015, 02:27:37 AM
Yes, the town was healthy. I wasn't much worried about the firewood eather. The drop has explanations: I took some 600 nomads and built houses for them all in a very short time. Of cause they all filled their houses with firewood. (200 new houses 50 firewood each makes a drop of 10 000 in a short time). To fill up my stores again I also bought as much stones and iron I could get and payment for these goods are firewood. Together with the new houses I also built some new choppers, so there were no alarm at all.
Title: Re: Nilla - Brockfisheck; a new medieval town - 6000 people on a medium map
Post by: Trizeropz on September 04, 2018, 03:30:15 AM
I never saw such a steady growth of population. Looks really healthy. I am reReading a lot of village blogs atm. Didn't know you also reached 5k pop. Great to see :)