World of Banished

Sightseeing => Village Blogs => Topic started by: irrelevant on June 30, 2014, 05:40:11 PM

Title: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 05:40:11 PM
I'm going to blog my town for the vegetarian challenge. Going to start out doing it anyway.

Rickettstown: 352052706 valleys large fair off medium

Starting out with a 9 year-old and two 8 y/o, so getting the school down fast is #1.
Next the gatherer.
I've decided to build a boarding house to save on fuel. Never tried this but it seems like a sound idea. This will allow me to build only stone houses when the time comes for that.
I've got beans and corn, so I'm going to make one 10x12 farm with a single farmer, maybe double up come harvest. Alternate crops from one year to the next.
Lots of stone and iron, not so much timber. I'll figure something out.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 05:44:43 PM
Unfortunately the 9 y/o turned 10 in Spring (no way you can build a school that fast--I tried 3 times, lol), but the 2@8 y/o are in school.

I'm happy with my decisions so far. Barn has lots of goodies, and the herbalist is coming along. Crop is coming in, on schedule to be an 840.
Not enough logs, stone, or iron in stock, seems like I'm always on the edge there.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 05:50:41 PM
Some more decisions:

1) This obviously is going to develop slowly, so I'm going to put a forester where I want there to be trees, rather than where there are trees now. One forester set to plant only. We'll see how long that takes to pay off. A stone house for him.
2) Going to need a TP fast. Gotta import leather or wool or both, for coats. Down half a heart already.
3) Built a Chopper to get out ahead of the firewood, but so far I'm only burning 25 per year.
4) When the chopper isn't chopping he'll be making iron tools, or coats (in the future) or schlepping.
5) I have the first TP laid out. There's room for two more there just to the left, plus spaces for bridges in between.
6) The market is going straight south of the TP, just on the south side of where that road will be when it's extended.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 05:59:21 PM
Unexpected bonus : with everyone living in the boarding house, with the school right across the street, my first student has become a laborer at age 16. I'll never forget this. I think BH may be the way to go at the start.

An 840 corn harvest.

Just need a bit more stone and I'll start the first TP. When it's complete I'll build another right away. I know I can't staff them, or stock them (I'll put a bit of something in each), but the important thing is to get the Merchants coming. If the Resource guy or the General guy shows with leather and/or wool, I'll pin him and put everyone on stuffing that TP with firewood, herbs, beans, corn, iron, stone, a tool or two, whatever I can grab to trade for textiles.

Yes, obviously I need to build a tailor  ;)
Title: Re: Rickettsville, a vegetarian experiment
Post by: solarscreen on June 30, 2014, 06:10:00 PM
First of all:  Rickettsville?  ROFL

Second:  YES! Blog it, blog it!

Lastly:  I ALWAYS start with a boarding house.  When I saw how well it works just starting out, I never went back.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 06:33:55 PM
Actually it should be called Kwashiorkorville, but I think I'd burn out on typing that pretty fast.

Had to pull the gatherers off and make them cut stone instead. The barn was almost full, and the last thing I want right now is to build another one.

And anyway, the first TP is almost up. After that, I'm not sure yet. Need more logs. I can afford to build the tailor and another forester, this one set to cut and plant, south of the gatherer/herbalist. Can I man both foresters? Maybe...
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 06:50:21 PM
Okay, TP is up. Here's what I'm going to put in it, as much to free storage space as anything. Hopefully I'll get a good merchant.

Meanwhile, building the forester. I'll build the tailor when I get something to sew....

Also going to want houses before too long, the two recent graduates are M/F. Not going to fall into the wooden house trap though.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 07:08:29 PM
Starting year three. Working on getting logs, and waiting for the first merchant.

BTW, everyone please feel free to chime in here with comments, questions, or WTF-are-you-doings. I'm the first to admit I don't know every damn thing. Always glad to learn something new.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 07:24:48 PM
So much fun in the early going. Everything is important, and you can follow individuals around to see what they are doing, and try to figure out why they aren't doing what you want them to! ;D

TP is stocked. With what is in there I can buy 66 each of leather and wool. If I don't get that, I'll buy some logs (hopefully)  :-X

If I get food, seeds, or livestock, time to think about building that second TP. But I would buy a few boxes of walnuts.

Got another laborer coming out soon  :D

In two winters I've used less than 100 firewood.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 07:51:20 PM
Yeah, that's all right for you, you white-tailed rat-bastards!
Title: Re: Rickettsville, a vegetarian experiment
Post by: solarscreen on June 30, 2014, 08:05:53 PM
Quote from: irrelevant on June 30, 2014, 07:51:20 PM
Yeah, that's all right for you, you white-tailed rat-bastards!

The deer will be crawling all over that village...
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 08:54:56 PM
Yeah they will be  >:(

Start of Year 4. Produced over 3000 food each year. Just got another laborer, with one more to come in the next month or two. After that, there are 4@12 y/o :P. The pace may start to pick up then.

Time to plan for building another gatherer and a forester, this time in the forest off to the west. I have a house planned over there as a start. Need at least one more house and a barn, then the gatherer, then more houses and the forester. It'll take some time to do all that.

In the meantime, started a second house at the upper left corner of the planned market.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on June 30, 2014, 09:27:04 PM
The merchant's here, the merchant's here!

Oh. Pears. Well, at least we can order some nuts. What is this, Harry and David?

Time to build the second TP.
Title: Re: Rickettsville, a vegetarian experiment
Post by: Bobbi on July 01, 2014, 02:16:59 PM
Just one question. If it is a medium start, why did you not pick one with nuts and grain? Did it feel to much like cheating? I spent over an hour last night trying to find a decent med start seed with grain and nuts....haven't found one yet I really like.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 01, 2014, 02:31:42 PM
seed 2127 is very decent with wheat and nuts
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 01, 2014, 02:39:03 PM
Quote from: Bobbi on July 01, 2014, 02:16:59 PM
Just one question. If it is a medium start, why did you not pick one with nuts and grain? Did it feel to much like cheating? I spent over an hour last night trying to find a decent med start seed with grain and nuts....haven't found one yet I really like.
Quote from: Bobbi on July 01, 2014, 02:16:59 PM
....haven't found one yet I really like.
That's why  ;) I got tired of looking. Anyway, corn is grain. I'll buy nut seeds. I'm not near ready to plant orchards yet.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 01, 2014, 03:07:51 PM
Ok, market is up. Slowly building houses. Very slowly. Too slowly. Got basement dwellers in their 20s who should be set up on their own having babies.

Uncomfortable with the stone situation. Food is good though. Going to add a second farmer. Next year though, I'll move the farms to just west of the market. The space where the farms are now I need for a town hall, a cemetery, and a chapel. I suppose I should be thinking about a hospital too. Stone, stone and more stone.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 01, 2014, 03:11:31 PM
Okay, screw it. I need 8 houses to get the basement dwellers out on their own. The next 5 houses are going to be wood. I know this means firewood hell. But wood is easier to come by than stone at this point.

I have too many other problems that involve stone. Need a town hall; this is starting to exceed my ability to keep track of on paper.

Also I need to keep enough stone to build a tailor. In the previous screenshot (early spring 5) I had 5 hide coats in stock, now (still early spring 5, mind you) there are none. Apparently the lifespan of a coat is four years. Gotta get textiles pronto.

edit: Guess what? Tools last four years as well. Went from 19 to 2 in a couple of minutes. At least I can make those quickly.

further edit: Never mind, the vendor had grabbed them and was taking them all to the market.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 01, 2014, 04:54:29 PM
Autumn 5, my first death. Yarita died in childbirth, just months after she and Fosteen (my one uneducated citizen) paired up in one of the new wooden houses. Interestingly, this only cost him half a star, even though there was no cemetery (now there is, pushing back the town hall a couple more seasons).

This prompted me to take inventory. I have 3 male students ages 17, 13, and 12. Three male children, and four females, the oldest of whom is 2. Going to be awhile before I need to build more houses, anyway  :-\

Wow, I just had a thought; if I mark 5 of those wooden houses for upgrade, everyone will move back into the boarding house and I'll save on firewood. I got the basement dwellers all paired up and reproducing, that's the main thing. 8)

(screenshot) Well, 8 wool coats is better than chickens, anyway.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 01, 2014, 05:51:04 PM
Pleasepleaseplease name your next child Video.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 01, 2014, 07:06:54 PM
Town Hall is up, and the first Merchant arrived at the new TP. No clothes or wool/leather, but at least some stuff I can use.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 01, 2014, 09:36:19 PM
Late Summer 8, after building the third TP there, finally got 16 wool. I was so excited, forgot to get a screenshot. :)

This really isn't going very well at all  :( But that makes it more challenging! I guess....
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 01, 2014, 10:15:49 PM
hehe dont give up !
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 02, 2014, 09:39:04 PM
Late Spring 10. Pretty much have the housing sorted out. There's still a couple of basement-dwelling fecund females for whom there are numerous eager males awaiting, and an older empty-nest couple lives in the boarding house.

Have the second forest node going okay. Gatherers raking in the grub.

Four farms now. Micro-ing the planting and the harvest by shifting farmers around to whatever crop is behind.

Clothing is under control for the moment, thanks to a couple of small timely coat deliveries.

I've decided the second market will go straight south, as in the second screenshot, to become a farming community that should provide the bulk of the food for the next several years, supplemented by imports of nuts (assuming I can get the Merchants to co-operate).

And now, in the midst of a general labor shortage, 11 nomads arrive. I have space in the boarding house, and the food situation seems under control. No Hospital yet, although I have the site marked. I think I'll take 'em and hope for the best. I'm due for a break.

Looking ahead: I believe my first move across the river will come into the big flat bottom-land to the east in the third screenshot.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 02, 2014, 10:50:57 PM
Well, that went quickly. Shuffled the nomads in with the residents, and have some new families going, some with children already.

Boarding houses are great!
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 02, 2014, 10:56:06 PM
sweet it is gong well :) didnt get any diseases from these nomads ?
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 02, 2014, 11:01:55 PM
So far, no. Got the hospital built right away too. And it's funny, got all those new folks, but now I'm down to one single laborer. Buncha new farmers.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 02, 2014, 11:09:59 PM
yeah we always in wait to get those jobs filled :) ^^
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 03, 2014, 03:39:49 PM
Finally! Clothes for everyone coming up. :D

I think now maybe I'll be able to stop putting out fires and start planning more.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 03, 2014, 03:52:32 PM
Interesting, and frustrating: the wool was delivered to the South Market, when the Tailor is adjacent to the North Market.

I suppose I should tell a trader to come get it.

At least I don't have to worry about someone eating it first.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 03, 2014, 04:47:31 PM
surprising. we really need to be able to decide which market/barns/stockpile can allow this specific kind of goods or not, and the quantities allowed.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 03, 2014, 05:04:15 PM
I agree in principle, but you know what? I forgot to do it. The wool sat there in that market, and the tailor went and got it, and the coats got made just fine.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 03, 2014, 06:52:00 PM
Early Summer 13. Progress at South Market.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 03, 2014, 10:17:03 PM
Winter 13. Enough progress has been made that the way forward is clear.

Screenshots 1&2 show the situation at South Market and North Market, respectively. Screenie 3 is the undeveloped land in between, and the Market I am going to build there. Very close to the existing markets, but I have come to believe that Markets are far superior to barns for farm product collection and storage. The stuff has to get to a market eventually, and this eliminates an extra transport step. A market costs more than a barn, but it also is far more flexible.

Screen 4 shows the entire Three Market complex, and may give you an idea of where I am going with this. Going to fill in the area between North and South with the same sort of development.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 03, 2014, 10:21:59 PM
This shows South Market and the direction in which the next stage of development will occur. This ground itself isn't so great, but the point is where it leads.

It leads to the river crossing shown in Screen 2. After putting down two Trade Posts and a Market, I'll cross the river and put down another TP/Market combo over there.

That leads to the magnificent wilderness of Screen 3. Farms and orchards as far as the eye can see.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 03, 2014, 10:26:03 PM
Good progress in Screen 1 - Late Summer 14, and Screen 2 -Early Spring 15. Since the last screens, got a very welcome batch of 14 nomads.

Going to put orchards down at Middle Market. Walnut for protein, Plum for Ale production, or some of each?
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 03, 2014, 11:06:17 PM
Pretty.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 04, 2014, 12:30:04 AM
yeah /agree , pretty :)
if they dont have food with that and still hungry ..........  ;D

Btw , how many TP (made/in progress) you have now ?
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 04, 2014, 12:44:54 AM
Still just the original 3 TPs. I won't make more until I get to the river on the south end. That will be some more years.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 04, 2014, 01:25:45 AM
oh ok 3 made, plus 3 to come :) you see ? i follow your blog ^^  ;D
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 04, 2014, 10:37:45 AM
Okay, Summer 19, and four years have passed (it moves faster when I spend more time in game and less time blogging about it).  ;)

Screen 1 - the Port, the forest nodes, North Market, and Old Town. My one nod to making things pretty is the nomad landing pad near Town Hall, and the unconstitutional conflation of church and state in the plaza in front of the Chapel.  ;)

Screen 2 - Middle Market, and the farms.

Screen 3 - South Market, and the future. Note that there is an Herbalist out in left field (or right field in this case) at the edge of the farms. That's because after I did a big forest clear-cut down there, there were tons of herbs growing all around. As soon as they've all been harvested, I'll demolish that Herbalist.

update: The herbalist is done there. She harvested 75 herbs for 300 Trade Value (TV). The total cost was 15 log and 6 stone not recovered totaling 72 TV. So a net profit of 228 TV. Worth the effort? Probly not. But I was also proving a point. Folks don't have to wonder where Herbalists can and can't work. They can work anyplace on the map you can see herbs. They will, however, only grow back in or near a forest; doesn't have to be "old growth" though.

Like @rkelly17, what's holding me back is a labor shortage. Could surely use a big jolt of nomads right now. I'm ready for 'em, got 3-4 years of food in the bank, plenty of warm coats and tools, and space in boarding houses for 50.

@RedKetchup I'm honored you are reading this. I'm not nearly as fast or as creative as you, but I think I'm doing pretty well here in Rickettsville.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 04, 2014, 11:02:23 AM
So that's Open Door Square on the left, and Separation of Church and State Plaza on the right.  8)

Wish there were different designs for wells. I normally don't care so much about such things, but if there was a nice ornamental fountain, I'd put one there in the center of Open Door Square.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 04, 2014, 02:31:18 PM
Early Summer 22, finally got the orchards going. Still not enough farmers though. Lots of old-timers dying this year.

First Port is up at Nomadville.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 04, 2014, 03:54:40 PM
Late Summer 22 -- Planning for the river crossing.

Bridge, and road improvements. Next the two houses on the far side. Next, however many of my guys I can convince to go over there will do a clear-cut. Then, the market.

Next, extend out with four houses and a barn, then two forestry nodes.

Meanwhile, houses or maybe a boarding house, 2-3 woodchoppers, and a blacksmith at the market, and the port.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 04, 2014, 04:01:24 PM
oh oh , here comes the Awesome Valley :)
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 05, 2014, 05:24:09 PM
It's going to take sometime to get to Awesome. ;)

Screen 1 - Late Spring 23, first move across the river. BTW, these two houses were far outside the circle of the market in the shot. The folks who moved in nevertheless went there for supplies for their new homes. There was no place else for them to go.

Screen 2 - Winter 23, decided the original forest node is stifling me. Going to turn it into a market/port complex.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 05, 2014, 05:39:55 PM
Wow, somehow 5 years have passed. How lifelike  ;)

Screen 1 - Early Summer 28 - the original forest node has been erased. I went in and clearcut with laborers, then put down farms as a sort of mulch, to prevent anything from popping back up.

Screen 2 - the development across the river is going slowly. The realities of logistics trump the dreams of glory, every time. But it's coming along, with two fully-functioning forest nodes.

Screen 3 - Nomadsville is nearly unrecognizable. It finally is being developed into a balanced community to produce food, coats, tools, firewood and ale for trade to fund further expansion across the river.

Screen 4 - this area has never taken off, never had enough folks to put down there. I have recognized this reality, and prepared it for the next inevitable batch of nomads, with everything laid out and construction materials at hand.

Screen 5 - I never fully appreciated the power of a group of nomads until I put about 20 of them into this boarding house, and watched as they built this chapel from clear ground in less than one season. I'm ready for the next batch of arrivals.

Screen 6 - this is the Promised Land awaiting their arrival.

Screen 7 - I demolished the boarding house that was cluttering up Open Door Square. I think it is very attractive now.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 05, 2014, 06:15:45 PM
oh nomads can be powerful ! and useful ! but.... you amaze me ! how do you get so few farmers work force with all these crops ? instead of 32 ? i am always getting like 200 farmers lol with less space covered lol
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 05, 2014, 06:20:31 PM
One farmer per farm. The yields do suffer somewhat. I do micromanagement come harvest, when a field is fully harvested I take the farmer and put him at whichever nearby farm has made the least progress. By the time harvest has ended I have reassigned over half the farmers, some fields have 3 or 4 farmers working. Then when it's done, I put everything back.

Where the yield really suffers is on the front end, in Spring. They don't get fully planted before summer hits. But I get more food this way than I would with those same 16 farmers on 8 fields.

edit: to clarify, I do have 32 farmers, but 16 of them are working orchards. Those farms are farmed by 16 farmers. Mostly they don't get 840, although some do. Mainly they are in the 630-800 range.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 05, 2014, 06:39:37 PM
wow.

i just did -1 minus farmer every crop. i didnt saved alot but meh. they will have to do with it, and if they dont get food... their fault ^^
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 05, 2014, 08:11:13 PM
They'rrre here!
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 05, 2014, 09:44:14 PM
Screen 1 - Autumn 29, the nomads get busy building at Nomad Gap.

Screen 2 - Late Autumn 29, nomads bringing construction materials for the market.

Screen 3 - Late Autumn 29, planning the nomad forest nodes.

Screen 4 - Spring 30, all 48 nomads have moved out of the boarding houses and into the houses here.

Screen 5 - Spring 30, instead of the 16 farms with 16 farmers that I've been going with the past several years, this spring there are 27 farms with 54 farmers.

Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 05, 2014, 10:32:50 PM
keep it up, bro :)
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 07, 2014, 06:42:59 PM
Winter 32. Expansion eastwards along and across the river.

Screen 1 - Eastbank, the future of Rickettsville

Screen 2 - Old Forest Farms.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 07, 2014, 06:48:42 PM
Spring 33 - This old forest node is definitely in the way.
Title: Re: Rickettsville, a vegetarian experiment
Post by: rkelly17 on July 07, 2014, 08:04:32 PM
@irrelevant, am I correct that most of your fields are 15X8 or so? How many farmers do you use per field?

Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 07, 2014, 08:22:10 PM
Early Winter 33 - What forest node?  ;)

@rkelly17  Yes, they mostly are 15x8s with 2 farmers each. I feel like the oblong shape oriented east-west is planted faster and harvested faster than the square 11x11s are. Just a feeling with no science to back it up.

But if I have to choose between a smaller oblong field and a square one that is closer to 121 tiles, I'll go with square 121.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 07, 2014, 09:53:53 PM
Late Spring 35 - New farms at Nomads Market in production. You can see 60 nomads crossing the Long Bridge on their way to the Town Hall. Had to turn them down, sadly. Way behind on housing as it is.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 07, 2014, 09:55:54 PM
Going to buy some wheat seeds next chance I get; I'm curious to do a large scale comparison between wheat and corn as far as growing season is concerned. I think my current town is ideal for doing that, replace half the corn crop with wheat for a couple of years.
Title: Re: Rickettsville, a vegetarian experiment
Post by: rkelly17 on July 08, 2014, 08:41:18 AM
Quote from: irrelevant on July 07, 2014, 09:55:54 PM
Going to buy some wheat seeds next chance I get; I'm curious to do a large scale comparison between wheat and corn as far as growing season is concerned. I think my current town is ideal for doing that, replace half the corn crop with wheat for a couple of years.

Be sure and post your results. I'm always wondering which is the best choice for grain. If I remember correctly, awhile back @slink posted a town that grew almost entirely corn and beans either here or on the SRS forum. Maybe she could chime in with her experience.
Title: Re: Rickettsville, a vegetarian experiment
Post by: tomplum68 on July 08, 2014, 08:46:03 AM
beans seem to grow like crazy for me every time but both wheat and corn do pretty well themselves, i couldn't say which of those to is better although i'd say beans may be top dog as far as grains go
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 08, 2014, 08:58:38 AM
@rkelly17   Beans and corn are great, that's all I've been growing up until now, 50/50 mix. Reliable 90-100% harvests from both. It's just that I'm always looking for ways to get that last 10% ;)

The beans get to harvest so quickly that I'm always concerned about losing the corn which is still only half harvested. If wheat seems to be even a little bit quicker, I'll switch. If they are the same, why bother?

This morning seed merchants brought me wheat and squash seeds, and I bought both. I've replaced half of my bean fields with squash and half the corn with wheat. We'll see how that goes. I can survive a bad year if need be, for the sake of the experiment. I'll post results tonight.
Title: Re: Rickettsville, a vegetarian experiment
Post by: tomplum68 on July 08, 2014, 09:03:14 AM
I've had issues with squash.  it under performs compared to the pumpkins right next to it every year.  but my recent town i started on hard the first seeds i got were pumpkin and squash...two gourds...
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 08, 2014, 09:06:41 AM
@tomplum68  Yes, my impression of squash has been that it is slow to grow, but I have never had a farming setup as efficient as I have in this town. For me this will be more definitive than my earlier impressions which were based on a town with marginal storage arrangements.
Title: Re: Rickettsville, a vegetarian experiment
Post by: slink on July 08, 2014, 09:21:32 AM
My impression is that wheat survives cold slightly better but takes slightly longer to grow.  I didn't make any numerical measurements, though.  It is purely an impression, probably biased by real life.
Title: Re: Rickettsville, a vegetarian experiment
Post by: rkelly17 on July 08, 2014, 10:52:36 AM
Knowing something about real life crops does get in the way in Banished. Cabbage should be a good cold weather performer. Both pumpkins and Winter squash survive frosts (the gourds, not the vines) and actually keep better if touched by frost. Field corn is usually not harvested before a frost or two. None of which is true in Banished. My relatives in Oklahoma grow Winter wheat (to supplement the oil crop  ;D )

If you play on anything but mild climate, remember that you can lose half of your bean crop (not to mention corn or wheat or ?) to a late Spring frost. Beans are great on mild climate but can fail on harsh.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 08, 2014, 04:38:13 PM
i think the worst are pumpkins and squash. i remember some map i ve tried to put all the crops equally over all seeds types and i always end up to take back 50% of pumpkins/squash crops back to other kind
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 08, 2014, 07:01:43 PM
Well, this harvest sucked, 50,000 vs 62,000 last year. It was a more or less perfect growing season too, planting started at the crack of Early Spring, and there was no frost whatsoever before harvest was complete for all crops.

I don't have time to compile the results, but the raw data are here. You have mainly four columns of fields arranged by what this year's crop was. You can see this year vs last year for every field.

Squash sucks. Wheat is not as good as corn. Caveat here is that both may be better suited for harsh climates. Both sprouted late, wheat in particular grew quickly once it was up.

Switching back to beans and corn. Nachos!
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 08, 2014, 07:11:44 PM
Late Autumn 36 - 14 new Farms at Eastfields. I'll be planting all 14 come Spring 37.

This was a forest node in early spring. Wish I had a screen of it, but it was more or less like screen 2.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 08, 2014, 07:28:27 PM
yeah squash is very bad (along with pumpkins). so your crop were producing mainly 840 food ? for ... 8x15 crops ?
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 08, 2014, 07:54:21 PM
Moving on - for next year.

Quote from: RedKetchup on July 08, 2014, 07:28:27 PM
yeah squash is very bad (along with pumpkins). so your crop were producing mainly 840 food ? for ... 8x15 crops ?

Yes, 840 is what I expect to get on a 15x8 with two farmers.

This is going to be my standard farming setup going forward. I find the row of houses and barns, anchored on a market at one or both ends, with fields on both sides, works nicely.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 08, 2014, 07:57:47 PM
so 840 food divided by (8x15=120squares) = 7 !!!

7 food per square 1x1. again i m getting the same number :)
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 08, 2014, 07:59:06 PM
I think that is the best you can do.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 08, 2014, 08:15:20 PM
Screen 1 - And after I finish with that, next I'm going to turn this into farms.  ;)

Screen 2 - and then there's this; I haven't quite figured out yet what to do here. But I bet there'll be farms  ;D
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 08, 2014, 09:20:30 PM
Late Autumn 37 - this year's harvest +70,000. Good old beans and corn.

Pop is now 550. Graph is ridiculously steep. I fear I may be heading for a crash. We'll see.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 08, 2014, 11:48:39 PM
you ll be fine :) no worries :)
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 09, 2014, 06:09:47 PM
@RedKetchup You're right, I will be.  :D

Early Spring 39. Cross river expansion in two directions. Pop 608.

Screen 1 - Eastfield. Monster farms.

Screen 2 - Cross River North. Still not sure what this is going to be. But I have standardized my market layout to include 9 houses and all four resource producers. Gives 3 vendors, 4 professionals, and 11 builders/laborers/farmers/traders/whatever.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 09, 2014, 06:25:02 PM
looks like you are going for another 694 farmers :)))
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 09, 2014, 07:07:36 PM
Can't eat meat, gotta eat something! Plus huge surplus of food is excellent in trade. It's not like the merchants can discount it.

Late Autumn 39, briefly went over 100k food stored. Course that didn't include the 25k that's in the TPs.

Screen 1 - standard market kit.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 09, 2014, 07:29:20 PM
I can fly!
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 10, 2014, 02:00:14 PM
lol levitation ! awesome !  ;D
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 10, 2014, 07:25:14 PM
Early Spring 44 - trying something new at Northport. No farms! Gatherers instead. @RedKetchup should be pleased. ;D 

Doubled up on everything else at that market though, ports, choppers, tailors, blacksmiths, taverns. Seeing if a port, barns, and stockpiles can handle produced resources as well as a market can. So far, so good.

Up to pop 801. 134k food in the bank. May put down some boarding houses, see if I can get a reasonable batch of nomads. I got ideas.... 8)
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 10, 2014, 07:33:55 PM
Down south at Nomad Gap, nothing much has happened in the 15 or so years since I accepted my last batch of nomads. I just can't get construction materials down here, except the hard way, one painful building at a time. So much potential here though. So what I'm thinking is to burn all those bulging stockpiles up north by the ports, and everything in between as well, and force all the logs, stone, and iron to come down here. Put up some boarding houses, accept the next batch of nomads, and voila! instant development.

The markets are laid out, out in the woods.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 10, 2014, 09:13:39 PM
thanks you :) but.... you absolutly need to pair your gatherers huts with foresters, a must to do :)
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 11, 2014, 06:03:47 AM
@RedKetchup  I don't really need the logs, and anything I build there I'll be tearing out again before too long anyway, but does pairing up with foresters help the gatherers somehow?
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 11, 2014, 04:40:23 PM
Summer 45

Screen 1 - Unreal, nomads, just like that. Plus the master builder achievement (it was the 5 boarding houses, I remember scoffing at that achievement, "5 boarding houses, who would ever build that?" :o

Screen 2 - the nomad happy dance. Never saw it before. I think you only can get it if you are paused and focused down close when you accept.

Screen 3 - Farms at Nomad Gap. It's only fitting that they should be the ones to make this expansion down here; it was also nomads built Nomad Gap village at the top there, back in 29-30.

Oh yeah, and now there's 3 cases of the mumps. They popped up clear on the other side of the town from where the nomads are.

Screen 4 - they may not be good resource producers, but they have no shortcomings when it comes to providing supplies for themselves! Pretty well-balanced diet, too.  ;) But also, they make great laborers, and builders too; I mean after all they may be slower but it's not like they use more logs or stone. Really good for doing clear-cutting, heh-heh. Wonder how long it will take me to denude this corner of the map?

Screen 5 - the coming expansion at North Port. Going to be similar to what has already been done up there in the western half: double up on choppers, tailors, taverns, and blacksmiths at the single market, let barns and stockpiles supply the extra producers.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 11, 2014, 10:40:51 PM
Quote from: irrelevant on July 11, 2014, 06:03:47 AM
@RedKetchup  I don't really need the logs, and anything I build there I'll be tearing out again before too long anyway, but does pairing up with foresters help the gatherers somehow?

it isnt a question of logs... just put 1 forester plant only, just for maximize your gatherer output after you can let it empty or demolish it
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 11, 2014, 11:35:04 PM
Okay, sold.

Summer 49

Screen 1 - Northport is filling out nicely.

Screen 2 - The nomads said that instead of farms they wanted to operate a mega-forest node.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 12, 2014, 03:50:40 AM
over 1100 people now ? nice. going good :)
Title: Re: Rickettsville, a vegetarian experiment
Post by: rkelly17 on July 12, 2014, 06:52:39 AM
Quote from: irrelevant on July 11, 2014, 11:35:04 PM
Screen 2 - The nomads said that instead of farms they wanted to operate a mega-forest node.

So many years of wandering in the forest are hard to give up.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 12, 2014, 05:39:24 PM
Heh-heh, that must be it. Or could be I'm burnt on clearing trees and laying out farms  ;)

Spring 50 - Moving in a new direction.

Screen 1 - this is the old port area, and the oldest remaining forest node. The new feature here is the tunnel on the left.

Screen 2 - this leads to a lake, where I'm going to build a market and a port. Not sure that port will receive merchants, due to the "lake effect," but if not I'll use it to pull construction materials to use in expanding south from there.

Screen 3 - the valley leads from the lake down to the nomads' forest nodes. This will be a much better supply line for them.

Screen 4 - progress at Nomads' Nodes.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 12, 2014, 06:41:47 PM
i have very big doubts about your lake TP.

if i clearly understood you, you are starting to be tired to clear and put crops everywhere ? ^^
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 12, 2014, 06:51:39 PM
You do understand clearly.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 12, 2014, 07:04:42 PM
Winter 50 - year 50 was a miserable harvest. I didn't even see what happened, I was too busy with planning expansion and micro-ing trade ports. Normal production for one year is ~120,000, this year was ~80,000. Food inventory dropping from ~200,000 down towards 100,000, will probably head towards 50,000 before next harvest kicks in. Course my thrifty citizens have another 100,000 food in their houses, so there's no real danger.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 12, 2014, 07:16:01 PM
OUCH.  :'(  :'(  :'( thats hurts
can you buy some 50k-80k food to compensate ?
Title: Re: Rickettsville, a vegetarian experiment
Post by: Zephormite on July 12, 2014, 07:19:18 PM
Shows the difference between your building of a town and mine, both in year 50, I am lucky to have 50,000 food, and yours is dropping in that direction.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 12, 2014, 08:25:00 PM
@RedKetchup  I've got 10 TP all buying 10,000-15,000 of plum plus walnut every visit. I'm not really worried, it's back up to 140,000 already in early autumn.

@Zephormite  Last month we did a challenge to get the most farmers, the goal was at least 500, so I've got farms on the brain. Anyway, this is a vegetarian challenge, so I went for maximum farm production.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 12, 2014, 09:42:45 PM
@RedKetchup  I can't believe it.

Maybe the merchant boat pathing will allow them to make radical turns, but just not to turn back.
Title: Re: Rickettsville, a vegetarian experiment
Post by: Zephormite on July 12, 2014, 10:00:34 PM
OH NO! He is facing the wrong way!!!
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 12, 2014, 10:16:28 PM
I'm just amazed he stopped there. In my last town I had a TP on a lake for years that no merchant ever stopped at. I finally tore it down.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 12, 2014, 10:51:44 PM
Autumn 53, pop 1297

Going to spread forest markets across the remainder of the map. I may claim some farmland around the edges.

Stopped making iron tools, I was using them for trade; took too many logs. It's a nice early trade good, but wool coats are better once you get enough wool on hand.
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 13, 2014, 03:03:18 AM
nice. seems to me my very first games i had merchants coming in lakes... but with the seed 1008 i kinda forgot that
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 13, 2014, 12:23:46 PM
Early Summer 56 - forest development moving along, although I have noticed that around pop1200-1300, the worker reassignment engine seemed to become overwhelmed, and builders in particular were no longer being reassigned to jobs that made sense for them. I noticed a few construction projects making no headway, and found that the builders assigned to them were clear on the other side of the map. The only way to cure this was to shut the stuck project down, reduce the number of builders appropriately, unpause long enough for the former builders to be assigned laborer projects, and then restart the project, assigning new builders to it.

Screen 1 - this is a large forest project, on the frontier just north of the Northport manufacturing zone. Having experienced in the 500 farmer challenge how painfully slow building things is when the materials have to be carried in from another area, I decided to build a trader on the landlocked lake here. I assigned traders, set the inventory level to 600 log, 400 stone, 200 iron. As soon as it arrived, I dumped it out on the stockpiles there, shut the TP down and fired the traders. I'll probably never use it again, but it was well worth it for this stockpile.

Screen 2 - the last forest node remaining in Oldtown has been expanded to include another forester/gatherer combo, a market, and a trade port. I see that this node last year brought in ~3700 food, and that there are 43 people living around that market. So it is not self-sufficient. I have the feeling I will find similar situations at the other nodes, so eventually I know I will probably have to make at least one more farm complex.

Screen 3 - markets on the western frontier. The construction materials were brought there by that trade port overland from Oldtown (through the new tunnel). These resources are for future construction projects that may or may not actually occur  ;)

Screen 4 -  forest market on the southern frontier. Again, through a tunnel.

Screen 5 - forest market on the eastern frontier.

Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 13, 2014, 06:06:15 PM
Unfortunately, can't take 'em. :(
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 15, 2014, 07:33:12 PM
Early Summer 64 - pop 1746

Having real difficulty getting things built on the periphery. Not a problem getting construction materials delivered, the laborers are on top of that as well as I can expect. The problem is with builders. When I create a construction project, the builders that are assigned to it may be clear on the other side of the map. I suppose they are just the next laborers available in the huge pool that I have (430, aproximately 25% of my pop).

Screen 1 - this very small bridge is absolutely vital to my expansion, yet is has been under construction for two years. The builders come, one at a time, from 2/3s of the way across the map, take two whacks at it, and go home to get something to eat. Occasionally the builders change, but they seem never to live closer to the project. Do I need to assign a couple hundred laborers to ports and markets, to get the pool to a more manageable size? That's what I'm going to try. This is making me crazy, I am shouting and swearing at my NPCs.

Just went from 91 vendors to 191, 95 traders to 152, and 430 laborers down to 274. Maybe I should assign more farmers as well. Is the 500 farmer challenge still going? ;D

Screen 2 - western frontier forest markets coming along.

Screen 3 - eastern frontier forest market essentially complete. The sliver along the eastern shore of the lake there is one of the few pieces of undeveloped real estate I expect to have on this map 48 hours from now  ;)

Screen 4 - forest market at the Northport manufacturing complex. Done.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 15, 2014, 07:47:14 PM
Screen 1 - And just like that, the bridge is done.

Screen 2 - the final frontier, on the northern periphery: Forest nodes with market support.

Screen 3 - another diphtheria outbreak contained to patient zero  ;D

Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 15, 2014, 08:42:01 PM
I tried an experiment, I created and unpaused the houses surrounding the market, and I also marked all the stone and iron in the vicinity for collection. Almost instantly the two areas were flooded with laborers working away. Once they got out there, they just kept on working, clearing the construction sites. Going to remember that. Up to now, I had been too conservative on the periphery, releasing the construction projects in dribs and drabs, and collecting stone and iron only once I had a sizable workforce in the area. No more, it is resource collection that draws laborers to an area in droves, and once they are there, they work on clearing the construction sites.

The one thing I must be careful of is not to get my wintering farmers caught up in this.
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 15, 2014, 08:49:57 PM
Oh God, everyone is working. It's so beautiful; I think I'm going to cry. :'(

;D
Title: Re: Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 15, 2014, 09:59:23 PM
hehehehe
Title: Re: Rickettsville, a vegetarian experiment
Post by: irrelevant on July 16, 2014, 09:42:14 PM
I'm beat and I'm going to bed; I just wanted to put this up though.

Rickettsville is done. I'll post screenshots Thursday night.

So compulsive, I had to go back through and clean up/consolidate all the 2x2 and 2x3 stockpiles I put around everywhere when I was doing construction and resource collection. There must have been 25 or 30 of them.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 17, 2014, 05:21:07 PM
So now's the job of a last complete tour.

Late Spring 70, pop 2000

Old Town and Western Farms

Screen 1 - Old Town and the original 3 TPs, with Open Door Square; the northern end of the western farms.

Screen 2 - Central western farms, just south of Oldtown. Nomads Gap on the left side there. Beyond that is Nomad Farms and Nomad Nodes, that's where the tour will finish up.

Screen 3- Western farms, the south end, on the right, with part of Nomad Farms on the left. Inventory panel, top portion.

Screen 4 - South frontier forest market. Inventory panel, bottom portion. No no-nos  ;)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 17, 2014, 05:21:17 PM
Eastern Farms

Screen 1 - Across the river to the south end of Eastern Farms. Production panel. Looks like I traded away about a million of food, mainly trading beans and corn to buy walnuts and plums. Traded lots of tools, clothes, and ale, bought logs, iron, stone, wool, and leather.

Screen 2- central Eastern Farms, showing the largest portion of undeveloped land on the map, just to the right there. This by the way is the arrangement of houses, barns, and fields that I have settled on for large-scale farming operations. Very efficient of space, and of farmers walking from fields to houses and storage.

Screen 3 - northern Eastern Farms, boot hill, and part of eastern forest market. Population curve.

Screen 4 - entire eastern forest market; food chart

Screen 5 - northeastern forest market; seeds and livestock panel
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 17, 2014, 05:21:25 PM
Northern Forest Markets and Manufacturing Center

Screen 1 - North central forest markets. An unused bit there along the eastern shore of the lake.

Screen 2 - Manufacturing Center ran really well. Two markets, three ports, four each of choppers, tailors, taverns, and blacksmiths.

Screen 3 - West central forest markets

Screen 4 - Northern frontier forest market.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 17, 2014, 05:21:33 PM
Western Forest Markets

Screen 1 - Northwestern frontier forest market.

Screen 2 - Western frontier forest market, north end.

Screen 3 - Western frontier forest market, north central. Unused bit on that promontory there. But I've got a bridge!

Screen 4 - Western frontier forest markets, south central

Screen 5 - Nomad Farms

Screen 6 - Nomad Forest Market and Nodes.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 17, 2014, 06:22:44 PM
I believe this is the final save, if anyone wants to look at it. Be warned you may receive achievement spoilers. Master Builder, for sure.

edit: Actually not Master Builder, cause I tore down most of the boarding houses.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 20, 2014, 08:22:07 AM
woah ! save number 187 ! how you can deal with all these saves in your list ?
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 20, 2014, 11:04:47 AM
Well, they appear in order of date/time saved, so it's not so hard. I like to be able sometimes to go back and look at earlier things. My first town still boggles me, how bad it was. We learn from our mistakes, they say....

I'll do some weeding eventually  ;)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 20, 2014, 11:13:32 AM
but 187 thats alot lol. we have 6 per page so .... you have 32 pages rofl
personally, i put them in a sub-folder (name-seed-conditions) when i dont need them anymore.
Lucky Seven - seed 777 LV (for example)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 20, 2014, 11:43:19 AM
That's a good idea. I'll probably eventually move mine to my G: drive, I have a 1TB standalone device.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 20, 2014, 04:17:28 PM
It just hit me: this is no longer a vegetarian town; I can have sheep! Baaaa! And hunters if I want; woo-hoo!

I have a livestock merchant pinned at a TP, and I'm building a pasture. I feel so....naughty. ;D
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 20, 2014, 06:13:08 PM
woot woot , youre right, not vegetarian anymore lol but...


you ll have to change your title to : ex-vegetarian experiment ^^
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 20, 2014, 07:28:44 PM
So naturally, in two years at 15 TPs, I've gotten exactly one livestock merchant who had sheep. >:( They were swarming the place before I wanted them.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 20, 2014, 09:10:35 PM
This pasture is on the western frontier, but there are at least ten laborers living in this little valley. It took three. Years. To build this pasture. It had 66 trees in it.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: rkelly17 on July 21, 2014, 07:50:21 AM
Quote from: irrelevant on July 20, 2014, 09:10:35 PM
This pasture is on the western frontier, but there are at least ten laborers living in this little valley. It took three. Years. To build this pasture. It had 66 trees in it.

It is really a pain to expand on the frontiers when a town gets to this size. Fields that sit for a year with one tree left! Houses that take six seasons to build!  >:(  And is it just me or do pastures seem to build more slowly than anything else, even in the early years when everything is more compact?
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: tomplum68 on July 21, 2014, 09:17:29 AM
Is there a set number of laborers assigned to a job?  In the pasture example there were 66 objects to clear, let's say each laborer is expected to clear 3 things before leaving (depending on their walk sometimes they only clear 1).  There would be 22 laborers assigned to that job.  It seems the way the job assignments work for laborers is whoever is closest (I can't say I've ever had such sprawling towns or hundreds of laborers so I'm speculating) will get the clear order in their que.  Unless you prioritize the clear job they will empty their que until they get to the clear job and then go perform the work.  Unless they get interrupted by an emergency order like cold or hunger they will complete that job.

I think its in one of the town hall menus is a tab for job description and how many jobs there are, like 75 farmers in 52 locations.  Does this tab do this for laborers also?  It would be interesting to see if there were just a ton of jobs the laborers were being assigned to.

One other thing that seems odd.  People change jobs all the time depending on proximity which changes all the time with new housing and work redistributions.   You would think that laborers assigned to a job far away would eventually change job with people closer to the work site to balance everyone's distances to work. 
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 21, 2014, 09:43:27 AM
Quote from: tomplum68 on July 21, 2014, 09:17:29 AM
I think its in one of the town hall menus is a tab for job description and how many jobs there are, like 75 farmers in 52 locations.  Does this tab do this for laborers also?  It would be interesting to see if there were just a ton of jobs the laborers were being assigned to.

One other thing that seems odd.  People change jobs all the time depending on proximity which changes all the time with new housing and work redistributions.   You would think that laborers assigned to a job far away would eventually change job with people closer to the work site to balance everyone's distances to work. 

@tomplum68  I think that the job assignment engine starts to lose it when you get in the range of 1500-2000 citizens and 400-500 laborers. It just can't handle it.

There is no location data for laborers, you can see that in the screenshot a couple of posts up from here. You can click through them all though, for whatever that would be worth  ;)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 23, 2014, 06:54:25 PM
Still going for the Trader Challenge: Farm porn
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 23, 2014, 11:52:24 PM
such so beautiful places :)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 25, 2014, 05:57:37 PM
@RedKetchup  Thanks!

So I'm still working on this town, converting it into a manufacturing and trading center. I'm approaching this in two directions. First, I'm balancing out the markets that I slapped down out in the forests. When I built them they were intended to support gatherers, herbalists and foresters. Immediately after I decided to use Rickettsville as my trading challenge town, I plopped down a number of hunters cabins as well.

Now I see that what I need is more farms (I do love farms ;D ). I have to have concentrated food production, because every manufacturing building and house that I add at those markets is going to further reduce my gatherers' food production. So I'm doing a methodical, one-market-at-a-time conversion from forest nodes to farms.

I started this process in Early Autumn 77, as documented in the first post here: http://worldofbanished.com/index.php?topic=290.0

Here's the next one. I didn't think to take a before screenie, so here's an older one:

Screen 1 - Before, Late Spring 70. Not very much changed between this screen and the next, except for the pasture, and the fishermen, brewers, blacksmiths, and the additional tailor.

Screen 2 - After, Late Winter 81. The incomplete farms on the right side will become pastures. I have figured out that it is much faster to build farms, delete them, and then build pastures on the cleared land, than to build pastures from scratch.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 25, 2014, 07:09:23 PM
Exactly what I need! Labor is my problem at the moment, I had a die-off of maybe 150 right when I ended vegetarianism.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 25, 2014, 08:55:45 PM
nice !
with them you got over 2000 pop
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 25, 2014, 09:32:37 PM
Yes! Course I was hoping for 410 nomads.... ;D

So here are some other areas being developed. Three pairs of before, late Spring 70, and after, Autumn 82.

Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 25, 2014, 11:50:11 PM
i see you have 5000 stone, but i see alot of wooden houses... how comes ?

EDIT: oh i see 45000 firewood ROFLMAO
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 26, 2014, 06:55:12 AM
@RedKetchup the wood houses were all slapped down in the last 5 years of the vegetarian challenge as I was hurriedly attempting to use all of the map. Stone was a big problem at that time. Also I needed them fast.

The houses I'm building now are all stone.

Now I'm trying to decide whether it would be worth it to upgrade them. I need to count them I guess.

That's 45,000 firewood in storage. Plus 35,000 in TPs and 35,000 in houses  8)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 26, 2014, 07:56:41 AM
lololol
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 26, 2014, 08:10:10 AM
So I've got 120 wooden houses. They burn maybe 2500-3500 more firewood a year than that many stone houses do.

On the other hand to upgrade them would cost around 4500 stone (net of what would be recovered from demolition). I think I'll just build a couple more choppers, and save my stone for TPs, blacksmiths, tailors, taverns, markets, and more houses!  ;)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: rkelly17 on July 26, 2014, 08:20:44 AM
Quote from: irrelevant on July 26, 2014, 08:10:10 AM
So I've got 120 wooden houses. They burn maybe 2500-3500 more firewood a year than that many stone houses do.

On the other hand to upgrade them would cost around 4500 stone (net of what would be recovered from demolition). I think I'll just build a couple more choppers, and save my stone for TPs, blacksmiths, tailors, taverns, markets, and more houses!  ;)

I had no idea the numbers could get that big! At present in Antre, my trading challenge settlement, stone is more plentiful than firewood so I may get to work upgrading log cabins to stone houses. Of course, stone houses also require more logs, so . . . .
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 26, 2014, 10:09:04 AM
@rkelly17  The choice between wooden and stone houses is a an evil feature of this game. There's always pain; you can choose lots of pain today, or a little bit of pain forever.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 26, 2014, 09:27:09 PM
More befores and afters-.

Screen1, 2, & 3 -- Early Winter 84, Early Autumn 85, and Early Winter 85

Screens 4 & 5 -- Late Spring 70 and Early Winter 84

Screens 6, 7 & 8 -- Late Spring 70, Winter 84, and Late Winter 84
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: rkelly17 on July 27, 2014, 07:26:53 AM
Quote from: irrelevant on July 26, 2014, 10:09:04 AM
@rkelly17  The choice between wooden and stone houses is a an evil feature of this game. There's always pain; you can choose lots of pain today, or a little bit of pain forever.

Ah, yes, the essence of life.

;D >:(
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 27, 2014, 08:30:05 PM
Then and now.

Screen 1 & 2 -- Late Summer 83, Autumn 88
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 27, 2014, 09:24:29 PM
nice :) over 2.5k pop :)

soon you will try to beat my 406 nomads :)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 27, 2014, 09:35:41 PM
I keep hoping for a big horde of them to show up, but it's just 150 here, 200 there, not even worth the trouble  ;)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 28, 2014, 02:02:02 AM
Quote from: irrelevant on July 27, 2014, 09:35:41 PM
I keep hoping for a big horde of them to show up, but it's just 150 here, 200 there, not even worth the trouble  ;)

hehe 406 is pretty exceptionnal :)
i dont think Geronimo can handle more. over 50% are non educated and i have double the amount of families versus homes.
so i m working on the little sister of Geronimo :) Geronimo has a seed of 7505 , and this one , i called ' One ' has 7552 as seed. alot of very good maps in 7500s range :)
(like 7505, 7512, 7527, 7530, 7539, 7544, 7548, 7552...)

Good luck Mon Ami :)

EDIT: i finished to check all 7500s up to 7599 , nothing important, maybe 7576 if not too picky... and 7585. i checked all 7400s too : nothing at all.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 28, 2014, 05:12:50 AM
@RedKetchup  Thanks! And thanks for the tip on the map seeds. So far I've just been going with random numbers and do-overs. I'll take a look at yours.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 28, 2014, 06:18:29 AM
Then and now

Screen 1 & 2 -- Late Summer 81, Early Spring 89

I love big long bridges, they really help with logistics.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 29, 2014, 08:03:31 PM
So I spent the whole day dealing with merchants. Trying something I had read about someplace. As each merchant arrived I bought as much from him as I could afford. In lots of cases I bought everything he had I was interested in. But the food merchants had way more fruit (that's all they bring now, 20,000 and 30,000 at a pop) than I could afford to spend things like iron tools and wool coats on. So I bought what I was comfortable with, and changed my desired inventory to include a couple thousand beans and corn. And I left all the merchants' windows open until I had them all. Then I went back through, bought whatever additional fruit I could, which at several TPs was a considerable amount, as enough time had passed that I had fully reloaded. I dismissed them all at the same time. That means several months of not having to deal with merchants at all, and they will possibly all return in a narrow enough window that I can do the same thing from now on without it being a big deal. We'll see.

So I'm going to use the time to work on tweaking my town and expanding farmland one forest node at a time, without having constantly to look over my shoulder at merchants arriving.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 29, 2014, 09:13:29 PM
yeah i gave up, and i deleted like 75% of all my TPs, and selling all my 200k ales :S
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 29, 2014, 09:26:22 PM
200k ale??!?!? How many taverns do you have? :o

I've produced 360,000 ale, but I've had to sell 330,000 of it to buy stuff.  ;)

Hoo boy. Log crisis. Had to turn off all the tool production, and some of the choppers. When are those merchants coming back again?  ;D
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on July 30, 2014, 12:14:03 AM
14 taverns, i made 136642 ales so far, all the other ales i had , i bought them in exchange of things i didnt need.
i sold alot, really alot lately, just focusing to maintain this 3000 pop at flow on everything.

I am still extremly happy with this city, my first 3k city :) still alot of space to extend (all the forest in the South i dont even use it) but....... man, the game is crashing every 1-5 mins, i dunno why :( never happended to me before.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 30, 2014, 04:00:47 AM
Maybe all those merchants are just too much for it. Crashes suck, restarting.... >:(
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 30, 2014, 04:27:12 AM
Well, log crisis aside, the merchant strategy worked, they are all coming back at pretty much the same time, and about 4 months sooner than I expected them to (I guessed it would take 14-16 months). Good thing! The log issue was a nail-biter; I had already chopped every shade tree I could find and was slapping down farms just to get the trees. Starting to run out of spots where I can do that, too :P
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 30, 2014, 04:02:30 PM
Merchant Armada. Got 9 docked and the other 12 on the map, all in two months.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 30, 2014, 07:04:01 PM
Holy shit! They're back already.  :o

Last time they started arriving in Late Spring, and I dismissed them in Summer. Now it's Late Winter, and they're back; so fast!

Screen 2 -- It's a regatta!
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 31, 2014, 05:54:48 AM
This really is a nice way to deal with the merchants. A month or two of micromanagement, and ten or eleven months of peace.

Getting them synchronized initially was painful; I trade for 95% of my logs, and the step of keeping all the merchants pinned until I had them all was a serious interruption to the log inflow. But it's all good now.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: rkelly17 on July 31, 2014, 08:19:00 AM
Quote from: irrelevant on July 31, 2014, 05:54:48 AM
This really is a nice way to deal with the merchants. A month or two of micromanagement, and ten or eleven months of peace.

Getting them synchronized initially was painful; I trade for 95% of my logs, and the step of keeping all the merchants pinned until I had them all was a serious interruption to the log inflow. But it's all good now.

Maybe I'm just lazy--actually, let's say that I'm good at delegating--but once I have enough TPs to get as much as I need (8 or so) I just set them all to autotrade and let them take care of themselves. If one does not open the TP window, the merchants do their deal and then leave at the end of the season. The only problem is the incessant bonging every time one arrives.  >:( I do some manual trading if I notice a shortage of something or run a food-production deficit, but other than that I just let it go without intervention.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on July 31, 2014, 09:24:19 AM
@rkelly17  I also normally would be letting this auto-run, but I'm gearing up for the end of the trading challenge. After that I'll relax a bit.
Title: Population 3000!
Post by: irrelevant on August 03, 2014, 06:28:39 AM
Rickettsville reaches 3000 population!

Citizen number 3000 is a Demon.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: slink on August 03, 2014, 09:31:53 AM
ROTFL!
The end times are near ...
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 03, 2014, 09:48:25 AM
ROTFL back atcha!  ;D End times indeed. Although I hope not, I think I can wring a few hundred more folks out of this map.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 03, 2014, 10:15:22 AM
woah !


CONGRATULATIONS !!!!!!!!!

you did it !
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 03, 2014, 10:22:17 AM
Thanks! And now I have to get 3500, can't let you be alone at the top  ;) Course by the time I get there you'll be at 4000 in one town and have accepted 500 nomads in another. ;D
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 03, 2014, 10:37:02 AM
So now that the Trading Challenge is over, Rickettsville needs to be rebalanced yet again. Manufacturing of tools and coats is occurring at a ridiculous pace, which not only is unsustainable but also makes torturous micromanagement of trading necessary (gotta have more logs! more wool! more iron!). So I'm beginning by shutting down 12 of 36 blacksmiths and 13 of 39 tailors. Going to stop buying steel tools and warm coats, my guys will just have to make do with iron tools and wool coats. Well, they will after they go through the 3700 steel tools and 1900 warm coats still in stock  ;) Screen 1

Going to continue making ale at all 35 taverns; I have no orchards and must import fruit and nuts. All 48 woodcutters will keep at it too; from here on out most of my new houses will be far from the river where getting stone is a major headache, so I will be building wooden houses. But by cutting back toolmaking by 33%, we'll save ~1300 logs/year. Depending on how the tool situation evolves, I may shut down further blacksmiths, and perhaps even tear some of them down and replace with housing. Houses, farms, and barns will be my focus from here on out. I may possibly build one more market, in the top left corner, Screen 2.

Also going to stop replacing the tens of thousands of tools and coats that still are stocked in the TPs. Instead we'll use them to buy logs, fruit, and nuts, and decrease the desired inventory as it gets spent. Screen 3

In fact, using these coats for trade will mean I will not need to trade away firewood for the next few years. I'll take firewood out of the TPs altogether.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 03, 2014, 04:18:03 PM
hehe i see they are starting to eat alot :) 424k last year :)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 03, 2014, 04:39:46 PM
Yeah, but ~40,000 of that was for ale production, plus I trade beans and corn for walnuts, probly another ~40,000/year. Both of those count as food used.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 05, 2014, 05:29:51 PM
Well, this is different. I'm faced with the bizarre situation that, even with all tailors and blacksmiths turned off, I'm producing too much stuff (mainly food). My barns and markets are full or getting there. I'm building several new markets, and I will turn some farms into housing when harvest is complete. For the first time ever in playing this game I'm planning houses with nothing for the people who move in to them to do. I'm even thinking of slaughtering all my sheep and converting the pastures to chicken farms. At least my guys can eat everything that they produce  ;)

It would be nice if you could just sell stuff for gold.

I guess Ale is the nearest thing we have to gold, 8 trade value for 1 weight. Jeez, do I need to stop making that too, and buy it instead?

Herbs are next at 5 to 1. What a relief, no chance of overproduction there! ;D
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 05, 2014, 06:41:40 PM
no worries, it will go away enough quickly at some point (3500+)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 05, 2014, 07:56:08 PM
Yes, I expect you are right. To be replaced by some other imbalance  ;)

So here is the progress on the Final Frontier. Year 104, pop 3094.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 08, 2014, 07:23:02 PM
Dragged another big slug of construction materials up to the landlocked TP. Going to build a nice row of stone houses out on the fringe there by the hospital. Just going for population now.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 09, 2014, 03:04:34 AM
Ha! Blew right through pop 3500, and didn't even notice. And right on cue, my food reserve is low (under 50k).
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 09, 2014, 08:17:40 AM
congrats !! on 3500 !!

as you can see , a 3500ish pop is starting to eat like ogres ^^ certainly a 380-420k food per year so 50k reserve... thats 3 weeks lol
j/k
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 10, 2014, 08:42:56 PM
Thank you @RedKetchup ! Yes they are hungry hungry hippos.

Food's back under control (what's next?).

Still chugging along, heading for 4000. :)

If you have enough fruit--and by enough I mean all the houses are full enough of it that citizens aren't going out of their way to grab some--and enough vendors, you can put a tavern at each market, and the ones close to TPs can have 2 or three.

Or four. A market with lots of vendors is mighty mighty.

Forty-two taverns in the town produced 16,740 ale last year, avg just shy of 400. All using plum (could be anything, but it's important to use a single type of fruit).

Town has 137k plum in storage, and houses have another 62k, so supply is not an issue. Most taverns are on markets, like in the screenie. Got 36 markets with 555 vendors. The markets all have 1200-2500 plum. Humming along pretty good.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 10, 2014, 10:27:18 PM
wow 36 markets with 555 workers.... thats alot :) it s double what i have :)
did you sold ALOT ? to get food back to 500k food ?
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 10, 2014, 10:28:16 PM
Yes, sold tons of ale and wool coats. Bought plum and walnuts. And some veggies and wheat.

Still have 30k ale and 23k wool coats at the TPs.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 10, 2014, 10:29:43 PM
what looks like the amount of food eaten vs produced in a year ? like last year ?
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 10, 2014, 10:40:27 PM
Last year I used 460k produced 280k. I don't know what I bought but it was a lot.

Do I produce enough iron tools, wool coats, firewood, and ale to buy all the food I am short? I'm not really sure, but I'll find out here soon enough I expect.

Still adding farms here and there. That's about done, though. Might squeeze out another 5-10k from farms. No further farms after this, though.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 10, 2014, 10:49:05 PM
yeah i think you need to produce a bit more. you used 460k food last year but 50k was used to make your 16.7k ale (3 fruits per) so, you're under the 120k 150k but with all you have to sell every year... still can live long time :)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 10, 2014, 10:58:04 PM
I think I can add some more taverns.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 10, 2014, 10:59:58 PM
i was talking about food ^^ not ale hehe :) joking
btw, do you saved and reload often to get food merchants ? (instead of stupid seeds merchants / livestock)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 10, 2014, 11:01:30 PM
I did for a couple of years, to get through the crisis; so tedious. Last year I took what came, it wasn't pretty. I really need more TPs but there's no place to put them.
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 10, 2014, 11:03:46 PM
kk, bah me too i ve got to save and reload at almost every boat lol. and it s still pissed me off cause my pc is so slow, if i need to pass 20mins of reloading plus the slow speed... thats long.
i didnt replayed it since i ve reached my 4000 pop goal.

trying another map, and trying to make it mostly livestock supplied city. trying to live with livestock which is a problem for me.(deficient in all my cities)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 10, 2014, 11:06:28 PM
I have had all my merchants synchronized for the past 20-30 years. They all come in a month or two, and I keep them until they all are on. They all get dismissed together.

So I spend a couple of months focused on trading, and the rest of the time I work on other things.

It's such a relief when they leave! ;D

I have another town started too. I expect I'll start working on it more when I get to 4000. If.  ;)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 10, 2014, 11:19:55 PM
great :) so your goal is to get 4000 too ?  ;D you think you ll have still enough space to get it ? (even if i still have alot of space... it was still very slow to get that last 200 pop)
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 10, 2014, 11:30:19 PM
I think so, I'm at 3896 right now. Several houses under construction, more laid out.

This town has just about enough juice left in it to get to 4000 and then take 500 nomads and live a year. ;D

Ten years would be another story, though  ;)

Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 10, 2014, 11:36:41 PM
good luck :) mon Ami :)

if you get your 500 nomads... i ll have to replay it a while and get more ^^. they arent spawned yet since 4-6 years :S
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 10, 2014, 11:51:04 PM
Thanks! Maybe tomorrow....
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 11, 2014, 02:03:40 PM
4000!
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: RedKetchup on August 11, 2014, 02:07:54 PM
VERY BiG CONGRATULATIONS !!!!!!!!!!!! Irrelevant !!!!! I am PROUD of you :)


CONGRATULATIONS !!!!!!!!!!!! 4000 ! Thats AWESOME !
Title: Re: irrelevant - Rickettsville, a vegetarian experiment
Post by: irrelevant on August 11, 2014, 02:25:47 PM
@RedKetchup  Thanks very much! :D