News:

Welcome to World of Banished!

Main Menu

BRAD'S SETTLING OF AMERICA SERIES 3: Ashvilla

Started by brads3, February 19, 2019, 08:18:49 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

brads3

YEAR 10 REVIEW

              population 41,65% educated.our food production has improved.the tailor worked to stockpile linen clothes and supply the trade post.we worked from a start base to  stockpiling supplies for nomads.       

                it is a long  way out to a mine mountain.even farther to get where we want the forests.in the meantime we do need to be concerned with fruit.now that we have more laborers,we may keep a vendor and build some markets to stockpile supplies.   

pic 1:yr 10 stats
pic 2: production
pic 3: inventory

brads3

YEAR 10

           we have 1 new graduate that will plant another 8x10 field.the other graduate movedin with the nomads.we want to keep the fertilizer but need a better place to store it.an industrial storage would move the iron and copper ores.the textile flag has alot of miscelanious goods under it, gold and silver ores,along with the cotton and wild flax.a wharehouse for the ferttilizer and some SLINK markets will move goods across the river.

       it was a good plan.the wharehouse doesn't want to move fertilizer.to specifically move fertilizer a tradepost will be needed. the 1 pasture is producing almost 100 a year.we don't plan to trade any of it.the merchants don't want to haul the smelly stuff far away. the trade post will move and store it away from the work pile.RED's carts will help to move it to greenhouses.that is many years in the future.                   
       

brads3

YEAR 11
     
         a small tradepost will add to the storage area to deal with fertilizer.then the bannies had digging to do.they dug enough ground for 2 cranberry fields to be flooded.they are ready for graduates.soon we will have fruit. the planter stopped and took an order for apples and vaggy seeds.

       a couple warm summers and the extra storage space has helped our food production.we have 10,000 stored and the limit was raised  from 15,000 to25,000.

YEAR 12

             there is more than enough flax stored.the garden is disabled.the trade post increases stocks of coats and flowers.a granny park adds to the town center.these are handy filler pieces.we can use more  of these.an herb garden with different plants and flowers,a park that produces maple sap,or a park with some bushes for the bannies to idle at.maybe even a swimming hole park would be neat for the bannies. 

         KID's dung pile works to store the fertilizer. it will  keep it out of the work pile.the bannies are known to drop items all over the map.the wharehouse and market mods work to keep items more convenient for the workers.

pic 1: storage for future goods
pic 2: NEC riffle mod digging tool.CC terraform was used for the center to drop down 1 tile.note the sloped banks
pic 3: flooded cranberry fields,since the bannies can collect them they should be able to grow them.
pic 4: floating crates.RED gave us a couple storage spots that can be built on dry ground.his dockpieces won't work under these crates so a CC water level dock will be used under the 2  piles.

pic 5: granny park
pic 6: dung pile to store fertilizer.

Nilla

It looks like the dung pile works like a storehouse. Does it mean, that if you build a greenhouse close, it can´t use the dung? You may remember I´ve struggled with the fertilizer on every possible store as well. This may be a part of the solution. But if it works the way I think, what do you plan to do, when you want to use the fertilizer?

brads3

RED's carts will pull it out to greenhouses.yes it does act as a wharehouse and you manually have to adjust how much is sent.it will stop the fertilizer from being scattered all over the map.

Nilla

There´s only one problem; the carts may be filled with clay and sand so the dung you send out of the dung pile may still the same land all over the map. (unless you have some other mods that override this)

RedKetchup

we have no choice out to deal with the flag limit system :(
and now it probably too late to use one of last flag and put the fertilizer alone on it ^^

tons of buildings will stop to work.
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

brads3

oh i understand it isn't a perfect system. if i can calculate how much fertilizer a greenhouse uses per year and send that amount out from the dung pile and TP,then it would go to the carts and be qickly used. of course theory and what the bannies might do can be different. for noiw it works to keep the fertilizer from filling the start pile.

     the more materials in the pile the better.the wood cutter and blacksmith need those materials to save them searching later. that pile gets less and less supplied the farther out the bannies build.if that pile was full of fertilizer,all the workers would slow down. they would have to search for materials and then tools.these farmers take over a month to harvest.if they slow down ,the frost will hurt the outputs.

Nilla

Quote from: RedKetchup on February 25, 2019, 10:30:58 AM
we have no choice out to deal with the flag limit system :(
and now it probably too late to use one of last flag and put the fertilizer alone on it ^^

I know, @RedKetchup and even if it seems like I´m complaining a lot about the fertilizer, it´s no real complaint. Actually, I find it a part of the fun to work with these logistic issues, to locate different sites in a good way and use the carts and other storage in the best possible way.

In my latest games, I only used the specialised stockpiles. That also helps to keep the different materials in the right area.

brads3

YEAR 13-14

           9 more nomads arrive in late spring of the 14th year.8 workers and 1 newborn. 1 family will move toward the cranberry fields and build a fishing dock.another will move to the east side of the lake and start an apple forest.all but 4 of the nomads move out of the boardinghouse.           

pic 1: apple forest
pic 2 RK fishing dock

brads3

YEAR 15

          an herbalist will work the forest.an apiary is needed for bees to pollinate the apple trees.another house ius built for a laborer to help supply goods to the forest.

          this group of nomads did have some age differences.we have a 37yr old single male,a 14 yr old single male that has to age up before taking a wife.and a 12yr old female worker is still staying in the boardinghouse.1 of the forest couples took a young male worker with them.these yong people were just old enough to avoid going to school.there are enough houses to move the un-educated workers away from the farms. the cranberry fields are still waiting for educated workers.the forest will supply fruit. we have a 17 yr old male and several 13yr old students in town.

          i have not sent a quick hunter out. there has been no large wild animal herds near town yet.

pic 1 apple apiary
pic 2: forest outputs

RedKetchup

> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

brads3

glad you think so. there is a lot of trees to cut down and replant to apples.

Gatherer

Quote from: brads3 on February 25, 2019, 10:51:59 AM
oh i understand it isn't a perfect system. if i can calculate how much fertilizer a greenhouse uses per year and send that amount out from the dung pile and TP,then it would go to the carts and be qickly used. of course theory and what the bannies might do can be different. for noiw it works to keep the fertilizer from filling the start pile.


In my current game a pasture of 20 bisons produces 320-340 fertilizer per year. I have 3 RK greenhouses and can also afford to sell some fertilizer now and then.


This is for RKEC Light v1.1.
There's never enough deco stuff!!!
Fiat panis.

Nilla

Quote from: Gatherer on February 27, 2019, 09:34:21 AM
In my current game a pasture of 20 bisons produces 320-340 fertilizer per year. I have 3 RK greenhouses and can also afford to sell some fertilizer now and then.

I´ve noticed, too that it´s far easier to produce fertilizer from pastures (pigs or bison) than from the thatch-stable chain. Now it doesn´t matter to me, I like the meadow and stables too much to only make it easy.

Quote from: brads3 on February 25, 2019, 10:51:59 AM
oh i understand it isn't a perfect system. if i can calculate how much fertilizer a greenhouse uses per year and send that amount out from the dung pile and TP,then it would go to the carts and be qickly used.

If I remember it right the greenhouses from Red use 2 fertilizer and 2 water to produce something like 24-28 food (depending on which crop you use) for an educated worker. 1 fertilizer gives about 13 food. If you look at your output and divide it with 13 it will give you the amount of fertilizer needed each year. (say you produce 1000 food, 1000/13=77 fertilizer, maybe 100 if you have uneducated workers)