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BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM

Started by brads3, September 21, 2019, 06:15:34 AM

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brads3

YEAR 10

            6 nomads arrive at the welcome sign,5 adults and 1 child.1 is the cleric. 1 heads to the fishing pier.2 DS cabins and a tiny house were built. a covered stockpile and a barn were built for the farm area.

pic 1: cleric house
pic 2: DS cabins
pic 3:clearing for farms to the south       

brads3

YEAR 11

          a group of 11 arrive at the welcome sign. 3 couples,2 teenagers,and 3 chidren.  we dig an RK stone quarry.the 4 miners build rowhouses.1 couple builds a colonial cape house and plow 2 fields.1 becomes the teacher and 1 helps plant the pear trees. with RED's regrowth,a 2nd worker is needed to cut it so the pear trees can grow.

        heath is up to 2 hearts.education is below 40%. there is a balance to the workers. the original educated bannies have the weakest health. gathering fruit and laborers storing it in different barns has helped to improve health.it is slight but there is progress. the CC church  has done nothing to help the happiness.

    this can get tricky. these bannies do not show them being sick from all colds.the game ony shows major disease outbreaks.they will show up and work,but be much slower.while they are busy with a runny nose or cough,work suffers. even thou we have stockpiles of supplies,a minor cold can start a domino effect to our production.hypothetical, the woodcutter being sick would cause houses to be short on firewood and slow production elsewhere. the laborers being ill would slow construction projects and delay them from the gathering of food.

         this adds realism but also challenges. i will have to be careful of when to accept nomads.the ore we work ahead of the nomad groups the better the odds of avoiding  problems.

YEAR 12

          we increase the tool limit.the bannies have found some iron ore deposits and collected some of them while gathering food.firewood was raised last year while the houses were built.that liit has to be managed to leave room for thatch.

        a cape house is built for the 16yr old farmers daughter.she will do some hunting to keep animals out of the crops.the other teen moved in with a girl at the DS cabins.  we started clearing land for the fort.

      no nomads arrived. the welcome sign was dropped fown to  10%.

    health does fall back to a heart and a half. the chickens have improved. they produce a total of 360 food.uneducated farmers get 200 less food,500, then the educated. with more trees being planted,the gathering hut has produces 150-200 less food.

pic 1: RK stone quarry
pic 2: New england houses for the famrers
pic 3: holding pen
pic 4: fort clearing

Nilla

You need all of the happiness aspects (at least almost) to see any improvement, only one church doesn´t make any difference unless all the others are already there.
1. safety: fire well (not one that produces water)
2. health; doctors (mostly with a working doctor), some saunas, living in the red Nordic house
3. business: market or trading port
4. faith; churches and chapels, some graveyards
5. faith community; membership in a church community
6. entertainment; alcohol and some special buildings

You will hardly get everyone happy without all of these aspects, you may get some with 4 or 5 of them. Each "black building" takes the effect of one of the good one away. " good buildings of the same kind doesn´t bring more happiness. Some other things also have an influence but these are the basics.

brads3

thank you.the church is a CC so not sure it helps at all. there are markets but might not be covering all houses and i haven't built a food market yet.i forgot the wells.we can't get a grain seed that would help the health. we are a ways from producing alcohol.

  the nomads help bring the health up. getting fruit to more houses helps also.we decrease education as we try to gain on others.biggest slow down is the laborers. they slow construction and food gathering.

     1 problem with the mod order is the RK pear orchard forest is producing pears that aren't be collected by the gatherer.that hurts our fruit and health.the laborers can collect the pears as they do flag as food.i'll have to decide how to solve this after this map. if i move the pine mod below the RK,gremlins return and limit my start choices.

brads3

YEAR 13 and 14

           5 nomads arrive in late spring.they waundered in from the far northeast corner and needed another plank bridge.
2 young couples and a child.they were quite lost and hungry. at the same time 6 other nomads arrive at the townhall. 2 couples with 2 children. so 11 nomads total. they did bring 400 corn with them and the boat returned to the Landing Fort with 20 furs.

           the 1st group were beekeepers.1 couple built a DS cabin and RK beekeeper to pollinate the pear trees. the other used a KID's beekeeper to pollinate the crops and an apple tree.they also tend to a walnut tree neazr the CC parish.

           the 2nd group came with orders to establish the fort. a post office and a house for the fort captain are built.a gate amd walls across the  river bridge are completed. another stone bridge cross a stream to the west.they travel over this bridge to hunt.

         we had our 1st death due to a cave at the RK quarry.we also had our 1st sickness. a child came down with pnemonia.
with rest and herbs the child recovered quickly.

        the corn helped improve our health a half heart. 

pic 1:RK  beekeeper
pic 2: KID beekeeper and walnut grove
pic 3:fort houses
pic 4: creek bridge

brads3

YEAR 15

         we expanded the trading post adding a seed trader.this will help bring the grain seeds faster. we would have prefered the RK farm trading post but it would not fit in the curve of the river.       

         11 nomads arrived.3 couples with 5 children. they have orders to raise food to feed miners that will arrive later.1 is a doctor.3 fields are plowed. a plymouth house and doctors office were built in the start village. the fort added 2 houses.

       we trade furs for 850 food.  we have yet to collect pears.they are producing so the extra forester will work with the gatherer. laborers are sent to clear more rocks.

     health is up to 2 and a half stars.

pic 1: seed trade post
pic 2: fort hunter
pic 3: fort fields
pic 4: doctor pffice

brads3

YEAR 16

           our beekeeper made a mistake and got stung bad enough that he died.

           a nordic wharehouse was built to store logs and inerals for the fort. a bridge was constructed to access land northeast of the lakes.we took time to clear trees that have regrown around the start village.to help the pear forest,the laborers helped cut the older trees to allow more sunlight for the younger pear trees.i sent a farmer to pick up 2 crates of pears.

       a merchant traded us strawberry seed for the linen clothing at the seed trade post.3 fields will be planted in strawberries next year.

           with our health,happiness,and education levels this low the laborers and builder are much slower.

pic 1:nordic wharehouse
pic 2:north bridge
pic 3:pear forest,no pears.i made several attempts to help the pears.there is a conflict between the RKEC and pine mod.


         

brads3

YEAR 17 and 18

            10 indians arrived.3 couples with 4 children.they head north to start a pine and a maple forest.they will hunt and fish there as well.

            the gatherers still havent collected pears.they are collecting pine mod items. i begin to think the gatherers are ignoring the RK items.unusual since all are flagged as food.the pear trees do not cut with the clear tree tool. i will try to remember to fix this between maps.

      it took time to build the indian village.we ran short on logs.i think getting these forests started will payoff.the indians sent 2 to plant the pine trees and 1 to plant the maples.

pic 1:indian huts
pic 2: maple forest

brads3

YEAR 19

            education is down to 30%,health holds at 2 and a half hearts,happiness still at 3 stars. i want to dig mines. i dont wnat to bring coal up until we have processors that need it.the DS buildings need materials that we don't have yet.so i hold off on those until we get logs stocked back up.we head to the fort and dig a precious mine.

         we setup a town gardener to cut the regrowth and gather food.we built 2 plymouth houses for graduates.these will help boost the food production.

        we traded for root seed.those wil be needed in the future to make rootbeer.

pic 1:precious mine
pic 2:indian village
pic 3:more houses

brads3

YEAR 20 REVIEW

            population grown to 107,in 26 houses. 31% educated,2 and a half hearts,3 stars
we maintain food productionwe have fruit and veggys but no grain.we have a pear,pine,and maple forest.a functioning stone quarry and a dug precious mine.as the bannies divide the fruit amongst them,health has improved.

       we have almost 4 times as many bannies in just 10 years.   49 of which were nomad from 6 groups.no wonder we felt like we worked hard but didn't have enough accomplished.we expanded fishing and hunting. the church, a school,and doctors office were built. trading has improved with the seed trader. construction has started on the fort.

        overall we made our goals for the 10 years.no grain,no pigs or other livestock,and we still need to build a sawmill.i woud have liked to start some processors. it'll take the new forests about 5yrs to grow.thety should give us enough logs for a sawmill.pine for charcoal and turprntine. as students start to graduate they can improve food production.

       i did away with the welcome sign.the mini townhall wil bring nomads hopefully every 3yrs.that shoud leave us time to recover and build houses for the villagers.we need markets to distribute the fruit and meat.NILLA reminded me we need wells. a few will be built near the plymouth and row houses.the fort needs workers.they will most likely process iron. i should start sending educated workers to the mine mountain.a DS iron ore mine wil be needed.the miners will use copper tools.

        feeding everyone will require markets to move food.we are boxed in between the huge moutain and the water to the north.there is no room to grow food nearby the production area. the fort has space for a grain field and then it will need to access the lake for food.

      we need grain and livestock.3 sets of nomads should arrive.1 set is needed to mine at the fort.1 to build markets and move food.a sawill to the east will supply DS mine and  we can begin work on processing.we will work to improve health,hopefully to 4 stars. wells will be dug to attempt to help the happiness.

pic 1: yr20 stats
pic 2: production
pic 3: inventory
pic 4: citzen graph

brads3

YEAR 20

        while we work to collect iron ore,the builders dig several wells for the start village.a SLINK's farmers market is constructed at the edge of the pear forest.it will cover the village and some of the production area.a western store will be built for the fort.

       15 settlers arrive,4 couples with 7 children.they move to the fort.4 will work the mine.a tower will watch over the hunting party.another field is cleared.

        the doc reports a miner had a case of pnemonia but recovered quickly.the trader took in 1000 oats and 400 apples.

YEAR 21

         while the builders work to finish houses for the miners,supplies are hauled for a mayors office and cemetary.we need to make more supplies.a woodcutter,RK blacksmith,and tailor expand the fort.

        we trade 50 furs for another 1000 oats. 

pic 1: farmer market and wells
pic 2:housing for the fort hunters
pic 3:mayor office and corner store
pic 4:fort tailor and BS construction

brads3

YEAR 22 and 23

        the RK blacksmith makes stone tools aand the fort tailor makes leather coats.we need to increase supplies and logs. an RK sawmill is built near the north bridge.one of our educated females will move there to cut lumber.sadly she died during chid birth the following year.

        the wells have had no impact on happiness everyone is still at 3 stars.health has came up with the oats to some of the bannies. as much as we worked to improve things,food production is lower than expected.

       in spring of year 23,we clear 2 more fields for the start village.we add another plymouth house.the workers try to find more iron ore to collect.

            i think the workers traveling farther to find materials is slowing production.that will lead to others slowiing also.we cut logs for the start village to supply the wood cutter and blacksmith there.we scavenge more iron ore.

        since the pear forest won't produce, we took apple seed in trade.we traded 20 furs for 50 stone tools.

        the indians are collecting pine boughs and maple sap. the farmers were sent to hand pick the pears.

        we had another death due to a cavein at the mine.

pic 1:RK sawmill
pic 2:another strawerry field
pic 3:apple orchard
pic 4: market stocks

brads3

YEAR 24

           we build a school for the fort.we can't build a school for the indians since we are out of thatch.by now it has died off.a pine gather cache was needed for them.a DS iron ore mine was dug.the workers switch from the RK stone quarry to the iron ore.

      health is now a full 3 hearts.
pic 1: fort school
pic 2:pine cache
pic 3: DS ore mine

brads3

YEAR 25

          WE had a work strike. the laborers and 1 farmer refused to work for 3 months.we will lose a crop and no work was  done til summer.

         3 couples arrived with 2 children.1 will haul materials for the village blacksmith.1 couple will process turpentine.the 3rd couple expands the farming to the south.

      we traded for 1000 rasberry and 500 herb bread.
      education 36%,health 3 hearts,happiness 3 stars.

      i had hoped with new workers more would get done.very little work was done over the following year.each year the laborers do less and less.hence less food and firewood gathering can be done.by now we shoud have seen more production increases as well. the vendors are moving food and logs. the workers being slow doesnt explain everything.

      it appears that after the bannies are at 3 stars happiness so long they get depressed,according to DS's info.then they are so miserable that less and less is done.i made attempts to help health.the start bannies are doing better on that. ost of the farmers should be educated.i did try to balance and spread the un-educated bannies with the educated.this too should have caused a mixture of laborers and helped. there are 3 wood cutters with logs being moved for them.yet we never catch up on firewood. at best we are cutting and producing stuff as fast as it is used.

      happiness is stuck at 3 stars. the church,cemetary, and wells made no difference. more food types and variety hasn't either. that is 1 issue. the variables did drop slower than other players saw with the DS mod. however, it doesnt seem that all mods help bring the happiness up.there is no movement to the graph except when nomads arrive or children are born.

      at this point, i have to stop and decide what to do.if i can't get the happiness up,this is deadend. i like the concept of the happiness and health aspects.i would like to try some adjustments to it,but i need to get the game to function 1st.not sure what to do with it. it may not be possable to add the happiness and health of different mods with the wild animals of the RKEC.

pic 1:E materia market
pic 2:yr 25 production
pic 3: 10 yr citizen graph and a 2 yr firewood

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brads3

 did some testing. the norseman mod is the primary mod.even with the north added, attempts to increase happiness fail. the bannies are stuck at 3 stars. i looked back at an older map where the norseman mod was used. the happiness had less impact and didn't lead to the work strike that this map had seen.the bannies  did show movement of the happines graph also. maybe the lack of production can be altered by moving the DSIM mod lower in the mod order.