World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on September 21, 2019, 06:15:34 AM

Title: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 21, 2019, 06:15:34 AM
mod order reset 108 mods  RKEC above DSIM

       had to reorganize EB's group to fix a dot icon. add TOM's norseman mod to tweak the happiness and health needs closer to that of the DS mod.otherwise those traits of the mod would be changed with the mod order anyhow.
moved pine 1.04 mod to just below Crystal Cliffs mod both just below Pine Flora Patch

move DS group below RKEC and BS tool and mini mod,disable propertime mod,

     these changes will add RED's wild animals back to the map and improve the hunting.it will take away DS minerals and force more mining for those.gathering system should be stronger and include firewood and thatch.by adding the Norsman mod happiness needs managed.health is questionable. it might be more influenced by the DS mod,if it is not overrode by the Norseman or RKEC.the workpiles are still DS textured.

      there wasn't a problem with the DSIM mod or with it above the RK. this order fits my playstyle more and by keeping the order uniform it is easier to make changes without dealing with Gremlins. my thinking is help would be sent with assingments to some of the towns i build. since the game sends them all uneducated,i have different options to counteract that. 1 of which is dealing with the lack of iron and that crazy bloomery.

      main reason i wanted to add the DSIM is the factory styled buildings. with this mod order,i should be able to make progress faster.

[Misc]
Description=RKEC DSIM|RK 1.3 K full setup||| 1.04 pine mod w/ Crystal Cliffs as a patch
[Profile]
WheelbarrowBigger=1
DebugMenu=1
Radius=1
stopcoalburn=1
BlackLiquidRain=1
CCNoSmoke=1
Norseman=1
ProperTime=0
banishedUImaps=1
SafetyHole=1
unlimited=1
OneStopAllMining=1
RKECtownhall=1
Forgetaboutorchard=1
NewPineFlora=1
MaritimesCrystalCliffs=1
MaritimesPineSet=1
SeasonFX=1
KidForestOutpostNatDiv=1
MyPrecious=1
RKPigsLivestock=1
RKBisonLivestock=1
LivestockForTrade=1
WoodButcher=1
KidGothicFarm=1
KidWestwardHoWagons=1
RKEditorChoiceEdition=1
BlacksmithTools=1
MiniBuildings=1
DSIndustryMining=1
DSStythTower=1
DSStoneHovels=1
DSNeubertSmithShop=1
DSLogHomes=1
DSFuelMarket=1
DSBridgeCrossing=1
DSFulbertWrightHousing=1
EBSVProduction=1
EBSmallStorage=1
EBMarkets=1
EBMaterialsStore=1
EBFarmstand=1
EBSVDecoResort=1
EBSVRockQuarry=1
EBLeatherWorks=1
EBFarmHouse=1
EBFarmHouseA=1
Charburner=1
EBWinery=1
KidWorkPlaceVillage=1
ColonialHousing=1
KidColonialResource=1
KidSomeBoats=1
KidGhostTownHouses=1
KidForestPonds=1
KidBakeryGarden=1
KidGHLightHouse=1
KidGhostTown=1
KidWildWest=1
KidGrannyPark=1
KidLogDepot=1
KidOldTown=1
KidPlimothHarmonized=1
KidPlimothPlantation=1
KidStorageCrates=1
KidStorageCarts=1
KidTinySeparate=1
NomadSignComplete=1
KidTwilightHerbs=1
KidVegetableGarden=1
KidWindSawmill=1
KidWoodenFort=1
KidRowBusiness=1
KidYardCover=1
KidRowHousing=1
BirchBarkCanoe=1
ForestCombo=1
DungPile=1
marketpuzzle=1
WashingMod=1
DecoPlants=1
Ketchup=1
college=1
ChooChoo=1
PlymouthHouse=1
OldHunterHut=1
TrainingCampMain=1
TrainingCampDeco=1
CityRoads=1
FlyFishing=1
NordicWarehouse=1
Hunting=1
NewEngland=1
fountainlite=1
GrassyRoads=1
FruitVegBarn=1
NewTrees=1
StorageShed=1
SpecializedStorage=1
SJGL_Small_Markets=1
GrowRoots=1
Terraform=1
CCDocks=1
CCFrontier=1
SmallTipi=1
MaritimesSherbrooke=1
MaritimesRiffle=1
NECEmptySquare=1
MaritimesStorage=1
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: MarkAnthony on September 21, 2019, 06:52:02 AM
Hey Brad, good morning.

You have some mods in your list I am not familiar with, nor could I find them in WoB downloads. Do you have links to their download pages so I can read about them?  Thanks.

BlacksmithTools
KidTinySeparate
LivestockForTrade
MyPrecious
NewEngland
NordicWarehouse
OneStopAllMining
SafetyHole
SpecializedStorage



Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 21, 2019, 07:34:05 AM
the blacksmith tool mod allows for making wood,stone, and iron ore tools,works with some blacksmiths but not all. the livestock trade adds livestock that don't give goods in pastures but can they multiply and trade at 250. u use it for horses. the my precious is a 1.06 mod that adds gold,silver,and gem stones. the outputs are low but it works with the CC fort to make coins. those are all CC mods. if you ask them for links, they should add them.

the mine mods came fro NEXUS but i think they changed the names of them.

the New England adds soe houses. i thought Pilgrim brought it to WOB. he was going to upgrade and continue adding to the mod.it was at CC long ago.if they can not get a link for it i will add 1. i really hope Pilgrim brings a new version he did have some nice ideas.

the Nordic Wharehouse should be on TOM's site.

the specialized storage mod is 1.06,adds the industrial plaza and a general  market. the market is a brown wood texture if you do not use the RK. RED's mod tweaks the texture to his medievil era.
https://banishedinfo.com/mods/browse

that site has a lot of different mods. any are 1.06 or before thou.

KID's tiny mod http://worldofbanished.com/index.php?topic=1859.0
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 21, 2019, 07:38:39 AM
i looked the version of KID's Tiny that i have is 161 so an older version.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: MarkAnthony on September 21, 2019, 07:50:07 AM
Quote from: brads3 on September 21, 2019, 07:38:39 AM
i looked the version of KID's Tiny that i have is 161 so an older version.
Yeah I already have the Tiny mod but yours said KidTinySeparate so I thought it was something else.

While I was waiting for you to respond I checked Tom's site but there is no listing for Nordic Warehouse, just the Loft-Storehouse that I already had, so I thought this was made by someone else other than Tom.

The ones that really caught my interest the most were the New England, Livestock for Trade and Nordic Warehouse. I wouldn't know where to get horses though for the livestock mod, since I don't use CC.

Thanks though.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: Nilla on September 21, 2019, 08:04:37 AM
Good luck with your Gremlins this time. I see you are using the Norseman ageing mod. Is that because you want the happiness detraction to work, for sure or any other reason? But remember, this is a difficult ageing mod in other aspects, too. The kids don´t get students until they are 12, so it takes longer to get a domestic educated workforce.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 21, 2019, 08:34:43 AM
the changes probably altered the Ds affects. the norseman will keep the happiness part fro being changed. i have the DS above KID's,EBs,and RED's mod groups.the DS group is below but as tight to the RKEC as i could move it.health will drop from the DSIM.

12? hmm i wasn't sure how close to 10 they would start school.it is similar to the propertime mod.move out from parents about 16.depending on how long they are in school,there might be 2 years difference between the 2 mods.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 22, 2019, 05:24:09 AM
   FITCH
map settings Fitch,389181142,valley no dirt,very large,fair,no disasters,medium 3<2 crop seeds and a livestock
      radishes,kale and leghorns. no grain yukk.   

GOAL: same as last map,to build a huge production city. 2 minor goals- see how hard it will be to build these DS buildings and see how the health and happiness changes effect the game.

        i was hoping for either a grain or a fruit seed.there is a long huge mine mountain close by.there are some mountains across the ruiver for a fort and silver or gold mines.

       we will have to work back west toward the river to leave space for mines. we spotted a herd of elk to the south and sent out a hunter 2 feilds and a 10x15 pasture are cleared.  a small hostel will work as a boardinighouse.  mini townhall,a wooodcutter,a Rowhouse tailor and blacksmith are built.the laborers cleared land for a 2nd workpile and moved supplies for 2 Plymouth houses. by winter we were able to build a bridge over the main river to the fort location.

      we produce twice the food we need.health is down 1 heart and happiness is down 2 stars.

pic 1: map settings
pic 2: map start
pic 3: small hostel and RH workplaces
pic 4:  plymouth houses
pic 5: KID stone bridge
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 23, 2019, 05:56:57 AM
i tried playing ahead.i have to replay about 5 years.pushed the population too fast. between TOM and DS adjustments, production fell.once it fell so far it dominoed and fell worse.no bannies died. after a few years of trying to increase production, i gave up. everything i tried to gain ground was failing.

   the Norseman helps survivability but TOM has it set to drop the production unless the bannies' happiness is full stars.health was down also so  i can't say the drop was from that or the DSIM mod. maybe both. the laborers were working as slow as the builders.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 23, 2019, 05:58:09 AM
YEAR 2

           we build another plymouth houses and start a rowhouse as well as another storage barn. while the builder clears a road,the laborers collect stone,iron ore,herbs ,and food.the blacksmith continues making more rough tools.they even trapped a fox or 2 and found a bit of gold.the chickens multiplied quicky and filled the pasture.our hunter has killed a bear and some geese and elk. we have seen bison and deer waunder nearby.

happiness levels off at 3 stars. health continues to decline to 2 and a half hearts. these bannies miss their friends and family but are exicted to explore  the new region. we are able to find some fruit and oats but not enough.as the women have new babies, the bannies do get happier. it is a short boost,then they realize they have to feed them and listen to the crying.

YEAR 3

          the plan is to develop a city to the south and west along the river. between the city and ining areas,we plan to plant some fruit trees. this will help supply logs. as the city builds up the hunting will most likey drop off.a fort for precious stones and ores will go north of the river.a nice base to launch more expeditions and send settlers farther west.

           1 child is 7 yrs old, the rest are under 2.we will not need a school for almost 10yrs. the 1st set of nomads should start the forests and build a lumber mill.the 2nd will be needed to mine for iron ore.within 3 years we would like to stockpile a trade good and build a trading post.

         now that we have areas zoned,we will build some SLINKS markets. these will give us plenty of storage and store materials for the city buildings. we won't use them ro store food. these will overlap the fort,start camp,and city areas.some players dislike using these older 1.06 mods. the industrial market is handy as it stores stone and the many minerals.the general will store clothing,herbs,tools,and firewood. all of which are old limit flags. the textile market will store pelts,fur,flax but also some precious minerals. the my precious mod is a 1.06 ,so does still use the textile flag for those items.together these SLINK markets help avoid filling the workpiles and will move stuff out of the barns so there is more space for food. the wood texture fits an early settlement better than the RK set.  during the winter, a vendor can be assigned if needed to move goods.

        i sent the laborers to gather food in late summer.they were able to go out farther. food production is +3000 and they did find more blueberries. this should slow the health drop.

      one vendor worked the markets for about 2 months.that was enough to empty the main barn by 10%.

      health has fallen to 2 hearts overall but there are some bannies showing improvment.

pic 1: more houses and storage
pic 2: SLINK's markets
pic 3: market stocks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: Nilla on September 23, 2019, 09:51:12 AM
Yes, @Tom Sawyer´s happiness system is quite brutal. It´s a big difference between 3 and 5 stars happiness when it comes to how well the Bannis work. It also depends on where "idling spots" are. If you can´t increase the happiness, and that´s not so easy, especially at the beginning, try to have idling spot as far away from where the Banni lives/works as possible or as close as possible. Sounds weird, I know.  I´ll try to explain; if there are no idling spots around when it´s time to idle (and that happens quite often) he/she just walks a few steps away, stops temporarily to work and is soon back in duty. I don´t remember how far it must be that the Banni doesn´t actually go to the idling spot but maybe something like 30 tiles. If it´s close, not much work is lost either. The actual idling time isn´t very long, it´s the time spent on the road between workplace and idling spot that may take a lot of time.

I can remember once I tried to clear some ground for a pasture, not far away from the village. There was a trading port in about this maximum distance and the Bannis just walked back and forth, maybe cutting once at a tree, then it was time to go to the trading port and idle again. It took years, to get one pasture cleared. I think I had to build a well close to the clearing site to get the work done. But also then from time to time, someone found the trading port a nicer idling spot than the close well, but mostly it worked, if I remember it right.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 24, 2019, 06:16:02 AM
YEAR 4

          we build a pear forester and gatherer hut.this will buffer the dirty mine area from the city.it fits in curve of the mine mountain.to keep the forests to the right of the road we will need a smaller forester to the south later. the more the laborers do now, the more progress later.

YEAR 5

          so far we show no cotton or flax.it could be just luck or due to the pine mod being moved. we do show  oats and wild oats plus RED's berrie's.we trapped furs and pelts but no game. we see bees but haven't found any honey.

         we decide to start growing flax and make linen coats. we will trade those for seed and livestock. furs,pelts,and flowers can be traded for supplies.

         the 2 laborers and builder fenced a cemetary and built a church.no nomads have arrived, so i placed a KID 100% welcome sign near the mini townhall. they will arrive next year.this was removed. the group woud be too large.a rough plank bridge was Debug added across a stream to the south to help nomads find their way to the mini townhall.   
 
       there is a wild boar and about 5 bison roaming nearby. we don't want to overhunt so we let them go.we took a lot of bison from the herd a few years ago and still have over 1000 in storage.we did have to take down 1 bison and scared the herd away from town. they knocked over the wood pile and scared the children.

pic 1:pear forest
pic 2: health graph
pic 3:CC parish church and cemetary
pic 4:nomad bridge
pic 5: inventory
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 25, 2019, 09:07:40 AM
YEAR 6 and 7

        to stay ahead of nomads,the laborers clear 2 more fields.the builder continues extending the roads.

         with the change, nomads are delayed a year.we used the time to stock more food,logs,firewood,and clothing.

        in late spring of our 7th year,a couple arrived.they build a DS cabin and will work the pear forest  to improve our fruit. it will take a few years for the new pear trees to grow and produce pears.we also plant the 3rd field in kale.

      the population will grow slower than when i tried a larger group.we will use the time to stockpile supplies.

       health is stable at 2 hearts.happiness at 3 stars.

pic 1: lost nomads from the prior play. this group was larger and used up resources after a few years.we had supplies for about 3 years,but after that the lower production outputs took a toll. even the educated bannies produce less with the lower health and happiness. i replayed this.

pic 2:DS cabin for forest workers
pic 3: fields 3 and 4
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 26, 2019, 10:14:10 AM
YEAR 8

           we will build a RH general trading post and start stocking it with 200 linen clothes. we have some flowers and furs to add also.

          we hunted some elk. the workers have colllected more stone and minerals.
YEAR 9

        we will plant the 4th field in radishes this year.the builder build a fish pier near the trading post. a plantation school is built.farms are planned on the east edge of the city to feed the mine workers.whenever workers have timethey will work to clear land there.

        no  nomads arrived so a 20% welcome sign was added near the townhall. we hunted bison that came across from the fort zone. health has dropped another half heart.

pic 1: trading post
pic 2: trade post stocks and SLINKs markets
pic 3: plantation school
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 27, 2019, 07:33:24 AM
YEAR 10 REVIEW

          popualtion 27,half are children.education 77%, hearth 1 and a half hearts, happiness 3 stars. we have plenty of storage,a trade post, pear forest,and a school built. the huge mine mountain will serve us well. we should be able to produce a variety of items.a fort is zoned to mine gold and silver. there is room to support a city south of the river.

      we ship linen clothing and trapped furs. as soon as more help arrives, we can dig mines. we need grain seed and would like a fruit seed and pigs.depending on the amount of help that is sent,we plan to dig 2 or 3 mines and begin construction of the fort.once the pear trees are planted, we will need a start 2nd forest to provide logs.then we will cut lumber.

pic 1: yr 10 stats
pic 2: production
pic 3: inventory
pic 4: citizen graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 28, 2019, 07:30:21 AM
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       
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 29, 2019, 08:03:20 AM
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
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: Nilla on September 29, 2019, 09:46:42 AM
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.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 29, 2019, 10:58:22 AM
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.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on September 30, 2019, 04:36:37 AM
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
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 01, 2019, 06:43:53 AM
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
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 02, 2019, 04:45:00 AM
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.


         
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 03, 2019, 04:48:42 AM
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
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 04, 2019, 07:22:32 AM
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
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 05, 2019, 05:49:31 AM
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
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 06, 2019, 06:16:09 AM
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
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 07, 2019, 07:30:47 AM
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
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 08, 2019, 08:02:23 AM
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
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 12, 2019, 05:25:25 AM
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

-----------------------------------------------------------------------------------------------------------
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 12, 2019, 05:28:17 AM
 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.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: Nilla on October 17, 2019, 09:39:53 AM
I´m not sure how the Norseman mod works in combination with others but as far as I can see it you have no alcohol and without alcohol it´s difficult to get the Bannis happy. You may get a few of them happy if all other aspects are fulfilled.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: RKEC DSIM
Post by: brads3 on October 17, 2019, 10:47:50 AM
they didn't seem to move at all,up or down.i did look back at a prior map and there the bannies showed progress. not sure if the DS mod was working to make it worse. i also don't think all modded buidings work the same to help recover the happiness.

   i do like the concept but need to look at it more to see how it will work with the settlers.the settler maps take on a lot of nomads which make sence.but nomads bring their own obstacles.  i have some ideas but need to understand why on this map happiness did not recover when a prior map it did.

   how is your move going? is it a premant move or just for the winter? when you get settled in maybe we can debate some ideas.