News:

Welcome to World of Banished!

Main Menu

Tiny Isle (v 1.0.1)

Started by nmid, May 10, 2014, 01:17:29 PM

Previous topic - Next topic

0 Members and 12 Guests are viewing this topic.

nmid

So, Solarscreen on shiningrock forums had started a musical chair challenge.
I was 2nd in the queue and played for about 20-25 years.
http://shiningrocksoftware.com/forum/discussion/3158/musical-town-challenge-tiny-isle/p1
(Head over there to pick up the map!)

This is how it looks for whoever is going to take it over.
Tiny Isle (Musical Chairs) - 2nd seat - http://imgur.com/a/rtyFh#0

01 TinyIsle - 24A - Starting Island.png


02 TinyIsle - 25A - Starting Island + Pathing.png

Added Pathing and planned out all the trading ports. Short on stone and none in easy reach. Pathing will probably help in making it easier to collect the stone... and I need the pathing, long term.

03 TinyIsle - 25C - Expansion 2 a.png

The 2nd expansion with two forest zones planned out.

04 TinyIsle - 25C - Expansion 4.png

Expansion 4 for later on in the future.

05 TinyIsle - 25C - Expansion 2 b - backyard.png

Expansion 2's backyard. Nothing planned out for this area right now.

06 TinyIsle - 33B - Expansion 3.png

Expansion 3 - Market and farmland planned out. Townhall operational. Connected all the areas with roads.

07 TinyIsle - 37B - Expansion 3 a.png

Expansion 3 - Farmland built. Market's still not needed. Planned out a hospital, chapel and filled out the area with housing.

08 TinyIsle - 41A - Expansion 3.png

Expansion 3 - Market and farmland built. Planned out a hospital, chapel and filled out the area with housing.

09 TinyIsle - 42B - Expansion 2.png

Expansion 3 (in spring) - Trading economy being expanded. 2 more trading ports operational taking it to 5. New school up.

10 TinyIsle - 42B - Expansion 4.png

Expansion 4 .. finally being planned (zoned) out. Have 3 forest zones in this area along with pathing.

10a TinyIsle - 46A - Expansion 4 - Forest zone (NE corner)

Expansion 4 up and running.

11 TinyIsle - 46A - Expansion 2 (Nomads).png

Expasion 2 - Started building stone houses. In this map, I built around 60 houses/175 citizens before I moved from wooden to stone houses.... and we have Nomads knocking.

12 TinyIsle - 46A - Expansion 2 (Nomads accepted).png

Nomads accepted!

nmid

Spring 2446
https://dl.dropboxusercontent.com/u/25855891/Save31.sav

> Mini pasture has been built for holding the 2 sheep I purchased a few years ago. Going to make a bigger pasture west of the starting island.
> The pasture near the dock will be a holding pen for future purchases of beef and chicken if reqd.
> Steel tools are being imported with 2-3 blacksmiths ready to produce iron tools in case I fall into danger levels.
> Stone/Iron are being imported.
> Imports are set to the same fruit/vegetable/grain that we have seeds for (cherry) (corn/pepper later on). Wool/Logs as well.

22 years and used 25% of the map (from 12 to 3, if you imagine a clock on the map).
There's still 75% of the map left to use.


Anyway, I continued playing this weekend, from my handover point and I am now on year 76.

Year 76 info









The town map -
Full sized images > http://imgur.com/a/kOqJy#0
01 - Starting Middle Island, now trading sector

Starting Island, now converted to trading city

02 - Expansion 2 and 3

The 2nd expansion to the mainland and the 3rd expansion of forestlands. The northern part of this was forest area (expansion 3), but the city expansion 2 grew to take it over.

03 - Expansion 4 - Forest Zone

The main forest area with 3 foresters. Tested out herbalists... and overlapping hunters, which didn't work too well.

04 - Expansion 2 Backyard

The backyard of expansion 2. Was originally a forest area, but expansion 2 grew and took over the lower part.

05 - Expansion 2 - Storage Area 1

This area was built for extra storage barns and then after a couple of years a few taverns and tailors were thrown in to use the stored resources.

06 - Expansion 2 - Storage Area 2

Same concept being used and will come in handy for the ports going to be built to it's west.

07 - Expansion 5

Expansion 5, originally built for just the pastures. As you can see, it's a mix of various things with no specialisation yet. The market on the west can take care of an entire block of houses, but I don't want to cut down the dual hunter circle right now.

08 - Expansion 6

Expansion 6, needed the pop for all the ports and growing my city. The lower houses might have a slightly longer walk, but it's not more than 1 screen far for now.

09 - Expansion 6 backyard

Expansion 6's backyard. Going to use this area for the eastern port employees. Production building won't be feasible in this area.

10 - Expansion 8

Expansion 8 which has the eastern ports for expansion 6...This is quite close to Expansion 2's storage area. Expansion 8 will be houses and production centres on the land, east of the trading river.

11 - Expansion 2 - Storage Area 2

Which is next door to expansion 8 and expansion 6's backyard. (the eastern ports on the lower river).

12 - Expansion 7

Expansion 7, which is another mini town with a few production centres. I still have to build more houses west and south of the market, remove the farms and add more production centres in that area.

13 - River 1

River Entrance.. the start of all the ports.

14 - River 2

River snakes on, touching a number of ports

15 - River 3

The river opens up to a lake but a mountain cuts down on my port placement

16 - River 4

That lake was a lucky one. It has access through the main river, not the side mini-river. It allowed me to place my main ports for expansion 2.

17 - River 5

My eastern ports / lower river ports. To the east of the ports, I'll place a number of production facilites. This will be used for expansion 6 & expansion 2's addon extentions.

nmid

My expansion plans
I decided to go light on farmers in this map and decided to go on trading + other non-farmer food sources. This should help me avoid farmer death marches in winters.
My citizens will survive on 2-3 food groups.. mainly fruit, supplemented with the occasional gatherer/hunter/fisherman generated meat/vegetables .. and a bit of the 2nd imported food.

I have 1100 pop but I only have 86 food producers (41 farmers, 12 fishermen, 14 odd gatherers, 21 hunters).


I plan on expanding on the river initially, focusing on import/exports and only after I've settled the entire river area, move inland.
That's where I might plant more serious, permanent farms, but that's a way off.

My trading plans 25 trade ports atm.
Food merchants - I decided to import only one type of fruit.
I went with cherries, as I already had the seeds for it. I also added one other food group on a few of the traders (walnuts/corn/pepper).
General merchants - I decided to import wool/logs/cherries.
I prefer buying fruits from general merchants as firewood is valued at 4, instead of 3 with the food merchants.
Resource merchants - Wool and log.
I put in occasional custom orders of one additional item (stone/iron/steel tools/herbs) on few of the resource merchants.

If I need more stone, then I order an extra batch from one of the general merchants, that can carry more.
The lack of multiple custom orders does require me to manually buy the remaining cherries after the initial auto-trade, but it lets me focus all my buying power on fruit.

My Current Situation
In year 76, I am importing two food types from most of my food merchants. Fruit (cherries) and one other food group (walnuts/corn/pepper) from each food merchants using 25 trade ports.

1. My Taverns are always fully stocked and producing ale. I'm getting an average of about 300 ale per tavern.
2. I don't have to worry about the seasonal farmer job changing, along with their death marches.
3. I'm getting an average of 550 firewood (which I have to optimize and increase to 700-750) and about 100 wool coats per tailor (should touch 120).

My usage/production figures

I do need to build a lot more taverns,tailors and wood cutters to make a dent on my yearly imports of wood/cherries/wool.

What I have in storage.


15000 wool  :shock:
I have to build 35 more wood cutters, 140 more taverns and 140 more tailors to utilise my current imports from the 25 trade ports! Lol.
Wonder what it will be like when I get the 70 odd ports working...:?

My current production buildings.



What I have in trading ports.


My Future trading plans
I have started switching to 3 food types this year and plan to switch to 4 food types by year 100 to remove any micro managing of trading ports.
Currently I already have a 2.5 year buffer.. so let's see how buying 3 food type pans out over the next 25 years.

nmid

This is what it looks like..
)

I played another 10 years, but when the update v 1.0.2 came out, I decided to play it again from scratch to make use of the new trade ports.
Didn't want to rebuild all the existing trade ports in the v1.0.1 save files

mariesalias

Impressive planning and trade port usage! I have not played around with the auto-trading feature at all yet; just looking at all your trade ports  leaves me feeling a bit overwhelmed! ;p