World of Banished

Conversations => General Discussion => Topic started by: markfamily on January 15, 2018, 12:36:23 PM

Title: ageing mods
Post by: markfamily on January 15, 2018, 12:36:23 PM
I have played with a few aging mods like realistic aging and one to one aging stable pop etc. Has anyone got any recommendations of others I am looking for one that slows the population explosion down and not make you rush the midgame.
Title: Re: ageing mods
Post by: smurphys7 on January 15, 2018, 02:01:26 PM
What is the mid-game rush?
Title: Re: ageing mods
Post by: markfamily on January 15, 2018, 02:12:46 PM
The part  where loads of babies are born as your population increases
Title: Re: ageing mods
Post by: galensgranny on January 15, 2018, 02:45:59 PM
You might try Kid's Proper time mod at http://worldofbanished.com/index.php?action=downloads;sa=view;down=154
Title: Re: ageing mods
Post by: Nilla on January 15, 2018, 02:50:04 PM
I have tried several "real time" aging mods. It looks like you want one that slows the population growth down. I don't really think any of the mods, I tried helps much. You can avoid those where the childbirth age starts early and continues long. The best I can think of is @torgonius "real time aging". It´s quite similar to @kid´s proper time, but the age as women don´t get babies anymore is lower. (as far as I remember)

But for a slow growth, and few babies, I would rather try to use houses for smaller families. That's the best way to regulate the growth and of cause, build less houses than families.
Title: Re: ageing mods
Post by: brads3 on January 15, 2018, 05:17:47 PM
are you all aware of the changelog for the 1:1 mod? there is 14 options to that mod. https://banishedinfo.com/mods/view/27-one-year-is-one-year-Update-26-17091434#changelog

the easiest way to slow the population growth is to stop building houses and stop accepting nomads. if that isn't helping enough ,i would suggest looking for an age mod or option with a lower max age.then the children would be replacing existing workers sooner.it is hard to see it since the game doesn't show you the numbers. you need an amount of children equal to the number of bannies in the death range.this is the age at which they die +/- x amount of years. in the propertime i use this range is 30 years.+/- from year 75. so if you graduate bannies at 15-16,you need half as many children as old bannies. notice i said children which includes students.
    as i said the game doesn't show all these age ranges. it counts all adults the same but there is 3 brackets plus the children. child-bearing ages,non or post-child bearning,and those i call old inside the die off range.

       what we need is less houses.instead of moving all children out to new homes,you need about half the houses having children and the other half working on retiring.does anyone play that way though?
Title: Re: ageing mods
Post by: Turis on January 16, 2018, 03:57:41 AM
I do with the North mod for that reason and lack of food.
Title: Re: ageing mods
Post by: markfamily on January 16, 2018, 12:08:10 PM
Thank you all for the tips, I think you are all right and I build houses to quickly if I remember on my last play through I had about 500 adults and 700 children which just meant fighting with food growth.
Title: Re: ageing mods
Post by: Anjell on January 31, 2018, 04:40:18 PM
I use the Immortal Aging Mod from CC so my bannies DON'T die of OLD AGE but they will die of accidents, disease, starvation and freezing.
As long as you don't build too many houses you will have constant adult workers for farms and production buildings.

Keep in mind THEY DONT DIE EASILY. So you have to provide plenty of food to them. It's a Challenge!!!
Title: Re: ageing mods
Post by: grammycat on January 31, 2018, 07:56:06 PM
If you use Steam, there is one there named Slowage which slows aging to 2.5 instead of 5 for every year.  I use this one myself and it works well.
http://steamcommunity.com/sharedfiles/filedetails/?id=391031511&searchtext=slowage
Title: Re: ageing mods
Post by: child_of_air on February 09, 2018, 02:21:47 PM
Although the real-time aging mods take some getting used to, I actually quite prefer them. This is a matter of preference but I like to see my bannies progress in their lives, instead of have it be over too quickly. Also, as previously mentioned, it allows me to focus on building a town rather than just creating housing just to keep the population going. I play with the game on X5, for few seasons, then slow it down to X2. I can't imagine playing the game on X1, too boring.
Title: Re: ageing mods
Post by: oldgraywolf on February 26, 2018, 03:01:57 PM
So for someone new, been playing vanilla a couple of weekends, would you suggest this to slow the game down or try to just regulate with building homes? I do sometimes struggle with population swings but I'm getting better. The 1:1 aging sounds the best for me but I'm still looking around.
Thanks.
Title: Re: ageing mods
Post by: brads3 on February 26, 2018, 03:20:18 PM
age mods will slow the population growth considerably since bannies will bar children and age on a year to year base instead of the vanilla speed.to me it makes sence to have the bannies living and functioning the same as crops grow.more of a balance approach. this will benefit the food graph and slow the need for food. less population growth means less food. it should give you more time to look around and expand and build since you won't be struggling to keep up on the bannies needs. the 1:1 mod has several options in the comment section depending on where you loaded it from.the propertime mod is similar but with some nice changes. the school age is about 10-16.and then they graduate school,move into their own homes and pair up.this makes a smoother flow to the population.
     as you get more used to the game,there are options to add more bannies with nomads.different mods work different on those.experiment and try some things. add a few mods here and there.
Title: Re: ageing mods
Post by: Nilla on February 26, 2018, 04:07:19 PM
Since you are new to this page @oldgraywolf, you don't have to be surprised; @brads3 and I often disagree. So this time too.

A real time mod do slow the game, and the flow of the game, at least at the beginning/mid game but it doesn't slow the demand of food; It's quite the opposite: You need to produce more food and other resources, because the ratio children+students/adults is higher in a real time aging mod. Each adult have to support more children.

Personally I find a real time mod is too slow. I use to say; there's a reason why Banished has this weird 4 years aging in one year; and that is to create a good "flow" of the game. I only play a real time mod in combination with some special nomad attractor, that sends you a lot of nomads.

But this is the good things with Banished; we can play it in different ways. Some people play real time 1X others "vanilla" speed 10X. Everything works.

In your case I would try a real time mod and see if I like it. There's no right, no better way. Find out what makes you the most fun.
Title: Re: ageing mods
Post by: oldgraywolf on February 26, 2018, 04:27:45 PM
Well, thanks to both of you. Some disagreement is almost always healthy.  ;D
I do want to try a few different things, right now I'm just looking and reading while trying to figure out in which direction to go first. There seems to be quite a few different mods and styles here so I'm slowly taking it all in.
I'll probably stay vanilla for another week or so and make sure I've got that down before going with any mod.
Thanks again, very supportive on this site so far. I wasn't sure what to expect with the game being a few years old. Nice to see.
Title: Re: ageing mods
Post by: brads3 on February 26, 2018, 05:15:00 PM
say what? NILLA if a female has children 2 yrs apart at vanilla speed she can have 2 per game year. at proper time or 1:1 aging ,she will have children 2 yrs apart. so in 4 yrs 1:1 gives you 2 children,vanilla can give you 16. now yes the houses won't allow her to do that.however that is still the house will fill faster.so while food is being stocked up the 1st and 2nd year via proper time,the vanilla time will be eating that surplus.children dont need tools.and clothing needs go up if population goes up.
    as to game speed,that is more dependant on computer.a 10x speed with many mods will slow down and play more like a 2x. again a more pwerful computer will not slow as much as mine does.there are tricks to help this issue though. the pause button is a handy too to give you time to look around and plan ahead.
    don't mind her she is just fiesty.
Title: Re: ageing mods
Post by: Nilla on February 27, 2018, 06:07:57 AM
Well, @brads3, I´m sorry (no, that´s a lie, I´m not sorry ;) ) to say that you are wrong! In fact, women get more children in a 1:1 game. Just look at our present blog games: In your latest screenshot with menus, there was 188 adults, 56 students and 117 children. That´s 0,92 children/student to support for one adult. In mine it´s now 964/138/167 that´s 0,32 for each adult. I have turned housbuilding down a bit, but even if we look back in my game to a time as I expanded as fast as I could it´s far less than yours; in year 27 there was 162/30/61 that gives 0,56.

It´s not our different ways of playing, that give these numbers. If I play real time, I get about your numbers as well. In a vanilla speed the children becomes students in 2,5 real years and  adults 1,5 year later. Of cause you have to be more active at the beginning when the population grows faster, but you also have more workers.

Again, I will not say that real time aging is bad. I will not say, that it´s easier or harder either. It´s just different. I find it boringly slow at the beginning, as the game goes on, it speeds up. After 30 years or so, you have about the same flow as in a vanilla game but if you continue a couple of generations, the speed continues to increase and the population growth gets hard to control.