YEAR 50 review
population 493,292 working adults,56 students,145 children in 129 house + 4 boardinghouses.43% educated
we grow by over 5 bannies per year.this means we should add a food worker per year.we need 7 more houses.we should also add 12 more food workers.we have traded for 17 seeds mostly vegetables and sheep,dairy cows,deer,leghorns,pigs,and bison.4 or our 5 greenhouses produce fruit. 1 is set to corn.
we export mead for food,lobster pots and turpentine for building materials,perfume for livestock,
furniture and flowers for seeds,as well as leather and pelt coats and candles.we peoduce several different types of clothing and tools.
mods completed:mini,plymouth houses,veggy&fruit barn,storage shed,emporium,KID's deco plants,forest outpost,workplace,chicken coop,zmasher,bakery and mills,tropical greenhouse,brad's smokehouse,new trees,RED;s fodder utility,ketchup,snughouses,and DS hovels.i have held churches and fences for later. about 46 mods out of 110 mods.i have only used about 25% of the map.several large mod sets are started.with many large mod sets yet to build,i think i am close on space but not overly concerned.
our greatest problem seems to be logs.we should start to run the east edge with forests.this will also push our meat and fruit up.in the next 5-10 years,logs and our production area should be a primary focus.if nomads arrive,they should expand the colonial farms and out wildwest town.for the next 50 years,i want to build the large city mod sets.unless i get food reserves up condiserably, i will hold off building more nomad catchers like the lighthouse.
though i should do a tour,i will hold off.it would be a lot of pics.lets see where i am by year 100.
pic 1: year 50 stats
pic 2: 5 year production
pic 3: 5 year food graph
pic 4: inventory