World of Banished

Sightseeing => Village Blogs => Topic started by: Nilla on February 06, 2019, 06:52:41 AM

Title: Nilla- Bowmorettown
Post by: Nilla on February 06, 2019, 06:52:41 AM
I actually started the new game yesterday. I just played a few years. Again only RKEd but this time a medium lake map. I think this will solve some of my hunting problems. I wanted to have a little "fun" at the beginning so I started a "Jack and Jill" game. They have nothing to start with.

First picture
I've cut in the map and start options.

The start is certainly tough. Both the freezing sign and the starving sign appeared, but the spring got warmer, the wood is full of food and they both manage to survive.

I built the shed first. The stupid Bannis can't eat directly from the wood. They need to put their food in a store first.

Second picture
What are these bears doing? Raiding the food store or killing a "prey" before it's winter sleeping time?

The bears went away and the family survived with enough store. After the house I built the blacksmith (took a long time; food and firewood need to be collected along with a lot of building material). The clothes are in rags: the tailor need lumber so a lumber mill was built.

Third picture
I was happy that the first child was a girl but she was 10 years before she got a brother. This will be a slow growing settlement. I want as many as I can, to be educated, so after the tailor we will build a school. It will not make it grow faster but that doesn't matter to me in this game.
Title: Re: Nilla- Bowmorettown
Post by: Artfactial on February 06, 2019, 07:31:21 AM
Nice!
Jack & Jill looks really tough.
I've done a few tries with Adam&Eve with 1 Year is 1 Year, it take sages to get something done and everything needs to be micromanaged between the few Bannies you have.

Looks like a good start!
Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 06, 2019, 07:31:43 AM
those jack and jill are crazy difficult.
Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 07, 2019, 05:30:44 AM
Jack and Jill is indeed a challenge. You also need patience. Everything takes a long time. I wouldn't want to play it with a "real time ageing" mod.

I got really inspired by @Artfactials records on his population. I've tried this before but always got lost after a few generations. This time I've decided to make it different and give them family names. I will not make it traditionally historically correct, where the man's name is dominating. I'll give the boys the name of the father and the girl the names of the mother and follow the alphabet and use names of trees (in Swedish). This is a totally inbred community and there were always an Asp marrying a Björk until the first nomads from the far south arrived; named Citron and Daddel. ;) I also make a note on the generation and the relationship of the couple. More than 3. cousins are not seen as related anymore.

So far this is quite a perfect game @brads! ;)

First and second picture
Year 8. 8 terribly inbred inhabitants.

A lot of micromanagement. It would have worked with less buildings; there's not enough people to run them all anyway, but I want the people busy. When the basic needs are fulfilled, they collect building material and when there's enough we build something, we will need in the future. You can see the footprints of the upcoming buildings.

Third picture
Year 12. The population has grown to 13. The initial couple, both around 80 years old are still alive.

The buildings that were planned in year 8 are built and a few more. The next plan is huge; a lighthouse!

Fourth and fifth picture
Year 17.
It took a few years to build this beautiful lighthouse and now we have statistics.

The first seed merchant brought rye. That's a good first seed. I've filled the port with firewood, so I can buy it but decided not to. I will run this settlement without conventional farming and the firewood (and meat) will eventually leave the port. Too dull to trade with. There are so many other more fun options in this mod for trade.

The picture also shows my strategy to grow; I keep track of the female students. Sometimes around 14 I build a house almost ready, stop it and finish it, as soon as she's an adult. There has been more men than women almost all the time, so she normally have several men to choose among.

Sixth picture
Year 18

This is what I'll do instead of conventional farming. (Together with my beloved meadow/stable/greenhouses later in the game when we have more people to run the sites.)
Title: Re: Nilla- Bowmorettown
Post by: brads3 on February 07, 2019, 05:58:41 AM
i may harrass you but am very glad you are back. your input on balancing outputs will be very helpful.
Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 08, 2019, 07:32:35 AM
Keep on harassing @brads3, that´s part of the fun. From time to time there might be something in return. ;)

I was so busy keeping records of my population, that I forgot to make any screenshots yesterday. I´m surprised to see, that I still can keep the record of the people but I´ve given up the attempt, to figure out, how they are related. That´s too complicated. They are usually related in several ways. It looks like someone can be his own uncle.  :P :o

The pictures are all from where I stopped in year 26. The settlement is nice and prosperous.

First picture
Overview of the settlement. Pretty much everything is shown on this picture, except the lighthouse.........

Second picture
..... but you can see, it´s not too far away. It attracted nomads twice. So besides the initial Asp and Björk and the well established immigrant families named Citron and Daddel, we now also have some people with the name of Ek, Fur, Gran and Hägg.

I plan to fill the space between the village and the lighthouse with a canal, to connect the second lake to the river.

Third picture
The village centre. You may see, that many (but not all) houses are red. That´s on purpose. It´s no myth that Swedish houses in the countryside are red and white. In my village there is one green, one blue and one brown house, the rest are red.

I show you my inventory. You can see, that I process as much food as I can.

Fourth picture
Dock settlement. Unfortunately, this is a segregated settlement. The nomads all live here. I like to know, where I have my uneducated people. You can see on the food graph, that it´s a healthy settlement. The weird V-shape came as all food was transported to the market.

Language:
After a recommendation from @Tonje, I downloaded the language app Grammarly. As far as I can see, it´s good at spell checking. It also corrects a few grammar mistakes but is useless, when it comes to commas. I first wrote this thread without one single comma; no comment from Grammarly. I might set the one or other comma too many, but I´m pretty sure, that most of them belong, where I sat them.
Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 08, 2019, 08:17:40 AM
lol 2nd or 3 rd person i see in few days who use the dock stairs to go down to the land !
i need to check that but you should not.

stairs is for to go down from coastal docks to walking dock. not for going up to coastal dock from the ground. on the ground you should use coastal dock till you hit your road !!

like this:
(http://worldofbanished.com/gallery/37_08_02_19_8_09_41.jpeg)

also in your last screenshot. look at all the bags of rice... bucket of watercress... crate of cranberries...
you know they are an obstacle till they havent been picked up. and obstacles are blocking pathways and pathfinding.

when they can go around the obstacles that can be ok, but if they cannot ? you will get homeless/jobless/whatever_path_block_things.
you didnt use walking docks. walking docks are the streets of your dock town. and make a town without streets... over the water... can be bad ^^
Title: Re: Nilla- Bowmorettown
Post by: brads3 on February 08, 2019, 09:10:49 AM
don't harrass me today, RED sent a gremlin to fight with me already.
Title: Re: Nilla- Bowmorettown
Post by: Tonje on February 09, 2019, 04:55:21 AM

This looks like a real challenge indeed! I've looked at your pictures and your tiny settlement looks very nice. I'm gonna follow this thread.
Quote from: Nilla on February 08, 2019, 07:32:35 AM
Language:
After a recommendation from @Tonje, I downloaded the language app Grammarly. As far as I can see, it´s good at spell checking. It also corrects a few grammar mistakes but is useless, when it comes to commas. I first wrote this thread without one single comma; no comment from Grammarly. I might set the one or other comma too many, but I´m pretty sure, that most of them belong, where I sat them.

If you compare English with Swedish/Norwegian... the English language use very few commas. I like the way we use commas - it gives our sentences some breathing room. As far as I understand it, they don't use commas before the word "but". We always have a comma before "but" in Norwegian and, as far as I recall, it is the same in Swedish. I find it hard to read long sentences without commas.

For me Grammarly is better to have than not. When I write on my story, which I write in past tense (had, walked, said) but all dialog is in present tense (have, walk, say), Grammarly helps me keep track of the that. And, and as you said, its good for spell checking. Another thing is that the app can help you find synonyms for words you've used. Which, in my opinion, it very helpful. I'm still learning.
Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 09, 2019, 05:59:13 AM
OK, thank you Red, I´ll think about it a bit more. But why don´t you like, that the stairs are used from land to the high dock part? I use them the way you want as well as you can see in my second picture. I find both ways good.

I´m still registering my population. I´ve decided to make it until it reaches 150 inhabitants. It´s a bit tedious now, many births and marriages to register each year. I use to stop at the beginning of each year, to make my notes. It´s fun to see, how some families get dominating (Asp and Daddel) while others almost disappear.

The pictures are all from year 33. Everything works fine, developing in a sustainable way.

First picture
Overall view. Finally, I have enough people to build my favourite meadow. I´ve also noticed, that the pigs make a great deal of fertilizer. Maybe easier to produce this way, than with the more complicated stable chain. I will keep an extra eye on this.

Second picture
At the bottom of the picture, you can see the stairs built in the way they were planned to be used. If I want to build anything behind the small fields on the docks, I guess I need to broaden the pathway but at the moment, there are only these two fields and it looks like people also walk on the fields, if they need to pass.

I´ve also started to build some town blocks with corner and NMT buildings. It´s not so easy. I´ve made a few mistakes as you can see in this picture. This mistake I will leave the way it is, I can live with one house out of the row, but I have torn down another really bad mistake, where I built a 2. floor NMT house on the top of the corner building.  :-[ That looked too bad.

Third picture
Here I should definitely have built the main road to the market broader. I´ll think about it in the future. You can see in the inventory, that the dock farms are producing well. Too much? I don´t know. One farmer produces less than he can on a normal field but the small surface gives much more food than the same size field, especially if you use 2 farmers. What about taking the possibility away, to use more than 1 farmer on these small fields in a future update, @RedKetchup?
Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 09, 2019, 06:56:03 AM
i think they are producing good when you are building on a lake, there are not a lot of possibilities playing a large lakes map.
Title: Re: Nilla- Bowmorettown
Post by: Artfactial on February 09, 2019, 07:27:59 AM
Lovely.
Those dock farms are impressive indeed!:)
Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 10, 2019, 06:45:01 AM
This time I will try to write a little story. I know, it´s not my strength but this map/mod inspires. Like a true child book, (remember, I´m a grandmother now  ;) :) ) the story is cut into the pictures.

The second last pictures also show the menus. In the fifth, you can see the whole Bear Corner and in the last, you can see the building material/greenhouse production corner. Clay, sand and fertilizer are stored together and it makes everything easier to locate these sites close to each other. I´m a bit behind building houses. It´s mostly brick NMT houses now, and it takes some time to produce enough bricks.
Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 10, 2019, 07:36:52 AM
nice story !


thanks you grandma Nilla! :)
Title: Re: Nilla- Bowmorettown
Post by: Artfactial on February 10, 2019, 08:08:12 AM
Lovely story!^^
Title: Re: Nilla- Bowmorettown
Post by: kid1293 on February 10, 2019, 10:24:40 AM
Appropriate for kids  ;)

Nice views. Short and well written. I suppose the bear is also happy. :)

I didn't say before. Congrats on grandchild!
Title: Re: Nilla- Bowmorettown
Post by: Tonje on February 11, 2019, 07:32:59 PM
I prefer stories where kids playing with bears don't get eaten. Thank you!
Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 12, 2019, 06:58:34 AM
Thanks! My grandson is a bit young yet to listen to stories. But the time runs much too fast, so it will not take long. He develops and grows between each time we see him. (only 4 months old, lives 2 hours car ride away) If the end of the bear in the story was happy, I don't know. Shortly after the last screenshot, I saw him swim away over the lake. It was before I got the idea of writing a story, so I made no screenshot and I didn't follow where he went. So it's up everyone's imagination to figure out what happened. Occasionally I see a bear on the outskirt of the town, maybe it's him. From time to time the hunters bring bear meat. I hope it's not our pet bear. There are still huge untouched forests on this map, maybe he lives there without ever getting close to the settlement. It's up to you.

I've stopped my experiment of registering all the inhabitants. It was interesting but tedious. I counted the living inhabitants one last time. It makes fun to follow the bloodlines. In this settlement, each boy gets the name of the father, each girl the name of the mother. The names of the initial 2 settlers were Asp and Björk. Around year 20 a nomad family named Citron and Dadel joined the settlement. After that nomads have moved in 3 times about every 5th year.

After 35 years we had 150 inhabitants with the following names:
Asp; 36
Björk; 14
Citron; 8
Dadel; 40 (!!!!)
Ek; 6
Fur; 2
Gran; 4
Hägg; 4
Idegran; 2
Julgran; 4  ( :-[sorry Swedish speaking people, didn´t find a real tree starting with J)
Kastanj; 3
Lönn; 4
Mandel; 1 (one old man, so this family will die out)
Nordmansgran; 4
The rest are the latest nomad families.

I find it astonishing how dominant the male Asp and female Dadel are and that the first nomad woman has more female offspring that the initial settlers.

First picture
Sorry, ugly picture. But I have some questions to @RedKetchup:
I've built a Theatre (and an Old Barn Pub). If I understand it right the tickets and the meals are used by the inhabitants like alcohol for (less influential) happiness (unless I use @Tom Sawyer ´s Norseman). But why do the tickets land here? Do the apothecary have any function other than produce potions? Can he use the tickets? Can the potions be used by the Bannis or are they export only?

Second picture
I've expanded the settlement north and made a second working forest, some pasture and an "industrial area".

Third picture
Here's a closeup on the latest industry. I'm pretty sure, you already know @RedKetchup, that all different kind of weapons are called only weapon. I have no real production numbers yet, but it looks reasonable profitable.

Fourth picture
I just saw this. Is this our bear showing his offspring the settlement of the humans?

One question to the meadows. I don't fully remember, but I find there are fewer flowers than it used to be. The output of the florist isn't very high; something between 50 and 100. In my memory, it used to be higher. The output of thatch is high, average double as much as the florist for 1 forester. One more thing; if you clear an area of forest, it doesn't look like any grass or flowers grows unless you build a thatch forester. I don't know if it's possible but it would be nice, if slowly some flowers and thatch would grow there.
Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 12, 2019, 07:21:13 AM
Quote from: Nilla on February 12, 2019, 06:58:34 AM
Sorry, ugly picture. But I have some questions to @RedKetchup:
I've built a Theatre (and an Old Barn Pub). If I understand it right the tickets and the meals are used by the inhabitants like alcohol for (less influential) happiness (unless I use @Tom Sawyer ´s Norseman). But why do the tickets land here? Do the apothecary have any function other than produce potions? Can he use the tickets? Can the potions be used by the Bannis or are they export only?

yup exactly, it serves as same thing as vanilla alcohol for the few output if it really count or not. using Tom's mod will count more.
i tried to boost the fodder cause fodder farm wasnt getting much... but i can maybe boost the flowers a bit.
one of the potion of apothecary also act the same way, they all use the new "consume" limit. this is why you can get tickets in apothecary. till we can target raw materials... we need to deal with flags.

Quote from: Nilla on February 12, 2019, 06:58:34 AM
Here's a closeup on the latest industry. I'm pretty sure, you already know @RedKetchup, that all different kind of weapons are called only weapon. I have no real production numbers yet, but it looks reasonable profitable.

yeah these are typo errors already fixed. thanks though!

Quote from: Nilla on February 12, 2019, 06:58:34 AM
One question to the meadows. I don't fully remember, but I find there are fewer flowers than it used to be. The output of the florist isn't very high; something between 50 and 100. In my memory, it used to be higher. The output of thatch is high, average double as much as the florist for 1 forester. One more thing; if you clear an area of forest, it doesn't look like any grass or flowers grows unless you build a thatch forester. I don't know if it's possible but it would be nice, if slowly some flowers and thatch would grow there.


if i add grass to the forests zone, it happended i noticed there were almost no more spot for food to spawn. so i had to keep the space available.

Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 13, 2019, 09:01:23 AM
I didn´t play so much yesterday but I have noticed a couple of things, that maybe need to be this way, but still bother me a bit.

First picture
The first years the gatherers collected a lot of different berries and other food. Now it´s only the usual vanilla stuff, oats and firewood. Why do the other disappear? It´s a pity when you made the effort of making them there from the start.

Second picture
I´ve noticed, that hops is labelled as "herbs". I don´t think I´m so fond of that. First, it messes the herb limit up. Normally I don´t need much herbs in my settlements but I want to have a small amount if needed and I use the herb limit not to overfill the barns. Now I can´t do it that way. Second, after I´ve built this market for supply and goods all hops lands here. Instead of filling it with needed firewood, the vendor carries the hops away from the breweries to this far away market.

I know it needs to be labelled somehow, and I also know that there´s a limited number of flags. The only alternative I can see is unedible food (I think malt is labelled that way). But maybe that would make the production of the profitable strong beer easier and you might not want that.

If it´s kept as "herb", it would be good to have a cart for herbs along with the others. This way you could try to get some hops in that cart and not everything in the far away shop.

This picture also shows my production numbers. I produce a lot of export goods (and are planning more in my new industrial area) but as it is now, I really don´t need to buy anything. I´ve decided not to expand any food production at the moment, so I will need some food import.
Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 13, 2019, 09:22:24 AM
Quote from: Nilla on February 13, 2019, 09:01:23 AM
First picture
The first years the gatherers collected a lot of different berries and other food. Now it´s only the usual vanilla stuff, oats and firewood. Why do the other disappear? It´s a pity when you made the effort of making them there from the start.

all the other food are spawned by the flowers, if you asked to remove all the flowers in that zone.... you fired yourself a ball in the feet.


Quote from: Nilla on February 13, 2019, 09:01:23 AM
The only alternative I can see is unedible food (I think malt is labelled that way).


the unedible food flag doesnt exist. unedible mean absence of edible. i took herbs cause when i researched on hops, they said this plant have energetic and medicinal properties.
Title: Re: Nilla- Bowmorettown
Post by: Artfactial on February 14, 2019, 12:41:16 AM
You make lovely use of the NMT tiered houses.:)
Making those little courtyards is so satisfying.
Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 14, 2019, 04:47:31 AM
Quote from: RedKetchup on February 13, 2019, 09:22:24 AM
all the other food are spawned by the flowers, if you asked to remove all the flowers in that zone.... you fired yourself a ball in the feet.

OK, I understand, that´s nice. But I didn´t actually cut the flowers, the forester did. (I admit; I built the forester, so I guess, I´m guilty.  :-[ ) If I understand it right, if you put a gatherer without a forester in an original forest, you´ll get all kind of berries and food for longer. I looked a bit carefully and I see some berry bushes in my meadow. You say they spawn on flowers, that would probably mean, that if I build a gatherer in my meadow, together with the florist, who pick the flowers, there will be a poor harvest. Maybe I´ll try it anyway.

Quote from: RedKetchup on February 13, 2019, 09:22:24 AM
the unedible food flag doesnt exist. unedible mean absence of edible. i took herbs cause when i researched on hops, they said this plant have energetic and medicinal properties.
I´m confused. What about malt? How is it labelled here? I thought it was inedible food; it´s stored in the grocery shop but the Bannis don´t carry it into their houses.

Quote from: Artfactial on February 14, 2019, 12:41:16 AM
You make lovely use of the NMT tiered houses.:)
Making those little courtyards is so satisfying.
Thank, you. I like to play around with different possibilities. These NMT buildings give you so many options. You have probably noticed, I´m not the "designing", "city builder" kind of player. I´m more the engineering kind of person; I find beauty in efficiency. But it´s not hard to build a nice looking (and efficient) settlement with this mod.

So @RedKetchup, you know me; even if I seem to complain all the time, it´s no real complaints, just thoughts. This mod is great! I like it very much! You need no survival skills, it´s easy to produce all basic needs. I thought, maybe that would make me bored after a while but NO! This complexity of production sites makes its own challenge. Different and fun! And if I want a surviving challenge, I can play a Nordic Ironman. ;)

First picture
I don´t think I´ve shown this area after it´s (more or less) finished. I wanted to build something like a medieval block with narrow, winding alleys. I think it could look really nice, to build this way also a bit bigger; not in square blocks, more like a maze.

Second picture
Expanded industrial area. I´m not sure, that the people like the mine in the courtyard, but at least they mustn´t walk far to work! Note all the idlers on the cemetery.  :-\
Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 14, 2019, 05:21:29 AM
gatherers can be put everywhere, not restricted to forest nods i made my best to spreading everything away.
in fact in one of my test someday, if you can have a zone with full of trees and full of flowers, no grass and no herbs.... you can get a 4k food gatherer hut w/ 4 workers.

malt is grain only with no edible flag
Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 16, 2019, 05:47:57 AM
I haven´t played so much lately but a lot has happened the few years I´ve played. I like very much, that I need to adapt my playing strategies to the situation.

First and second picture
In a normal game, I use to store a lot of food, I admit; too much. As I´ve said before, it´s not hard to produce a lot of food in this game, but I have decided to follow the advice I (and many other experienced players) give to new players: keep the food stores 100*population, firewood 10*population, clothes and tools 1* population. But at this stage of the game, it was no good advice. I noticed, that it took very long to fill the grocery stores in the new parts of the settlement. As I looked around in my barns, I saw that there´s almost no food there. I have quite a few grocery stores and markets, the vendors are very diligent, so it wasn´t much left for the new vendors.

Last year I decided to increase food production. For some years I have produced about 10k less food than needed. I produce so much export stuff, that needs to go away. This year I will produce more food than consumption, and buy some. My goal is now at least 200* population. We´ll see if it works better.

Third picture
I liked the random mine the first time I tried it. It´s really ingenious, a challenge to use the material in a good way. Now there are even more options! :)

First I was a bit careless, using the foundries to make gold and silver (and some iron) to test the best options in the new sites. I noticed, there was tons of copper ore on the piles; so change to copper. Now I must decide what I want to do with the copper. I must also take care of all iron ore. LIKE IT!

I made a mistake. To get firewood good distributed over the place, I want to increase the production as well. So, I built more choppers. As I started this one, I didn´t notice that the default setting is firewood from thatch. As I looked at the store on the screenshot, I wanted to post here, I saw that there´s almost no thatch left. So soon my horses will have nothing to eat.  :'(  @RedKetchup, wouldn´t it be better to have logs as default at the chopper?



Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 16, 2019, 06:23:04 AM
no because people arent able to open the little menu and see it they can do that ! same as the blacksmith. all the time before they were placed at make iron [3 ores] nobody was able to do the first 5 mins of the game : how i do smelt iron if the iron foundry need irons and i have none??
Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 16, 2019, 07:35:32 AM
Yes, that´s a point! And I have myself to blame not to take care.
Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 16, 2019, 10:14:20 AM
Quote from: Nilla on February 16, 2019, 07:35:32 AM
Yes, that´s a point! And I have myself to blame not to take care.

so this is why i decided the rule: "let player know that thing exist" was more important, here, than select the most evident item by default.
Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 17, 2019, 03:33:52 AM
 :( :'(
This is a bugged game!

I should have restarted it as soon as I noticed, that the merchants turned back the wrong way, went to the end of the map, turned and passed the settlement. It's a known bug, that occasionally happens and it looks like if there's one bug the next will come as well. This is also a bug, that I have had before but only in very large games with several thousands of inhabitants, never in such a small game: no couple wants to move into a new (or free house when someone dies). Occasionally a couple separates and one of them moves into the empty house, the other becomes homeless and the old house becomes empty. After some time however, the empty houses are occupied by new couples but all in all, everything is mixed up and you get a lot of houses with single adults. No fun!

I have no idea what triggers this. It's not the mod. I saw it late in my largest unmodded game, too.

I have started to make notes about the production numbers. But the most interesting; the large metal chain depending on the random mine is hard to calculate, especially after such a short time. My feeling is that the chain is reasonable profitable; it's more profitable to make jewels than weapon and armour, that's more profitable than furniture. But the amount of gems is limited, so the jewel chain isn't overpowered. It's more profitable to produce the most expensive product in each plant but there's also a limited amount of gold and silver. This makes it very interesting. Very interesting to use all these random products in the best way. I do want to play another game and look more into it.

I haven't tried to order any of these raw materials. If it's possible to import the more expensive raw materials, I guess it would be very profitable.

I've also produced beer and strong beer. If you only look at the brewery, it's too profitable. (Each beer a profit of 7, 500 each year gives an annual profit of 3500 for 1 worker. If you manage the logistic, strong beer gives even more) But if you count in the less profitable production of malt and hops, the total chain is more reasonable. And besides, you never know how much your inhabitants drink. The problem is, that it's easy to import malt and hops. Maybe @RedKetchup, it would be possible to reduce the amount the merchants bring, something like flowers, that I have tried to buy.

I've also tried the other new products; pottery, cured leather, shoes, boots, potions. Again I have no real numbers but all of them make sense to produce, if you have the raw material but they are not so profitable, that it gives a major contribution to support your population. I find this good. I like when it makes sense to process material you have without a huge profit.

One question @RedKetchup, how long does it take until you publish your next version of this mod? As I've said, I like the mod and would like to try it once more.
Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 17, 2019, 06:18:11 AM
you have way too many housing when you need none of them :P

patch 1.3 is not ready yet. i am still working everyday on it. i maybe dont work 12-16hrs a day ... but everyday an hour or 2...
i want 1.3 to be the very last one and then pass to something else like rotp
Title: Re: Nilla- Bowmorettown
Post by: Nilla on February 17, 2019, 07:44:20 AM
Quote from: RedKetchup on February 17, 2019, 06:18:11 AM
you have way too many housing when you need none of them :P

Unfortunately, there are 20-30 more families than homes but these spoiled youngsters prefer to live by the parents than have a household of their own.   >:( :P

Quote from: RedKetchup on February 17, 2019, 06:18:11 AM
patch 1.3 is not ready yet. i am still working everyday on it. i maybe dont work 12-16hrs a day ... but everyday an hour or 2...
i want 1.3 to be the very last one and then pass to something else like rotp

No problems, let it take time. I just wanted to know, because I want to start a new game and if you would have published it in the next days, I would have waited. I don´t feel finished by testing this mod yet.
Title: Re: Nilla- Bowmorettown
Post by: RedKetchup on February 17, 2019, 01:42:29 PM
i am still adding to it. i dont know when be ready. i am doing a dock watermine presently... and i still have things on my bucket list to do...
Title: Re: Nilla- Bowmorettown
Post by: galensgranny on March 08, 2019, 09:59:44 PM
I love your little bear and elk story, @Nilla.  It is so, as you wrote, that often what is going on in the maps inspires the story- like when that that elk just stayed in place for a long time.  I like how told of the elk making a "leap of happiness and desire".  That was a great way to write this!

Quote from: TonjeIf you compare English with Swedish/Norwegian... the English language use very few commas. I like the way we use commas - it gives our sentences some breathing room. As far as I understand it, they don't use commas before the word "but". We always have a comma before "but" in Norwegian and, as far as I recall, it is the same in Swedish. I find it hard to read long sentences without commas.
In English, there is supposed to be a comma before the word "but", such as:
I was very hungry, but I did not want to shoot the elk to eat it.
There are supposed to be more commas in English writing than many people use.  I think there was a time period when schools did not focus much on correct grammar- or many students did not pay good attention.
Title: Re: Nilla- Bowmorettown
Post by: Nilla on March 08, 2019, 11:35:53 PM
Thank, you. Yes, there´s a lot to see, if you pay attention. :)