Author Topic: ageing mods  (Read 139 times)

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Offline markfamily

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ageing mods
« 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.

Offline smurphys7

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Re: ageing mods
« Reply #1 on: January 15, 2018, 02:01:26 PM »
What is the mid-game rush?

Offline markfamily

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Re: ageing mods
« Reply #2 on: January 15, 2018, 02:12:46 PM »
The part  where loads of babies are born as your population increases

Offline galensgranny

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Re: ageing mods
« Reply #3 on: January 15, 2018, 02:45:59 PM »

Offline Nilla

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Re: ageing mods
« Reply #4 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". Itīs quite similar to @kidīs proper time, but the age as women donīt 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.

Offline brads3

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Re: ageing mods
« Reply #5 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?

Offline Turis

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Re: ageing mods
« Reply #6 on: January 16, 2018, 03:57:41 AM »
I do with the North mod for that reason and lack of food.

Offline markfamily

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Re: ageing mods
« Reply #7 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.