I've built the bridge, and yes; it worked. I didn't see, where they appeared, but they arrived at the church, as they should. Thanks
@RedKetchup. I wonder why such problems have happened so seldom to me in all my games before. I can only remember a few times. Luck I suppose.
In this special game it doesn't matter anymore. I will not take any more nomads. In fact I think I've let the population grow too high already. I'm not sure, if it's possible to support a growing population on this small piece of land. My plan was to play "old times" to a population of around 400, then build schools and start some industries. But I'm not sure it will work this way. 400 people is done; no big problem. But to get a part of the population educated, will take "for ever", at least very long. And this game is far from a self runner. There's still some very necessary micromanagement needed. Without starting the harvest manually, they would all starve to death in a few years. In a "harsh" climate, the harvest more or less ought to be done, at the point it would start automatically. I use to start it at the beginning of August. I also send people out in the woods to collect berries and firewood, maybe not needed, but far less work than the harvest.
NorsemanI've been thinking a bit about the settings for this "real time mod". I can now write about how it works, in a society without education. This will probably not be the normal case, so take these conclusions for what they are. But some things are probably general.
The combination real time ageing and few nomads often at the chapel, works well. The game has a "flow". You can develop the settlement continuously. I use to have issues with real time mods. The gameplay gets too slow for me, but I don't feel that way in this game. So I wouldn´t complain all too much, if you made this "standard" for the North,
@Tom Sawyer.

Are there any problems? Not really, but these are the things, that I find a little bit disturbing:
1. There are much more 1 person families than in a vanilla game. You need more houses, more firewood, and it's harder to plan the development. This because;
- Young adults occupying houses by themselves.
- Many widows/widowers finds no partner in a suitable age.
Could something be done to change this? I don't like a marrying age of 10 but maybe it could be set down to 14 or 15 instead of 16. The childbirth age mustn't be set lower. The house would be full of children anyway. Maybe also the age of getting adult could be raised a year. But I'm not sure how this would work with schools. There would still be young adults living alone but at least this would shorten the time.
The age difference of marriages shouldn't be set lower than the vanilla 20 years. People start to die of old age earlier here. That's alright. The average age in the "old times" were lower than that. But people can be old here too. But a 55 year old widow doesn't take a 71 year old widower. I wouldn't mind, if it was raised a bit more than 20. But not so much, that a 50 year old widow takes a 16 year old husband. A possible higher age difference would also increase the chances of people, who lost a partner in accents, to get remarried.
2. Age of the nomads.
When the settlement is small, there's always one nomad couple, later they may have children. The adults have been between 20 and 40. A couple may have an agedifference of 20 years here. The woman of my first 3 couples were all above 30. Two of them 38 and 39 only became one child. This wasn't very nice at the beginning, as I wanted many children. Could the age of arriving nomads be set? If it could, I would prefere them to 20-30. This would also give the couples a more similar age; less young widowed person.
PicturesHere's my "monastery" area. There's now a school and the houses are different and more in "order" than in the rest of the village. There will also be production of bricks and glass. This is historically correct, monasteries often spread new technologies.
You can see the food graph. If you play "harsh", a big store of food is necessary. There have been 3 bad years (cold) in a row.