World of Banished

Sightseeing => Village Blogs => Topic started by: Pangaea on September 15, 2014, 11:38:20 AM

Title: Pangaea - Langtvekkistan
Post by: Pangaea on September 15, 2014, 11:38:20 AM
After many, many months away from the game, I've come back for another taste, shaken but not stirred, with mods.

On the third try I got a map that looked allright. Unfortunately a huge-ass mountain just south-west of the starting area, but otherwise it looks fairly flat (I didn't want a total flatland, so steered away from popular seeds like 7 and 224), the main river is nearby, the map looks pretty stuffed with top-side stone and iron. I like that, as I hate the sight of mines and especially quarries. This is also why I am using the mod that lets me delete mines and quarries without leaving a trace, just in case I need to build those buggars down line :D

Seed: 244419908

Settings: Large Valleys, Fair climate, No disasters, and Medium starting conditions
(I know that's not hardcore for you senior banishees, but I grew to like these last time I played, and I tend to put off farming despite having some seeds)

Mods: Better fields (http://banishedinfo.com/mods/view/83-Better-Fields-v3), Delete quarry and mine (http://banishedinfo.com/mods/view/26-Delete-Quarries-and-Mines), Quieter livestock (http://banishedinfo.com/mods/view/53-Quieter-Livestock), Year not season (http://banishedinfo.com/mods/view/24-Season-to-Year).

Not done squat yet with the map, but here is the starting area   ;D
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on September 15, 2014, 11:56:25 AM
Large valley, fair, medium, disasters off is how I normally start too.

I do hate a huge-ass mountain ;D
Title: Re: Pangaea - Langtvekkistan
Post by: RedKetchup on September 15, 2014, 12:04:45 PM
good luck with your town @Pangaea :)
Title: Re: Pangaea - Langtvekkistan
Post by: solarscreen on September 15, 2014, 03:37:42 PM
Yes! Another Village Blog!!!

Looking forward to it!
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 15, 2014, 04:41:15 PM
Thanks for the well-wishes :)

I've played for some hours already, but not a ton of stuff has been built. We are 28 adults and 12 children now, so 40 combined. A small village centre, and a few hubs around it. Just started to build the school, which I've not done so early before (in year 5), but I'll see how it works out.

One theme throughout the first five years has been a lack of logs and firewood, so I scratch my head at all the people who are abusing the firewood for trading. I guess you're going the whole hog and building tons of the foresters and woodcutters? Anyway, that's not my goal here, I usually try to build my villages a bit more slowly and gradually, which hopefully won't result in a massive crash at some point. I know we start out with a couple seeds with these settings, but I like to postpone farming a bit, as it's harder that way. Plonking down loads of farms right away is, err, easier.

Rambling aside, here is the little village centre. Just got up the Town (hah!) Hall and as mentioned the school is under construction.

Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 15, 2014, 08:02:11 PM
Well, how time flies. 5AM? Oh dear....

Year 10, and Langtvekkistan has expanded a little bit more, got a church and finally a trading post. Have built some more houses too, and so far the growth graph looks allright. Very early though. I accepted 6 nomads as we could use some more hands in the woods. To try to get a grip on the firewood situation I built another woodcutter, and 2-3 more forester huts, plus 2 more gatherer huts out in the boonies to supply our little community. The idea is to expand with farms across the river, and I think that time is approaching now, as it's getting harder to stay on top of the food situation without plopping down heaps more gatherer huts.

No tombs in the cemetery yet, but an unfortunate woman died when giving birth prior to it getting built.

When starting a new village I imagine to plan out the whole thing, then end up expanding on the spot when it's needed  ??? Oh well, hopefully everybody won't die at some point :D
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on September 16, 2014, 02:38:25 AM
Nice. I like the compactness.

When your town gets bigger you may wish to relocate that hospital. To reach it, sick bannies will have to come right downtown, and possibly walk thru a crowd of idlers at the cemetery/chapel.  ;)

People do the firewood thing by building trading posts as quickly as they can, putting choppers next to the TP stockpiles, and buying every log the merchants can bring. I do it to a certain extent at the start of my Sink Mill blog, although if I was going to be serious about it I would have skipped most of the farms and built more TPs faster.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 16, 2014, 06:45:17 AM
Yes, that's a good point about the hospital, I didn't consider that, just wanted to close to the city centre for easy access. Having looked at the disease stuff in the modkid yesterday, it would probably be better to put hospitals out in the boonies. Sickos would have to walk there, possibly infecting people on the way, but once there the chance of infection should be fairly low.

Yes, I've seen images of cities where the rivers are crammed full of trading posts, but I just shake my head in disbelief. I want to build my cities a bit more realistically, and not try to "break the game". But I can see that it's a very useful method if people want the population to explode right away and rely on heavy food import.  I've always done things more measured in my cities, which is probably why I didn't quite appreciate how unbalanced the firewood exploit was.
Title: Re: Pangaea - Langtvekkistan
Post by: rkelly17 on September 16, 2014, 08:47:25 AM
Quote from: Pangaea on September 16, 2014, 06:45:17 AM
Yes, that's a good point about the hospital, I didn't consider that, just wanted to close to the city centre for easy access. Having looked at the disease stuff in the modkid yesterday, it would probably be better to put hospitals out in the boonies. Sickos would have to walk there, possibly infecting people on the way, but once there the chance of infection should be fairly low.

Ah, if only. This would be true if the little (many expletives deleted) didn't rush out to idle around AND EVEN IN the hospital, spreading disease around in the process.  >:(  :'(

@RedKetchup has done a mod to remove the attraction from the hospital (idling around it increases happiness in the unmodded version) after I tried and failed. I really am going to start using it in my next town.

I still wouldn't build a hospital in the middle of town as the contagion radius for sick citizens is still active even when they are in the hospital.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 16, 2014, 09:04:17 AM
Oh, that will be another issue then. But I'll see how it works out. Does remind me of a bug though. Was the issue that people got infected from people INSIDE the hospital ever fixed? I guess not, based on what you say :|
You'd think people with the plauge and whatnot would be in quarantine inside the hospital, so it's a bit silly that somebody who happens to walk past the hospital suddenly gets the plague too (lets for sake of argument say there is only the one plurk inside the hospital affected).

Sounds like that mod could be useful though, as long as overall happiness isn't affected.

The village probably looks like thousands of other so far, with everything so compact, but I'm not that creative :D
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 16, 2014, 10:11:33 AM
Sad news has hit the town. Initial settlers Augustin and Kimberto have separated :( The break was no longer possible to keep to themselves when a new house was put up along the riverfront, on the other side of town, and Kimberto ceased on the chance to buy it.

Both seem very happy about it  :-X

Addendum: How fitting. The cleric is the first to go into the ground next to the church, aged 63 (I had just checked him out, not 10 seconds before he died).
Title: Re: Pangaea - Langtvekkistan
Post by: rkelly17 on September 16, 2014, 02:50:29 PM
Quote from: Pangaea on September 16, 2014, 10:11:33 AM
Addendum: How fitting. The cleric is the first to go into the ground next to the church, aged 63 (I had just checked him out, not 10 seconds before he died).

I can tell you from experience that being a cleric is much more stressful than you might think. You actually have to deal with people.  :(
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 16, 2014, 03:38:10 PM
Funny you should mentioned that, because a person I know says that if you want to stay happy, find a job where you don't deal with people. Sounds a bit extreme, but perhaps he had a point.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 16, 2014, 04:43:36 PM
Year 15 and time for another update. People have been kicking the bucket right, left and centre, so most (if not all) the original founders are dead now. But the population has increased, helped by 9 more nomads, to 102. We've also started farming, on the other side of the river. The Better fields mod comes in quite handy on this map, as there is a handful of hills that would otherwise be wasted land, but now we can farm some of it, including up the hillside in the picture below.

Pretty easy to see from the spike in food that we have started farming. This is why I don't do it right away; I want a little more challenge feeding our people from the get go. But I also prefer to keep the farmlands a bit apart from the starting area.

We were lucky and started with Beans and Wheat seeds, so that provides grain as well. The three river-side fields north of the bridges are beans, while the rest are wheat. The three fields between the two bridges are just built and haven't been used yet, but we should get some yield from them this autumn. Another market is coming up to the right of these wheat fields. To the south of that market is a hill. Usually it could at best be used as a vantage point, but now I'll put down some farms there. Quite like the Better fields mod so far :)
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on September 16, 2014, 04:45:26 PM
This is the first screenshot I've seen of the Better Farms mod in use. I couldn't quite picture what it was doing; I like it! But then, I would, wouldn't I? ;)
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 16, 2014, 05:11:20 PM
Aye, it's quite useful :)

For instance, here is a picture from north of the starting area. I don't actually want to build a farm there, but thanks to the mod, I can. Can't put down houses or anything, and by hovering a Quarry over it, just about the whole elevated area is red. But because the people can pathfind across it, they can also farm it.


Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 16, 2014, 11:12:37 PM
Year 20.

The starting area looks much the same, but across the river the farmland has expanded. We've also acquired another seed, pumpkins, and a merchant was evil enough to toss some chickens our way when he left one evening. If they get too noisy again, I may have to kill 'em all, but I hope the mod that cuts their chatter by 50% make them less annoying.

There is also a picture of a farm over a hill. Works quite well, and I tried to get the most out of the pumpkin area by the mountain.

Dysentery broke out in year 17, the first disease. Nobody died, but about 15-20 people got infected. It happened about 4-5 months after a family of nomads were accepted into town. Is that too long, or was it indeed the nomads who brought it?
Title: Re: Pangaea - Langtvekkistan
Post by: RedKetchup on September 16, 2014, 11:54:55 PM
just missing .... some awesome fence designs :)

joking , continue your good work :)
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on September 17, 2014, 03:41:12 AM
I am no fan of these mods that in any way make the game easier, taking away "the edges". That´s the reason I thought; better fields - uninteresting for me.

But as I look at your pictures, I must change my mind. These fields on the hills, look really nice, more realistic, making the agriculture part of a map more interesting. And to be true it doesn´t really make the game easier, unless you play a small mountain map, agriculture space is not really a limitation in this game.

Thank´s for showing.

i have one question. I read at the beginning that you use the "year not season mod", how does it affect the game?
Title: Re: Pangaea - Langtvekkistan
Post by: rkelly17 on September 17, 2014, 06:45:39 AM
Pre-mod I was once or twice able to get the effect in the screenshot next to the road, but only by building the field first and adding the road after. With the mod field placement has become more natural. Now, how about a mod that enables building roads wherever citizens can walk?

Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 17, 2014, 06:47:06 AM
Quote from: Nilla on September 17, 2014, 03:41:12 AM
I am no fan of these mods that in any way make the game easier, taking away "the edges". That´s the reason I thought; better fields - uninteresting for me.

But as I look at your pictures, I must change my mind. These fields on the hills, look really nice, more realistic, making the agriculture part of a map more interesting. And to be true it doesn´t really make the game easier, unless you play a small mountain map, agriculture space is not really a limitation in this game.

Thank´s for showing.

i have one question. I read at the beginning that you use the "year not season mod", how does it affect the game?

Better fields mod does make it possible to farm some areas that would otherwise be hard or impossible, but it's not a huge change. As you say there is loads of farmable land anyway, so a slight increase doesn't alter it too much. Perhaps it would be different on a mountainous map, but I've never tried those. The mod 'only' changes it so that you can put farms where the people can pathfind, so they can't put it all over a mountain for instance.

The season to year mod doesn't change anything with the game itself. It only changes a text string. For example in buildings where you see what they produced the last year/season and this, it changes the text string from season to year. That is all.  I suspect it would clash with translations because it changes the main string resource in the game, instead of making its own, but that isn't a problem in my case.

I did put in a mod that changes the game play a bit, the one that allows me to delete quarries and mines without leaving unusable land. So far, however, I haven't built a single mine or quarry, and hopefully it can stay that way. In effect it makes them bottomless too, because you can delete them and build a new one, so you probably don't want to try that mod based on your preference.

Edit: I've edited the first post to include links to the mods, and there is a bit of info of them at the mods site. Here is a picture that shows the season-to-year mod:
(http://i.imgur.com/WOwLyp7.jpg) (http://i.imgur.com/WOwLyp7.jpg)Re: Pangaea - Langtvekkistan
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 17, 2014, 06:50:21 AM
Quote from: rkelly17 on September 17, 2014, 06:45:39 AM
Pre-mod I was once or twice able to get the effect in the screenshot next to the road, but only by building the field first and adding the road after. With the mod field placement has become more natural. Now, how about a mod that enables building roads wherever citizens can walk?

Cross posted, but that would be nice indeed. Especially if it didn't muck up the elevation too, and followed the land like the modded farmfields do. At least the farmlands would then flow naturally over the landscape, like happens in real life, rather than roads mucking up the landscape a bit.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 18, 2014, 07:58:15 AM
25 years

Things have been going a bit slow and not a lot has changed. However, we did get some sheep, and have just purchased 4 cows as well. Have parked them up north, where they will hopefully annoy me less ;)

Growth has felt slow, so I was glad when 19 nomads dropped by. Access to stone is becoming an issue, despite not building a single stone house (I don't like how they look - at all).

Have also purchased quite a few more seeds, but a little orchard patch aside, I've barely expanded farms nor orchards. Food is coming out our ears, though, so the main issue right now is where to store it all. Really wish the vendors were more on their toes to remove stuff from 100% filled barns, but I guess as long as the market is well-stocked, they don't really care too much about the barns.

Closing in on 200 people, which is a bit less than the 2000 people others would have at this stage :D

Oh, we also constructred probably the smallest bridge I've ever seen. Combined it was 4 squared 'long', but the actual bridge is only 2 ;D
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 18, 2014, 07:10:56 PM
Year 30

We had a scare with overflowing barns, and after having a look at the farming area across the river, I decided to put up a big housing block (south end of the picture), hoping it would strain the market and barns there a little more, as most barns in that area were topped to the rafters, which again had the consequence of farmers walking longer to deliver their goods. Not good. It seems a little better now, but I still wish the vendors were more efficient to reshuffle between barns too. Apart from temp-destroying barns, which is too much of a nag IMO, is there a decent way to deal with this, so the barns aren't routinely so full?

I re-jigged most of the farms to slightly smaller sizes. It's only been a couple of harvests, but it looks promising so far :) It's now mostly 9x10 and 15x6, as that fit the space already occupied. We have 7 seeds, and are growing all types.

In the NE corner of the picture is a small hub with a chapel, school and hospital. I reckon that will be infection zone numero uno if there is another outbreak! :D

It feels like ten years ago, but finally the trader dropped by with the coal we ordered. He came with 6000 and we managed to buy 2300. I'm going to try an approach which will hopefully reduce the risk of citizens hogging up most of the coal. I've stocked both trading posts with 1000 coal each, and will release it little by little, in the spring and summer. *crosses fingers*

Unsure where to expand to now. In practically every direction there are forest hubs, which also yields us medicine, leather and venison (I love trading away venison). It's getting to the population size where my last attempt ended 5-6 months ago, so I'm not at all used to building big cities in Banished. What's the general approach to expanding when you get to the mid-game or so? Is it best to push the forest dwellers further out, and then expand the core with farms, orchards, pastures, industry and houses?
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on September 19, 2014, 05:10:41 AM
QuoteIt feels like ten years ago, but finally the trader dropped by with the coal we ordered. He came with 6000 and we managed to buy 2300. I'm going to try an approach which will hopefully reduce the risk of citizens hogging up most of the coal. I've stocked both trading posts with 1000 coal each, and will release it little by little, in the spring and summer. *crosses fingers*

Why don´t you buy the steel tools instead of the coal to make them? Steel tools are cheap.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 19, 2014, 06:47:11 AM
Quote from: Nilla on September 19, 2014, 05:10:41 AM
QuoteIt feels like ten years ago, but finally the trader dropped by with the coal we ordered. He came with 6000 and we managed to buy 2300. I'm going to try an approach which will hopefully reduce the risk of citizens hogging up most of the coal. I've stocked both trading posts with 1000 coal each, and will release it little by little, in the spring and summer. *crosses fingers*

Why don´t you buy the steel tools instead of the coal to make them? Steel tools are cheap.

That is a good point, and although I have bought some steel tools they have come around with, I'll probably do more of it. Do you usually order steel tols then, or rely on buying when it comes?

Between citizens hogging coal and the blacksmiths often wandering off to get any of the three required goods, it's not all that efficient really to buy coal and produce steel tools. Perhaps that overall it would be better to produce iron tools, export those, and buy steel tools instead.

What I liked about your blog was that it was entirely self-sufficient. This village isn't, but I'd like to rein in the trading a bit and not spam the map with OP-posts.
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on September 19, 2014, 06:48:46 AM
Can't speak for anyone else, but I always place orders with every merchant for everything that I need (constantly reviewing and changing what is on order with each, except for food, that never changes). Costs more, but tones the OP-ness down a bit. You should like that  ;)
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on September 19, 2014, 07:28:14 AM
me too. i always put orders.

at the beginning I build one or maybe two toolmakers and let them produce iron tolls, i do net sell those tools, I keep them as a reserve if there aren´t enough tradesmen or I cannot afford to buy so much steel tools as I like. I would never sell tools, OK, there is  a small profit, but iron is, as see it, a limited resource, that you also need for building. There are better things to sell if you want to buy tools.
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on September 19, 2014, 07:46:40 AM
Yes, selling iron tools has some downsides. The necessity to buy iron. Having it sit around filling up stockpiles. And using up logs. And having blacksmiths everywhere. I suppose I'd be better off trading firewood for tools instead. But it's always so tempting, "well, the market stocks logs and iron already, so I could easily support a blacksmith here...."

Plus, trading firewood seems like the most OP thing of all.
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on September 19, 2014, 10:39:09 AM
yes, wood and ale has about the same yearly profit for each building, but wood is more difficult, because the people need a lot of it as well, so it is harder if you trade automatically. For each worker i think meat is even more profitable.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 19, 2014, 06:56:09 PM
Year 35

The population has finally gone up a fair bit after heavy house building. Currently 368. Have stopped accepting nomads - turned down 31 - trying to finally get education to 100%. Pastures have expanded up north, and a somewhat awkwardly positioned market is there too.

The main change has been in the south close to the farming areas. We built another trading port there, supported by a market. I'm basically trying out what the better players are doing. There are two woodcutters and three alehouses. I'm trying to support them as best I can with orchards, but as we know, that is slow work. What do you think about that area though?

We do have ~40,000 more food in the three trading posts, but food production/consumption has steadied now, with an increased population, so it's probably time to expand the farms again.

Very interesting posture by that cow.... :o

Edit: Added a picture from the hillside orchards. I like that look from the better fields mod :)
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on September 19, 2014, 07:12:31 PM
Looking good; tons of food. Hillside orchard looks great! One of the few mods I want, along with @RedKetchup  fences and forever trees and irrelevant's crop tweak. Oh, and the whole milk thing, tired of hearing "baaaa! baaaa!"
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on September 20, 2014, 02:43:57 AM
I think it looks great too.

I have a "trick" or "method" or whatever to call it. with food supply. Always a little bit ahead but not all too much overproduction, suppose you other players do something similar:

I look a lot at the production menu at the town hall, in fact this menu is the reason I try to build a town hall soon. Always comparing produced and used food and keeping an eye on the yearly consumption. I always try to have a one year production of food in the store and also trying to keep the production a bit higher than the consumption. If you buy much food it is harder, but also in this case; the average store, is the amount used the last year.

If I use this method on your settlement; you have too much food, that also explains that you have a "problem" with over full barns. If I would go on building your settlement, I would had kept the stores on that level for a while, prepare the new fields........ but only expand slowly and if the graph "turns down".
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 20, 2014, 03:23:32 AM
Thanks @irrelevant and @Nilla. As you, I love to watch the Town Hall a lot too, for consumption, but also to keep tabs on the "for ale" situation. I do get a little worried when we eat more than we make, however.


45 years.

10 years on, and we're closing in on 600 people, much bigger than my other villages (which doesn't say much, in fairness). Expanded the farms and orchards a good bit, but the last few years the food situation is plateu-ing again, or more likely in decline, so I have to do something about that. Plenty of food, but it's better to stay ahead of the curve.

1st picture: Basically the above. Population keeps rising, and next I want to expand the farms again. I'm just not sure where, as there are highly needed foresters in every direction.
Have kept producing steel tools and warm coats, and buying the odd shipment of steel tools as they come. Over 1000 of each now.

2nd: Got a scare with students, so set up four schools. Otherwise this area hasn't seen all that much the last decade. The main housing region.

3rd: Pleased with this market region. Probably looks like I've set up for FireOP-trading, but due to sticking to the better-looking wood houses, people are tearing through the firewood faster than I like. Until very recently we were practically empty at the end of each winter, and that was without any firewood trading (or very little). Supplies go up and down about 4000 between summer/winter.

4th: Have set up some more farms here, supported by a market. It's not the best map seed as there are mountains most places, but down south is a decent open area, so I may have to relocate the wood-hub from there too. Wood-supply is quickly becoming an issue, though it's mainly the end product.

5th: This is west of the city centre (you see some houses to the right). It's probably the best place to expand into as it's relatively flat. Maybe the best approach is to push the forest-people out and lay down farms. Will wood supply still be okay even if the foresters keep getting pushed towards the ends of the map?
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 24, 2014, 12:14:08 AM
After some days just messing about with mods and starting umpteen new maps, it was time to sit down and play again.

55 years.

10 more years have passed, and things are really moving now. The pastures up north have expanded, and we're still blowing through the wool, so it probably has to expand some more. I've also included the Longer Living Orchards mod (http://banishedinfo.com/mods/view/684-Longer-Living-Orchards). They kept dying on me, and I got fed up of it. Needed to cut down the current trees and delete-rebuild the orchards, but now it seems to work much better :)

Population is almost up to 900 now, and there are plenty of kids and students. Think we had a baby boom of sorts after a big expansion. Food had been stable for a long time, but is now in tailspin, so I've hit the alarm button. Farms are going up west of the town centre. Think I'll farm the lot over there, as it's the best flatland left.

With a sad heart, the process to upgrade houses to stone has begun, first with the town centre. We had so much stone laying about, but we've blown through almost the lot now, and with little surface stone left, we have to rely on imports. It was a needed change, though, as it was becoming difficult to just keep supplied with firewood-fuel, never mind anything for trades. Since the change to stone houses, we have managed to build up a solid stock, though.

The food situation does look out of control in the picture below, but it should also be said that we have 8 alehouses that pumps out a whole lotta booze, and I've been buying plums and peaches with venison and other food sorts, so some of the decline will be due to this.

Almost forgot, but we are putting the chickens through a training exercise now. If they can't jump up to the trough and feed themselves, they get to feed us.
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on September 24, 2014, 03:49:04 AM
Good luck with the chickens!!! Didn´t know there was a profession animal-trainer in Banished. Probably one of the latest mods.

It looks real good. No panic with the food. Time to do something! Yes! More farms! Yes! But you have so much stored food so you have time enough.

But I am not so sure I like the look of those dense, orchards, with all trees look the same. The bad productivity nerves me, too, but the "original" look a bit more like life.

Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on September 24, 2014, 04:52:17 AM
A very nice-looking town! I agree with @Nilla, you are out in front of any food problem you may have. Farms come online pretty quickly.

Although the screenshots with no UI panels are more pleasing, it would be helpful if you would leave the jump map up, so we can see what we are looking at. Just a suggestion.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 24, 2014, 08:54:15 AM
Thanks @Nilla and @irrelevant (that popup thing works with the default skin, at least now). Hopefully the food situation isn't too bad so I can get it under control. Many farms are already up, and foresters are being pushed further into the wild. It's been a worry to see the food stockpile dwindle like this though, we have lost about 100,000 food over the last 5 or so years, or 50% of the storage.

Good idea with the map and perhaps some other UI panels. I'll keep more of them in the shots next time, especially the map so it's easier to see where they are from.

I actually quite like the orchards this way. Perhaps a bit too much monoculture as I'm mostly growing peaches and plums to help supply the ale making, but I've mixed them a bit and it helps to get some green into the town. They wouldn't look so crowded with bigger individual fields, but I've made them 15x3 so one farmer can handle each field reasonable well. Have started to put 2 farmers on the new 15x8 cropfields, though, as there is manpower to spare and we now desperately want the food we can get. Think it was overall a mistake to change the crop size to 15x6-ish way back when. One farmer can handle that most of the time, but 2 on each of those very quickly adds up when you have so many fields.

The productivity on the orchards isn't too bad now with the mod that means they live 20 years instead of 8. Crops are still better of course, as a farmer can tend bigger fields without too much hassle, but productivity on orchards are in effect up due to giving fruits 90% of the time instead of just 75% (grow 2, live 6, die and grow 2, ad inf, on average)
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 24, 2014, 07:25:21 PM
Year 60

Have passed a 1000 citizens!! Woop. 8)

Food situation was getting out of control last, so fixing that has been the main priority. Can't say I have it under control yet, but we're not about to starve either, and I hope the graph will stabilise soon. The last spike looks more promising. Population has kept rising despite barely building any houses, so the hill keeps rising. Bannies must work!

We have expanded westwards and torn down whatever forest dwellers roosted there, and farmed what we can. There is a little more space beyond the market up by the mountain, and I'll farm what can be farmed, as this is the best flat area on the map. Should probably have come here sooner, but for some odd reason it was difficult to cut down all that lovely forest :D  :'(
Have also put at least two farmers on all fields now, as there was enough free labour, and we need all the food we can get our hands on.

We're still producing less than we're using, but this last 1-2 years I've tried to not swap food for ale-input, so hopefully that will help. Don't think these numbers take into account what you import, but exports go in the "Used" column. Bit of an oversight there, though I suppose it's nice to have a factual overview of what we produce.

Oh yes.. 130 nomads stopped by, and we sent them packing again. We have enough food issues as it is, thanks. Two people sadly died to starvation too, as they somehow got trapped between a market and a barn, and there were two 'red' squares between them and the market. No idea how they managed to get there. The first deaths that aren't due to old age or accidents.

Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 28, 2014, 08:09:21 PM
70 years

We have fully exploited the best flatland, and will need to head into the forests again soon. The food situation is back under control. The last two harvests were terrible, we lost sooooooooooooo much food :( But @Nilla's eyes will bleed at seeing so many barns, some are close to empty too!

The population has basically come to a screeching halt around 1100, but the last 2-3 years I've built many houses again, so over the next 10 years the pop will hopefully bloom.

Animal Farm up north has expanded yet again (no sight of pigs!), I quite like to specialise the town a bit, but I've been sloppy with houses there, and another market is needed as well. Several of the latest markets are awkwardly positioned, but it's a case of trying to squeeze as much as I can out of the good land that is left, and markets steal so much of it.

I've traded away a lot of wool and hide coats as the price is good, but lately the coats are going down despite no trading, so I'll need to get that under control, or start importing them. The tool situation is pretty stable, despite producing steel tools with intermittent releases of coal in warmer weather. Otherwise I'm trading a lot of ale, in addition to some firewood here and there. Foodwise I try to swap out venison, mutton and some beef (we have little) for fruits.

The last picture is an overview of our main food producing area. Thankfully disasters are off, because if a hurricane or fire had ravagaed this area, we'd be in serious trouble.
Title: Re: Pangaea - Langtvekkistan
Post by: RedKetchup on September 28, 2014, 08:36:15 PM
congrats for your 1000 :)
(even 1100 ^^)
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 29, 2014, 06:08:51 AM
Quote from: RedKetchup on September 28, 2014, 08:36:15 PM
congrats for your 1000 :)
(even 1100 ^^)

Thanks :) It's been a slow ride, but it's by far the biggest town I've had, so it's been fun. Still only have three trade ports, and it's annoying when the livestock and seed merchants drop by, especially when it's 2/3 (thankfully not been 3/3 yet).
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on September 29, 2014, 06:21:31 AM
@Pangaea Looks great; congratulations!
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 30, 2014, 06:52:50 PM
80 years

Doesn't feel like I've done much these last 10 years, which a look at the previous overview shot confirms. Population has increased with about 260, but I've only built 27 new homes. I have built another trade post, and the idea was to use it for temporary storage, but the silly boat people are more than a little intent on traversing up the very narrow stream. Still, I'm mainly storing coal up there. Apart from that, the main development has been to lay down stone roads absolutely everywhere. Well, the lazy builders haven't gotten their fingers properly out yet, but in time they will get there, I'm sure.

As expected the population did rise on the back of all the houses I built up to year 70, but expanded farms also meant the food situation is better now, and our stores have increased with roughly 100,000. The last couple of years we're losing food again due to the higher population, so I've just started to plan out where to expand the farms.

In the south, a full-blown forest node has been erected, while the previous one is getting torn down, to be replaced with more farms and houses. Up north-east, Animal Farm is being expanded eastwards. The landscape is tricky, but Better Fields mod lets me get a little bit more out of the mountainous land. Think I'll pasture as much as possible, while farming elsewhere.

The cemetary has expanded as well, and I hope this will be enough for quite a while. We now have 703 final resting places, which really ought to be enough I would think? Currently 463 are taken, so it should be enough for at least 2000 pop.

Right now Langtvekkistan has 8 hospitals, which have barely been used. However, in the last ten years we did have an outbreak of Mumps, which lasted a while without any casualties, and a very small outbreak of Dysentery. Pretty sure we went at least 50 years without anything. Prior to these two, the only excitement was a disease after one of the first batches of nomads aaaaaages ago.

I'm starting to reach the boundaries of the map now, but I hope it's possible to get to 2000 pop :) 1415 currently.
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on September 30, 2014, 08:11:36 PM
@Pangaea I'd say you are doing exceptionally well, particularly so for having so few TPs (not sure how many you do have, but with 80 traders, it can't be very many)! This is a very good-looking town, and coming along very nicely for not relying heavily on imports.

Could you talk about your trading? How many TPs, what is going out, what is coming in? What has changed re: trading since year 70?
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 01, 2014, 12:06:34 AM
Thank you, that is nice to hear :)

I only have three trading ports, well, until very recently that is. Put up a fourth along the narrow stream, hoping no trader would come there so I could use it solely as storage, but as can be seen in a picture in the last update, the bugger rowed up the river. Haven't traded much there as I don't have much to trade with. Use 20 vendors in each TP, for example to try to move coal closer to the main area, where I have steel tools producing blacksmiths. Unfortunately that doesn't always work, and earlier I noticed the bannies had hauled in over 600 coal.

I'm mostly trading for iron, stone and fruits for ale-making. What I use is venison, mutton, tiny amounts of beef for food; and ale, firewood and the odd 100-batch of wool coats for raw material. Combined we're still importing a fair bit, but probably mighty well short of whatever people are using 20-30-above trading posts for.

Don't think much has changed in the last 10 years in terms of trading, but since the early parts of this town, what has come in and out has changed a bit. Now I'm relying mostly on ale out, and have 1000 ale in all three TPs, plus 1500-2000 of mutton and venison. I also have 2000 firewood in each TP, in case a large shipment of raw material arrives. In the early period, I relied a lot more on firewood, as we didn't have the production capacity for anything else, at least in large enough quantities to make much of a difference. Throughout I've traded a lot of venison, and when we got many pastures, I also added mutton. Both is valued at 3, which is great for buying fruit.

I've ordered apple, peach, plum (make ale with all three), iron, stone and sometimes coal from most merchants, but a few times I've also picked up logs, warm coats and steel tools, when they bring it. Stone, iron and coal aside, I think we are fairly self-reliant. Lots of fruit also come in, but we actually produce a great deal ourselves too, from countless orchards.

Right now we are actually completely out of stone (19 left, from thousands upon thousands a few years ago), I guess paving ALL roads with stone finally caught up with us  :-\

The below picture shows that we'd be fairly boned without importing stone and iron, but other than that it's not too bad. Much food will have been imported too (often with the 3:1 venison/mutton ratio), but the numbers lie a little, as we're pumping out tons of ale, which means food gets "lost". Currently we have 16 brewers.

Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 02, 2014, 04:20:45 PM
I feel like ranting a little bit, perhaps due to having so few trading OPs. Feels like every God damn time they drop by, the chance of it being a livestock or seed merchant is about 80%. This year, 3/4, last year 4/4, year before, 2/4, before that 3/4. Shortly before I built the fourth TP, which wasn't intended be a TP at all (storage), 3/3 came by with nothing but animals and seeds. I can't recall it being this bad earlier in the game, so have I just been unlucky or does the chance for these useless (now) muppets to drop by increase as time wears on?

The bannies have now picked up every last pebble of stone, so I need it rather desperately. Thankfully the one other merchant that came this year did bring 1000 stone, which brings the haul the last 3-ish years to... 1000.

Did anybody read the above post btw, and is how I deal with trading much different from others? I wouldn't think so, but the rant in this post aside, I don't really get why people "need" such an overflow of trading posts  :-\

Sure, I see the need to import food, logs, tools and coats when you have 3-4000 citizens in massive towns where perhaps all forests have been chopped down, but before that?


Edit: Below is the sight that met me when firing up the game earlier. Apparently I had ordered the last pockets of surface stone to be collected before saving, and a stream of labourers did as asked.

Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on October 02, 2014, 04:37:20 PM
I lol'd at the march of the laborers.

Your trading seems very similar to what I'd been doing; ale, venison/mutton, firewood. I also was trading lots of wool coats for wool and warm coats, and iron tools for iron and steel tools.

The only thing I would do differently, and feel strongly about, would be import a single type of fruit, and use only that fruit to make ale. Two towns ago I was importing just two types, and that was causing me all sorts of shortages and stoppages, this tavern is using cherries but there is only plum in the market, that sort of thing. Sure you can change the tavern, but it can take some time to notice, and when the low resource symbol is up, that means the brewer is out looking for fruit. So you may change from cherry to plum just at the time he is arriving back with an armload of cherries.

I realize you are growing those three fruits, but what I would do in that case would be to leave two of those for my guys to eat (they do need fruit), set all the taverns to make ale from the third, and import just that one type. My big towns taught me that the simplest supply chains are the least susceptible to disruption.
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on October 02, 2014, 04:44:41 PM
Also, I made a deal with myself WRT merchants. The deal was, since I didn't need any more seeds or livestock, I considered it a fact that I had told those guys, stay out of my town, I'm never buying anything from you, ever again! Anytime one of them showed up, I was free to revert to an earlier save. Not that I did it all the time, or even most of the time. But if I needed to, or if the RNG God was screwing with me, I did not hesitate.

That's another advantage to herding the merchants into a pack, you can concentrate on trading while they are on the map, and thus you can make saves judiciously. Is it cheating, or is it a workaround? I consider it a workaround, since I was putting considerable effort into creating the opportunity for myself. It's no more cheating than playing with disasters off is cheating. It's another way to play.

Anyway, just a thought.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 02, 2014, 05:11:46 PM
Thanks for the feedback and advice.

One reason I grow and produce ale from three different fruits, is also that I like to keep things a little realistic, so I can pretend this is a real town. I'm not sure it's such a drawback either, but you probably know better based on more experience. Did the numbers on the last harvest. They don't look so great compared to what I've seen before when checking it out, but even so, the average comes out at ~360. I've seen over 600 on individual taverns before, with most above 400. Two of these taverns are new, however, which may explain a couple of the low ~200-ish numbers. I suppose less would be grabbed by citizens if I only produced ale from one fruit, but I kinda like to do it with plums, apples and peach. I know it doesn't matter in game terms, but I like the idea of diversifying crops and orchards. Even now I'm putting down new cropfields of pumpkins and squash and whatnot, although from an efficiency point of view I should put down nothing but beans, wheat and corn.

Good tip about saving before the merchant boats arrived, and I've read that somewhere before. I have done it a couple of times when we were out of fruit, but when I still got lousy merchant types I just took what I got and moved on. I do wish it was possible to tell the game "No thanks, I'm not interested in seed or livestock any more, bring me goods I actually need", and this could be one way of doing that in a cumbersome way, but I tend to prefer to just go with whatever cards the game is handing me, whether it's this one or other games. Not always, but mostly.

We've fallen behind the house-curve more than I like now, and have about 480 houses for almost 700 families. The population is up to about 1600 now, but the amount of children and students have largely remained the same, with a boost to adults, so there is a risk we go into a death spiral soon. That is also why I was desperate for stone, to build more houses, so that shipment of 1000 that just dropped by was precious.

@irrelevant and others who have built big towns, when you get to the margins of the map, do you leave some forest nods at the edge to provide you with logs, herbs (and more leather), or do you chop down the lot and start importing logs instead? I kind of like to be reasonably self-reliant, but I'd like to push the population up to at least 2000 before calling it a day on this town, so if I need to rely on mainly importing logs, then so be it - albeit with a heavy heart.
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on October 02, 2014, 06:21:35 PM
Quote from: Pangaea on October 02, 2014, 05:11:46 PM

@irrelevant and others who have built big towns, when you get to the margins of the map, do you leave some forest nods at the edge to provide you with logs, herbs (and more leather), or do you chop down the lot and start importing logs instead? I kind of like to be reasonably self-reliant, but I'd like to push the population up to at least 2000 before calling it a day on this town, so if I need to rely on mainly importing logs, then so be it - albeit with a heavy heart.
Depends on your map, but with pop 2000 you probably should be able to leave several forest nodes about the fringes. My farming challenge town (pop 2700?) had plenty of forest space left, but no nodes, just undeveloped space; I was trading for essentially all my logs.

Rickettsville had a number of forest nodes (6? 8? 10? but nowhere near log self-sufficiency, was importing manymany logs) up to someplace between pop 2500-3000, at which point I systematically turned them all into farms over the next 10 years or so. By that point I had tons of herbs, and was buying all my logs, wool, fruit, and iron. If I had cared to curtail trading, I'd say that pop 2000-2500 would have been just about the max. There is only so much space on the map, and log production in particular takes up lots of space.

Sink Mill, I was trading for logs from the start, nodes were never more than a supplement.

I have never built a town with any intention other than to trade for logs and fruit. Until Gnaw Bone ;)
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 02, 2014, 06:28:49 PM
Thanks, I should be able to get up to perhaps 2500 population here without near-total deforestation then, as I see there is actually quite some bit of land up north yet, which can be farmed and populated.

Wanted to go back to the mono-fruit culture for a question. If you e.g. order plum from a merchant, how much will he typically bring?

I've ordered plum, apple and peach from a few merchants, and they must have some magic boats of holding :P They can bring for example 18000, 10000 and 10000. So if I ordered only one type, would they bring close to 40,000?
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on October 02, 2014, 06:45:49 PM
I don't remember ever seeing that much, but I was always ordering nuts as well. 15-20k of each was pretty common though. My guys ate lots of pecans and very little meat, which I traded away for the nuts. Ale for fruit, meat for nuts; I had like 250k each of apples and pecans stored much of the time.

That's from the food merchant only. I was also ordering fruit and nuts from the general goods merchant. He would bring more like 5-10k of one or the other, along with logs, wool, iron, tools, or coats.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 02, 2014, 08:58:32 PM
Perhaps 40,000 is the max then, as I've seen that amount a few times now.





This is weird. All my pastures are up in the north/north-east. At the very south-west tip of the map is a loose cow.

But there is more. A few moments later she has a little friend with her :)

No idea how this can happen, but pretty cute.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 02, 2014, 10:23:54 PM
90 years

Last ten years have seen some big developments, in several parts of the map. We have built ~130 new stone houses, so no wonder the stone was vanishing quickly.

Up by Animal Farm we've built a municipality, as a spot was nicely positioned between three markets. Farms have expanded further south-west, and another town centre has been erected around a market. Four taverns and two woodcutters is really pushing it, miles away from our core, but hopefully they won't just sit there and twin their fingers.

Still south, but on the other side of the river, more farms, and another market with a residential area on hold. Six more production buildings here, two blacksmiths, two tailors and a woodcutter and tavern, which is pushing it, but we needed some more output of clothes and tools, otherwise we need to start relying on imports as we can just about keep up with demand.

Quite liked the orchards around the mountains in that region, so am attaching a picture of them as well.

Food has increased a bit due to the expansion of the farms, which we'll need when all these new couples start wrestling in bed. Kids have already shot up, while adults are starting to decline a little, so I was a little slow on the house construction earlier. Baby boom coming up now, that's for sure.

This is rare, but if you look closely at these screenshots, you'll notice a mighty hot summer. So hot, in fact, that it'll probably be a lousy harvest as the crops simply don't grow in such blistering heat.


I'm surprised the game is as smooth as it is. Settings are pumped up to max, and there are quite a few people and constructions on this map now, but only once in a while is there a snag with lag. This new-ish computer must be pretty decent after all.
Title: Re: Pangaea - Langtvekkistan
Post by: assobanana76 on October 03, 2014, 02:05:34 AM
beautiful trees that try to climb the mountain !!  ;D
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on October 03, 2014, 08:49:55 AM
Quote from: Pangaea on October 02, 2014, 10:23:54 PM
90 years

This is rare, but if you look closely at these screenshots, you'll notice a mighty hot summer. So hot, in fact, that it'll probably be a lousy harvest as the crops simply don't grow in such blistering heat.

The irrelevant tweak crop mod makes some of the crops more heat-resistant  ;)
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 03, 2014, 10:25:01 AM
Quote from: irrelevant on October 03, 2014, 08:49:55 AM
Quote from: Pangaea on October 02, 2014, 10:23:54 PM
90 years

This is rare, but if you look closely at these screenshots, you'll notice a mighty hot summer. So hot, in fact, that it'll probably be a lousy harvest as the crops simply don't grow in such blistering heat.

The irrelevant tweak crop mod makes some of the crops more heat-resistant  ;)

Nice. And it doesn't overpower things?

On the one hand, it's annoying to get early frosts, or this Death Valley heated summer, but it's also nice with some variety. Turned out to be a terrible harvest btw. We lost about 60,000 food that year, out of a normal harvest of 190,000 - 200,000. It was actually worse than most early frosts, as they tend to mostly kill the late bloomers, not hamstring the whole lot, even orchards.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 03, 2014, 04:45:27 PM
Yay :)
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on October 03, 2014, 04:56:12 PM
Congrats on 2000!  :D

No, ITC is not OP, it just makes some judicious temperature range changes to potatoes, pumpkins, cabbages, peppers, and squash. It gives them all a chance to be useful, without homogenizing them.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 07, 2014, 06:12:09 PM
100 Years :)

Population has increased a lot lately, because I made a push to get to 2000 by year 100. We pushed a bit over the line, and currently 2,175 people live in Langtvekkistan.

Coincidentally, exactly 100 houses have been built the last decade, but the population has gone up by almost 500 people, and 250 families. Really hard to keep up with houses now. The population graph speaks for itself. Adults have spiked up, but children and students haven't. The population increase has put a real strain on our food, and we lost 50,000 last year, partly due to a hot summer with worse harvest than normal.

A residential area has arisen in the very south, in between three mountains, and finally I've built another community centre south of the residential core, where we started out. There is still some more space, and once the stockpile has been removed, I'll probably put up houses everywhere, as we need them. Another set of orchards around the mountains there, thanks to Better Fields.

Further south-west a very productive herbalist (100+ a year) is soon coming down. Quite simply we need more farming land, and this is close to the only decent spot left before we go into the big forest area up north. Lots of logging up there now, so I keep putting off cutting it all down.

The last picture shows our foodbin; most of our food is produced in this area, as it's a big, fairly flat piece of real estate. I've come to quite fancy the design of two rows of houses with a barn in between here and there, as it 'loses' pretty little land. You see it in the middle of the picture, and in the lower right corner.

Wish the crops were a bit more colourful. Despite using many different kinds, it looks bland... Stone houses don't exactly help either! :D


I'm feeling a little exhausted by this map now, and it's difficult to keep going. Could be we could get to 3000, but I suppose having just 4 trading posts will start to pinch at some point, especially when cutting down the forests and thus reducing logging. Tempting to start another save soon, using the new storage buildings by @RedKetchup. I'll try to keep going a bit more, but not sure I'll be able to "complete" this map.
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on October 07, 2014, 06:25:51 PM
Nice town, nice images!

That orchard that wraps around the hill, that's several small rectangular orchards, right? Just curious, not sure how much modding has changed things.

So how long has that herbalist been there, and producing steadily all along? No forester anywhere around, right?

I also have a hard time making my housing keep up with my pop. Did a better job than I've ever done there at Gnaw Bone. But on a big map there just is always so much that needs to be done.

I notice you have three hunters per cabin; I didn't find that having more than one hunter makes much difference. But you've got plenty of guys, may as well make sure.

I like to zoom in on the growing crops, they are more colorful then. Also, you're still early summer, it's more colorful the next two months.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 07, 2014, 06:48:03 PM
Thanks. Some of those orchards are almost cube-like, while others are 15x3-ish (or shorter), it depended on what fit best. Probably wouldn't be able to place anything there without Better fields, so it does change it a bit, but on a large map like this it's not a massive difference.

The herbalist has been there a long time, but not sure exactly how many years. There isn't a forester nearby (he's further west), so that helps a lot. Been producing a lot as long as I've noticed it. Usually between 80-110.

Suppose hunter efficiency depends on how well they are positioned, but I find that 3 guys do better than just the one, so usually put 3 people there right away, especially when I have the manpower. We're also short on leather on this map now, so we need all we can get. Speaking of limits, I've stopped building more churches and expanding the cemetery. Still a few available graves, but the churches capped out at 2000, and I figured that is enough; they take up too much room.

True about the timing, it does look better later, and with a more zoomed in view (wanted a nice overview shot before they started harvesting the crops, and bean was close to 100% now). I like the orchards more, though, and the greener livelier colour adds some spice to an otherwise too grey and dull world. The lettuce actually looked more colourful, so I'll probably add that mod to the next town I'm playing. Not as keen on all the extra chains with flax and such, as I really like the default game the way it is, so will probably not add that one. Hopefully more bare crops will be added, with artwork, at some point. Do plan on using the Dairy mod, though. Would also have used the Bakery mod if it worked properly. Hopefully the author will update the buildings at some point, so they only take the needed goods and don't act like secondary barns.

Housing is becoming a real issue. Population explodes while students/children do not, so the population can become too aged if one doesn't keep up. But then you need to expand farms to keep up, and if you build too many houses, the increase just spirals out of control. It's tough to find the right balance.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 10, 2014, 01:42:07 AM
In some thread recently I wrote that I hadn't had a serious setback from disease despite placing (some of) the hospitals in central locations.

Oh crap.

Disease         Transmission Acquire "1 in" Percent
Name         Time Chance Radius Chance Death Death
Tuberculosis 0.25 0.8 8 20 8 13


Having seen this (so far!!) explode from Patient Zero to 70, I realised I have misunderstood this table. I thought Acquire Chance was a percentage, but it must be this weird "1 in X" stuff instead, because it spreads a lot faster than Influenza and Mumps and such, which is mostly what I've had so far. It seems to have reached some critical mass now, as one hospital is overfilled, and infected jumped from 40 to 70 in one second. Could be a pretty serious set-back......  :-\

One thing that has always done my head in with diseases, is that they don't go to the closest hospital, nor abort current tasks. They appear to go to the hospital closest to where they live, which can mean walking right past the entry of another one. Bah!
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on October 10, 2014, 02:34:52 AM
Quote from: Pangaea on October 10, 2014, 01:42:07 AM

One thing that has always done my head in with diseases, is that they don't go to the closest hospital, nor abort current tasks. They appear to go to the hospital closest to where they live, which can mean walking right past the entry of another one. Bah!

As far as I have noticed; if someone is ill, he goes home and from there to the nearest doctor. That also means, as you have seen; he goes to the doctor closest to his home.

I hope you get your epidemic under control soon. That bim-bim-bim-bim-gong that sounds when there´s a lethal decease is not very funny.

By the way; you are doing great. And don´t worry about over-aging; As long as you go on building houses continually, the population will grow, slow or fast, it doesn´t matter. Your town far away looks great and has developed fine in the time I didn´t look. (are you Norwegian or have some Norwegian roots/knowledge? The name of your town indicates that)

Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 10, 2014, 05:11:39 AM
110 years

Hectic years. Tuberculosis hit. Combined with lots of elders punching out from under-building of houses, the population increase halted and slightly decreased. Feared tuberculosis would hit us back, hard, but it topped out at around 85 infected out of ~2400. 24 people died, though, and I reckon several hundreds got the disease. It lasted about 18 months, until the very last person died (he did in fact die and not recover, so RIP).

The area south of the starting spot has been fully built up now, and the market there is servicing an uncomfortable amount of producion buildings. Seems to go okay with 25 vendors, which I have in quite a lot of markets by now. We have the people for it, so why not.

In the south I've built up a couple of areas on both sides of the river, by tearing down some of the beloved foresters. We needed houses quite badly, so I stuffed as many over on the small moutain-encrusted plot across the river, and was very pleased it was possible to squeeze in tunnels in both directions. Close shave!

People behave a bit odd though, such as the very strong-willed woman in the last screenshot.

Built almost a 100 homes, but families increased by around 150, so we couldn't keep up despite the building boom. Crazy stuff with these big towns. How on Earth @irrelevant managed to get to 6,000 I'll never know  :o :o
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 10, 2014, 05:18:15 AM
Quote from: Nilla on October 10, 2014, 02:34:52 AM
As far as I have noticed; if someone is ill, he goes home and from there to the nearest doctor. That also means, as you have seen; he goes to the doctor closest to his home.

I hope you get your epidemic under control soon. That bim-bim-bim-bim-gong that sounds when there´s a lethal decease is not very funny.

By the way; you are doing great. And don´t worry about over-aging; As long as you go on building houses continually, the population will grow, slow or fast, it doesn´t matter. Your town far away looks great and has developed fine in the time I didn´t look. (are you Norwegian or have some Norwegian roots/knowledge? The name of your town indicates that)

Haven't noticed that they go all the way home, usually, only if they happen to be going there with food or fuel. It looks like they always finish whatever task they are occupied with, even if that is "idle" outside the hospital. Sometimes an infected person will walk right by a hospital on the way to a cropfield, with "Working" description, get there, turn around on their heels and walk far away to another hospital. Probably the "cleanest" way to do it programming-wise, but it looks weird.

You're right btw, I am from Norway. Hopefully you're also right that the housing and population issue won't get out of hand. Thankfully the tuberculosis didn't. I was worried for a moment when it suddenly exploded into almost a 100 people and a hospital was overbooked.
Title: Re: Pangaea - Langtvekkistan
Post by: RedKetchup on October 10, 2014, 05:20:19 AM
btw , grats on your 100 years :) i never never been able to last that long with a town ^^ i always stop to play them at 85ish
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on October 10, 2014, 05:48:05 AM
Quote from: Pangaea on October 10, 2014, 05:11:39 AM
110 years

The area south of the starting spot has been fully built up now, and the market there is servicing an uncomfortable amount of producion buildings. Seems to go okay with 25 vendors, which I have in quite a lot of markets by now. We have the people for it, so why not.

Built almost a 100 homes, but families increased by around 150, so we couldn't keep up despite the building boom. Crazy stuff with these big towns. How on Earth @irrelevant managed to get to 6,000 I'll never know  :o :o
One thing you should look out for at that market is vendors crowding out the guys working at your production buildings. I had that happen to me in my Newport area, traders and vendors took up all the housing, forcing the choppers and blacksmiths to live farther away, which really messed up production. Check things out with the pathing tool; if that happens, you can either build more houses, dial back the vendors, or a combination.

I have a superpower; it's called "stubbornness." ;)
Title: Re: Pangaea - Langtvekkistan
Post by: rkelly17 on October 10, 2014, 07:10:09 AM
Quote from: Pangaea on October 10, 2014, 05:18:15 AM
Haven't noticed that they go all the way home, usually, only if they happen to be going there with food or fuel. It looks like they always finish whatever task they are occupied with, even if that is "idle" outside the hospital. Sometimes an infected person will walk right by a hospital on the way to a cropfield, with "Working" description, get there, turn around on their heels and walk far away to another hospital. Probably the "cleanest" way to do it programming-wise, but it looks weird.

This is what I have observed. People go the the hospital "nearest" (according to the logic of the game) to where they live--even if that means walking by two other hospitals to get there. If they are hungry they go home first and then go to the hospital. If they are "putting items in storage" they will complete that task first. Other times it seem almost random. I have seen kids "go to school" by walking past the hospital, go into the school and turn right around back to the hospital while others go straight to the hospital. Some people get sick and head straight to the hospital. Some work on so long that they get well before they even get to the hospital. Clearly there is some logic to it (it's a computer, after all) but it is hard to figure out sometimes.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 10, 2014, 03:23:10 PM
Quote from: irrelevant on October 10, 2014, 05:48:05 AM
Quote from: Pangaea on October 10, 2014, 05:11:39 AM
110 years

The area south of the starting spot has been fully built up now, and the market there is servicing an uncomfortable amount of producion buildings. Seems to go okay with 25 vendors, which I have in quite a lot of markets by now. We have the people for it, so why not.

Built almost a 100 homes, but families increased by around 150, so we couldn't keep up despite the building boom. Crazy stuff with these big towns. How on Earth @irrelevant managed to get to 6,000 I'll never know  :o :o
One thing you should look out for at that market is vendors crowding out the guys working at your production buildings. I had that happen to me in my Newport area, traders and vendors took up all the housing, forcing the choppers and blacksmiths to live farther away, which really messed up production. Check things out with the pathing tool; if that happens, you can either build more houses, dial back the vendors, or a combination.

I have a superpower; it's called "stubbornness." ;)

Good point, I'll keep an eye on that. I've noticed the same, for example with fishermen in new areas. When they are alone they do fine, but once the area gets more built up, suddenly there are vendors and others that tend to push the fishermen away from their ideal homes, reducing output from the fishing dock.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 10, 2014, 06:04:37 PM
Quote from: irrelevant on October 10, 2014, 05:48:05 AM
One thing you should look out for at that market is vendors crowding out the guys working at your production buildings. I had that happen to me in my Newport area, traders and vendors took up all the housing, forcing the choppers and blacksmiths to live farther away, which really messed up production. Check things out with the pathing tool; if that happens, you can either build more houses, dial back the vendors, or a combination.

I have a superpower; it's called "stubbornness." ;)

Had a look, and it mostly looks good, very good in fact. However, one bewer has quite the trek back and forth in the morning and evening...  :o Don't think he could live farther away even if he tried. Hopefully the game sorts it out soon enough.

d:  ;D ;D The other resident in that house up in Nowhereville is a farmer, that lives even farther away from work. The farm is well to the west of the Tavern. Incredible how the game makes gaffes like this.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 10, 2014, 08:17:45 PM
One of my favourite things about this game is to plan out new areas, so I figured I'd make a post about it. Usually I hit Pause so I can make mistakes without real consequences, as there tends to be a bit "try and fail" because it's not always easy to fit in what you want where you want it.

Not sure how I can insert pictures in the post itself, that are added to this site, so guess they'll just have to be added to the bottom like normal.

1st: I like to tear down the trees and buildings first (there was a hunter and herbalist before), so I can see better. Should have taken down the remaining trees too. It's easier to see what you're doing without pixel hunting for footprints later.

2nd: Have already placed many buildings now, but I wanted to showcase the very useful Quarry (that I never, ever BUILD :D ). It's big, so it's good to use to hover over the land to get an overview of where you can build.

3rd: Most of the plans have been put down, only missing some up north that is done once the forest is cut down.

4th: This is what it looked like when completed. Unfortunately there was a late frost, but the stupid farmers were more than happy to keep "planting" in -2C temperature  >:( It's particularly visible in the left of the picture.
Oh, and yes, that is another hospital you're seeing -- but in this case it actually is in the corner of the map, sort of, and not french-kissing the market  ;D
Title: Re: Pangaea - Langtvekkistan
Post by: rkelly17 on October 11, 2014, 07:37:59 PM
Nice sequence of shots. Planning is such a fun part of the game, but I tend to do it more in increments. I always admire those who can plan out a whole town section at once.

If you want to insert the pictures right in the post you have to first place them in the "Galleries" section and then copy the BB Code link it gives you in the page that comes up when you click on the image in the gallery:



[img]http://worldofbanished.com/gallery/14_14_05_14_12_19_54.jpeg[/img]



and paste that into your post.

Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 11, 2014, 07:41:39 PM
Thanks @rkelly17. Looked at the gallery, and can we only add one picture at a time? Bit of a pain to add a whole bunch for use in other threads then :/
Title: Re: Pangaea - Langtvekkistan
Post by: rkelly17 on October 11, 2014, 07:53:30 PM
Quote from: Pangaea on October 11, 2014, 07:41:39 PM
Thanks @rkelly17. Looked at the gallery, and can we only add one picture at a time? Bit of a pain to add a whole bunch for use in other threads then :/

Indeed. That's why I stopped using it. It does make one's posts look nice, but it is a lot of work to get it all done.
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on October 12, 2014, 02:45:12 AM
Quote from: rkelly17 on October 11, 2014, 07:37:59 PM
Nice sequence of shots. Planning is such a fun part of the game, but I tend to do it more in increments. I always admire those who can plan out a whole town section at once.


I agree. Cannot do that eather, I am a bit too inpatient. And if I try to do these kind of planning, I always change my mind before it is built. So most of the planned footprints, will be erased anyhow. :(  :P

I do like this blogs; To read, look at the pictures, and try to understand, how other people think and execute their plans. Might be the part of this website I like the most.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 13, 2014, 04:08:46 AM
Slow going recently, unsure what to do where, but the population has increased a little more.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 14, 2014, 01:52:10 AM
120 years

Appears I have spent a lot of the last 10 years just watching the town go about its business, because between expanding the area I mentioned before (building process) in year 111 and a new area in year 119, not much has happened. Built a big stockpile area in the west. It wasn't great for housing or farming, so figured I may as well store material there. We needed more stockpiles anyway. Firewood has gone up a lot lately, and I'm not quite sure why. I have only built a few more woodcutters, and haven't traded much away, but that has been the case for a looong time, so I suspect the chains are more efficient somehow.

Have finally moved into the forest up north now. We're growing all 8 crops in this market-hub. It's a reasonably good farming area, lots of flatland, and I like the idea of staying food self-reliant, so will mostly build farms up here I reckon, plus more needed houses. Food for ale making aside, we're actually at a surplus, which is nice, but of course loads and loads of fruit go into the ale-making business.

Had a scare with Yellow Fever. Expected it to run rampant, especially when I saw people jogging in and out of the blooyd hospital all the time duruing the outbreak, but to my surprise only two people got it, and it never spread beyond the initial area. Perhaps I was lucky that patient zero wasn't too far from 'his' hospital, and only one more person got it from him. This area was up in the north-west-ish, which isn't the most populous.

Also got the most nomads yet, with 323, but turned them all away. The pressure on houses is enough as it is, and I don't want uneducated people who will surely bring a disease when they are that many.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 14, 2014, 10:38:29 AM
A little concerned... the game has crashed twice in the last hour or so, while I was doing nothing in-game. The last time it was while auto-saving.

:(
Title: Re: Pangaea - Langtvekkistan
Post by: irrelevant on October 14, 2014, 10:55:23 AM
I have experienced lots of crash-on-saves as my pop got over 3000 or so. Got so every time I saved I'd hold my breath.

I started turning the speed down to 1X and then pausing after a few seconds at that speed before saving; I was able to imagine that this helped ;)

Every time after a crash I re-booted. That seemed actually to help. Also check if you need to defrag?
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 14, 2014, 11:15:55 AM
Made a bug report about it, so with some luck Luke will respond.

The population is pretty big and most of the map is filled, so maybe that puts too much of a strain on things - hard to say. Autosave is on every 5 minutes, so most times it has gone well, but if it's going to crash fairly regularly from now on, I guess I need to change settings around and make a lot more manual saves instead. Am playing on 2x, which is mostly fine, except a 1 second stutter once in a while. I assume the game is making some type of wholesale calculation.
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on October 14, 2014, 11:28:33 AM
I have heard of these crashes by larger populations as well, but have never experienced them myself. I have turned down the autosave to only once in 30 minutes, maybe it's because of that. I think I was only at 3000 on a big map once, my other bigger games, where on medium maps, it may also be a reason.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 16, 2014, 08:40:29 AM
130 years

Game has kept crashing, but lately it is better. Changed to 32-bit version after advice by @RedKetchup and it's been more stable since then. No idea why that .exe would be more stable, but  :-\

More forest has been cut down, and we've expanded the town in the north. Moving into all this forest up north means we now rely on importing logs, though with stores of ~25000 it's hardly an immediate crunch.

Looking at the stats over those 10 years, it's obvious stone, iron and now also logs is needed from outside. Food looks allright, ale taken into account, and the food stores have gone up a fair bit lately, thanks to all the new farms up north. One particularly good year we finally climbed above 300,000 food produced. Usually we are a little below that.

We've built around 90 new houses and the population has increased by roughly 150. Actually gone down a little the last few years as loads of people died. Produce around 13,500 ale per year, which is barely enough to supply the four trading posts. They're not always topped up again when the merchants come back. A bit scary to see the food crash down by 150,000 each winter to summer, but we have plenty stores right now so it's not an issue.

I attached another planning picture from the expansion up north. Luckily the rows of houses fit really well, though it's also a case of calculating what might fit where. As you see, I usually put small stockpiles where nothing fits. Glad I ended up with the three schools, though, as they're all filled up now.
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on October 16, 2014, 10:36:32 AM
That looks good.
I really find it nice that the fields have different size. I see you build them quite large. How many farmers are tending each one?
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 16, 2014, 11:59:15 AM
Quote from: Nilla on October 16, 2014, 10:36:32 AM
That looks good.
I really find it nice that the fields have different size. I see you build them quite large. How many farmers are tending each one?

They look larger than they really are. Often I put 2-3 fields together, usually 15x8 or 10x12 size, or thereabouts. I figured roads between all of them would be a waste, so I put for example three 15x8 next to each other instead. When they are the same type, it looks like one giant field when the crops are ready to be harvested.

Two farmers on each field now, but I only used one in the beginning.

The advantage with mountains throughout the landscape is that you need to adapt. I actually find it great fun to plan out a new segment, and try to make it fit in between mountains or streams. At times the mountains can be annoying, but I actually think it could be a bit boring with completely flat maps.
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on October 16, 2014, 12:36:54 PM
Quote from: Pangaea on October 16, 2014, 11:59:15 AM

They look larger than they really are. Often I put 2-3 fields together, usually 15x8 or 10x12 size, or thereabouts. I figured roads between all of them would be a waste, so I put for example three 15x8 next to each other instead. When they are the same type, it looks like one giant field when the crops are ready to be harvested.

Two farmers on each field now, but I only used one in the beginning.

The advantage with mountains throughout the landscape is that you need to adapt. I actually find it great fun to plan out a new segment, and try to make it fit in between mountains or streams. At times the mountains can be annoying, but I actually think it could be a bit boring with completely flat maps.

Now I understand. I asked, because my experience is that you need more workers if you build larger fields . Anyhow it looks good.

And I fully agree with you; I also like to build in these irregular shapes, trying to squeeze in as much as I can. Makes it much more interesting.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on October 19, 2014, 06:13:54 AM
140 years

Slower going now, as 2X has become a little too unbearable. Getting a bit fed up of this map now, and I want to start another game soon with some more mods, but wanted to make a push for 3000 pop at least, which was achieved thanks to a building spree up north.

1st picture: Stats, showing 3100 population and the production of the last 10 years.

2nd picture: Many busy ants clearing forest and infrastructure up north. This was also, finally the end of a Diphteria outbreak that lasted over three years(!)  >:(

3rd picture: Land has been cleared and two markets put down for measuring. So much land was cleared, that it was easy to spot in the minimap  ;D

4th picture: An unfortunate teacher was stabbed to death during yet another rampant Diphteria outbreak, and you see part of the new town up north.

5th picture: Some deer are idling, though I don't appreciate the snacking on beans.

6th picture: The eastern section of the new town up north, and yes, that's another disease - this time Dysentery :(

7th picture: Western section of the new town. Two schools and more houses are being constructed.

If I put down houses everywhere now, I suppose it may be possible to spike up to 4000 pop, but I'm not sure if I can be bothered. I'm getting fed up now, playing at 1X is a bit of a nag as well, and we're tipping more and more towards relying on imports. Food is okay, but we need half the logs, all stone, iron and coal from external sources, and a lot of the fruits too. We need soooooo many barns, and in some sections they are all full, and there isn't much I can do about it, short of almost a yearly micro, so it's more and more tempting to start a new save, using @RedKetchup's grain silo and root cellar. Hopefully that will make food storage more manageable, without hundreds of barns.

Figure I'll go to 1000 houses, and see where that leaves me.
Title: Re: Pangaea - Langtvekkistan
Post by: Pangaea on September 13, 2015, 10:40:56 AM
Interesting to go back and check out this topic. Don't think I played any further from the last update. Wanted to see how many people I got, and it looks like it ended with 3100. Not bad, although it's no comparison with the 6-7000 of some other people.

Think I'll finally start that new map now, with as mentioned last time, the no-longer-so-new root cellar and grain silo mods. Would still like to play with relatively few mods and very few trade posts. That naturally means I can't get into nose bleed territory in terms of population, but dealing with 30+ boats every year would be a huge pain in the neck.
Title: Re: Pangaea - Langtvekkistan
Post by: Nilla on September 13, 2015, 01:37:28 PM
Nice to see you back.
Title: Re: Pangaea - Langtvekkistan
Post by: RedKetchup on September 13, 2015, 08:10:45 PM
welcome back @Pangaea  :D