World of Banished

Sightseeing => Village Blogs => Topic started by: irrelevant on September 25, 2014, 06:24:21 PM

Title: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on September 25, 2014, 06:24:21 PM
Life just isn't the same without writing about what I'm doing. So at the risk of boring you all, here's Gnaw Bone.

Gnaw Bone is an actual town in southern Indiana, not far from the actual towns of Floyd's Knobs and French Lick. I always liked the name Gnaw Bone, it made me think about what their lives must have been like, the white settlers who first lived there after the Miamis and the Piankashaws were driven out in the early 1800s. The terrain there is very much Small Mountains, and so I thought a good way to recover from 5000 pop/smallpox burnout would be to get some more achievements. Nope, haven't got them all, and I feel this is a real hole in my Banished experience and knowledge. So I'm trying for Mountain Men, Isolationist, and One With Nature here in Gnaw Bone. This is totally unlike anything I've ever done before, so the results might not be pretty. But most of y'all probly wont notice what happens here, anyway. ;)

So, here's the map and the first couple of months.

Starting out with one wooden house, a fisher, and a school. Next will be a gatherer and a hunter. Then we'll see.

Yeah, I know that gatherer there will suck, and so will the forester and the herbalist. But they will be enough to start.
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on September 25, 2014, 06:35:49 PM
good luck with your new town :) and your achievments
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 25, 2014, 06:43:19 PM
Thanks @RedKetchup . It won't be long before I start another new town using irrelevant crop tweaks and the creamery and your great decorative stuff. What will we be able to grow in the greenhouse? Lettuce and tomatoes would be nice adds!  :P
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on September 25, 2014, 06:44:48 PM
Quote from: irrelevant on September 25, 2014, 06:43:19 PM
Thanks @RedKetchup . It won't be long before I start another new town using irrelevant crop tweaks and the creamery and your great decorative stuff. What will we be able to grow in the greenhouse? Lettuce and tomatoes would be nice adds!  :P

seedlings ! :)
but ya, would be nice to add some 'plants' and 'trees' inside it :)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 25, 2014, 06:45:32 PM
Oh, grow your own seedlings! How cool is that?! You're so good. :D
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 25, 2014, 07:05:56 PM
First Autumn is pretty. I've never played on harsh; not counting on getting much done this winter.

Wow, I clicked on the school panel and hit the "work" button by mistake. I instantly had two new laborers. Fortunately, auto-save had run just a minute ago. Gotta be careful! :-X

Jeez, you have to plan each. freaking. log. :o Cutting down trees one at a time which I have never done.

Screen 2 - start of year 2

In year 1 collected 2468 food for 22 pop, made 78 firewood for two houses in year 1; I'm happy with that. Going to have to build another house this year or maybe even two. This will take lots more firewood. Logs are tight.

Plus a tailor soon. Or is the blacksmith more important? Got fewer clothes, but tools are more critical. Not sure yet.

Screen 3 - Early Summer 2 - still doing trees one by one, got the pop moving up; 6 students. Sometime this year, new workers  :D Just started house number 4, to the left between the river and the future market. My goodness, the first few years are fun.
Title: Re: irrelevant - Gnaw Bone
Post by: Nilla on September 26, 2014, 02:25:45 AM
Maybe I am a bit boring, always asking for reasons. But as I have said before; I have the impression that you are not doing something random or just because you saw someone do it, this or that way in a video or because it just looks nice for the moment. You have reasons for doing things this or that way. (By the way I try that, too, and it is interesting to hear how someone else is thinking)

1. Why a fisher-hut first? (I always start with a gatherer, 2 categories of food and a higher productivity)

2. Why so few houses? (I want many babies at the beginning, so I build houses for everyone, as soon as possible)



Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 26, 2014, 04:13:46 AM
I thought I might rise this morning to questions from @Nilla  ;) Not boring at all, you just make me think about things harder, which is good.

I built the fisher right away because the site was clear, the mats were right there, and all the bannies were right there. I knew the gatherer would take lots longer, and I wanted to get a food source working faster than that.

There are so few houses because there is so little wood. I have to be more careful until my forester gets his woods grown back up. The tree harvesting there already has hurt the gatherer. Now I wish I had the logs back from the herbalist and the second barn.

I feel that food and firewood have to both be under control before building many houses. I don't really want the pop to grow so fast, just more mouths to feed. I want more workers first. I do plan to build at least two houses each year though. 
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 26, 2014, 04:48:26 PM
Start of Year 3

Well, I scraped through year two on bark and sawdust, but I got the crucial bridge built, and the tailor, and another house. Never have done so much micromanagement. By harvesting so many trees there, I screwed up my gatherer to the point where it produced nothing for most of the year. But the hunter really came through, and when my first student graduated, I added her as a fisher. So, while nothing about this town is comfortable at all, nothing is really in crisis either.

This year, I should get a half-dozen new workers. I'll build the forester across the river, and hopefully get the gatherer on this side working at last. Plus at least two houses, maybe three. I should try to build some stone houses, but I don't know if I'll really have the mats for that. Gotta be saving up for the tailor and the Town Hall.

Going to skip chapels and cemeteries in this town, there's just no space. Well, maybe a small cemetery.

If I don't have a TP, and never accept nomads, is it still possible to get disease?
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on September 26, 2014, 05:16:53 PM
the answer is yes. depending of your seed :)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 26, 2014, 05:34:38 PM
Merci, mon frere. :)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 26, 2014, 06:20:18 PM
Start of Year 4

So the class of '04 started working this year, and they are most welcome. The workforce went from 11 to 18 in a single year. The original forester has started producing, and the new forester is planting. The gatherer also finally kicked into gear, and there is a second hunter under construction. Added houses 5&6, and so now we have our first new family. Among the unpaired, there's  very nice mix of M&F. I could start 5 more families immediately if I wanted, but I'll keep going with the 2 per year for now. Gnaw Bone is not a pop race.

I think I'll build a little cemetery, just for the happiness radius. And next year, a tavern too (saved the space for it there on the market), same reason.

Oh! Maybe I should build some roads? :-[ Been pretty busy up til now tho.

edit: forgot to add that where in Y2 I collected 2974 food, in Y3 I got 4002.
Title: Re: irrelevant - Gnaw Bone
Post by: rkelly17 on September 26, 2014, 06:58:47 PM
Quote from: irrelevant on September 26, 2014, 04:48:26 PM
If I don't have a TP, and never accept nomads, is it still possible to get disease?

I once had a child get the mumps in the Winter of Year 1.  :o
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 26, 2014, 07:16:21 PM
Oh FFS. >:( ;)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 26, 2014, 09:27:48 PM
Start of Year 5

Got a market now. That will help. Starting to wonder though, if I will ever have enough stone to build a Town Hall. Can I play this game with no town hall?  :o

This year, 4168 food.

Workforce is on a plateau. This was a choice, slow house construction.
Title: Re: irrelevant - Gnaw Bone
Post by: Pangaea on September 27, 2014, 02:42:52 AM
800/24, that's an impressive amount from only one hunter.

How bad is the harsh climate? Bit early to see clear patterns yet if you haven't played with it before either, but what kind of spring/summer/autumn can one expect on harsh?
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 27, 2014, 05:32:12 AM
@Pangaea I can't really say; since I'm not farming, I haven't been paying much attention to the weather.

I believe hunter efficiency is mainly determined by putting the cabin in a good spot. That hunter got 1200/36 in year 2.

edit: I know that a single cabin supposedly can bag only a single deer per season, but this fellow obviously hadn't heard that rule. Maybe the rule is "only a single deer per season per herd." This cabin has multiple herds passing thru its circle most years.

Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 27, 2014, 04:45:47 PM
Early Spring 6 - pop 37

Not a lot got done this year, I was micro-ing stone collection. Have to make sure I have enough to build a quarry! edit: D'oh! Iron, not stone.

Did get my annual brace of houses built, and started on an herbalist and a gatherer in the new forest node. The original forest is so small, it gets blown out so fast, the forester, herbalist, and gatherer all three.

One of the new houses is on the far east end, in which direction lies the future. Unfortunately the location I have selected for the quarry is in the western cul-de-sac. My guys will just have to be doing a lot of stone-toting, because that's really the best spot for it. I'll have to put a bridge down there so they don't have to go the long way round to get to South Vale, which is the largest buildable area on the map.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 27, 2014, 05:45:44 PM
Early Autumn 6 - pop 43

That certainly was unexpected; I figured I was behind in building houses, but there is no MF pair ready to move into my 12th house. Guess I should be checking instead of assuming. There's a couple of male students who may graduate later this year or in the spring, and a 24 y/o F waiting....

Ah! Good going Melises! :D

Still, looks like I need to take a 1-year break from building houses.

Screen 3 - the second market is going to go here.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 27, 2014, 07:11:47 PM
Early Spring 7 - pop 44

Late snow, glad I'm not farming!

Just waiting for enough extra bodies to staff the quarry once it's built.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 27, 2014, 08:11:32 PM
SMFH! I just realized the quarry takes 40 iron, not 40 stone! ::) :o >:( ;D Building the second market immediately.
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on September 27, 2014, 08:22:38 PM
hehehe yeah quarry requires iron and iron mine requires stones :)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 27, 2014, 08:24:02 PM
Early Spring 8 - pop 48

I can't believe how much I was holding back building because I thought I needed 40 stone for that quarry! ;D

Built a forester in the town and deleted all those paused houses; should have done this years ago. It's little things like this that I've missed by going for big pop thru farming.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 27, 2014, 08:31:33 PM
@Pangaea Early Spring 8, another late snow. I guess this is what harsh does; could really screw up your whole growing season. Need the hardier crops, not beans. @RedKetchup's Irrelevant Crop Tweak would be great for harsh.

It warmed up to 35 and then there was yet another snow, temp back down to 30. Nasty.

Irrelevant Crop Tweak cabbage, squash, and potatoes would just laugh and ask for more.  ;) Corn would've bit it, but wheat would have been okay. Beans, pumpkins, and peppers would have been stomped.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 27, 2014, 08:51:01 PM
1320 grub, not bad for a single gatherer.
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on September 27, 2014, 09:07:20 PM
yeah not bad :)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 27, 2014, 09:46:19 PM
Next year, same one gatherer, 1430  :o
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 27, 2014, 09:55:16 PM
Early Spring 9 - pop 51 - the Mountain Men clock is running  8)

Another snowfall after the start of the season. @Pangaea I think this is what you can expect from harsh, snow falling on your early planting. Irrelevant Crop Tweak  ;)

Screen 1 - South Vale is growing.

Screen 2 - everything.

This town is so much fun! :D
Title: Re: irrelevant - Gnaw Bone
Post by: Pangaea on September 28, 2014, 11:46:38 AM
Have had visitors this weekend, so not been able to check in much.

Looks like harsh is indeed a rough customer, and farming will be tricky in such conditions. Squash might handle late snow okay, but another issue, I think, is that you also need decent temperature for crops to grow decently, so if it's pretty cold each summer, harvests will be poor. If it doesn't work quite like that, then farming will still be okay, with the caveat that you'll lose more when winter comes early, or stays late.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 29, 2014, 02:52:07 PM
Early Spring 10 - pop 57

Planned expansion of housing in east (foresters, hunters, gatherers, builders) and west (quarrymen).

First death, followed by three more in the following year, all among the originals, all of old age, all in their mid 60s. Life in a harsh climate is hard on a body. But that's okay, that's two houses I didn't have to build  ;)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 29, 2014, 05:41:10 PM
This is the first time I've relied heavily on forest nodes for food as well as logs. It seems there is a delicate balance between the forester and the gatherer. The gatherer needs the forester, to keep the forest healthy and renewed, with goodies growing in the understory. But too much logging and the gatherer's output suffers (as does the herbalist's). More than two gatherers at a single hut seems to be unsustainable. Similarly, two foresters cutting and planting also seems to be unsustainable, even with minimal logging. If anyone has observations regarding this relationship, I'd be interested in your comments here.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 29, 2014, 07:18:40 PM
No more annual updates. From now on only when there is something interesting....well interesting to me anyway  ;D

Markets 3 & 4, needed the storage space. Had to tear down a perfectly good but poorly-placed herbalist. Wouldn't mind so much except eventually I'll have to build another one there. I've been trying to figure out what I can trade when I reach 300 pop and can finally build TPs, then it hit me: herbs! I'll be able to stock up enough anyway to let me buy a big raft full of logs and start making firewood for trade.

The hideous quarry. I figure as long as that's there, I may as well build a coal mine and an iron mine over there too, once the stone's gone.
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on September 29, 2014, 09:41:12 PM
are you really playing with all these windows open ? ^^
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 30, 2014, 03:16:04 AM
@RedKetchup Yes, I don't have a town hall. No hospital yet either, I need to build that first. So expensive!

Although food and logs seem to be under control now; I should probably be watching the markets and barns instead.
Title: Re: irrelevant - Gnaw Bone
Post by: Pangaea on September 30, 2014, 04:48:28 AM
Quote from: irrelevant on September 29, 2014, 05:41:10 PM
This is the first time I've relied heavily on forest nodes for food as well as logs. It seems there is a delicate balance between the forester and the gatherer. The gatherer needs the forester, to keep the forest healthy and renewed, with goodies growing in the understory. But too much logging and the gatherer's output suffers (as does the herbalist's). More than two gatherers at a single hut seems to be unsustainable. Similarly, two foresters cutting and planting also seems to be unsustainable, even with minimal logging. If anyone has observations regarding this relationship, I'd be interested in your comments here.

I can only say what I have said before (on the official forum), which wasn't very popular at all.

Based on observation, I prefer to have herbalists and sometimes also gatherers separated from the forester nodes (which usually include a hunter and sometimes a woodcutter). Smack them all together, and the first few years are productive, but after that there isn't as much time for undergrowth to develop as the trees are cut down when they are mature. Due to this, output from herbalists and even gatheres fall, sometimes a lot. From ~100 herbs a year, I can see 10-20. Therefore I try to separate the different nodes, if I have the space for it.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 30, 2014, 08:07:37 AM
I agree with you, but on this map, I need to have all three in pretty much every clump of trees on the map. This takes a lot of micromanagement, juggling which herbalists are in operation, how many foresters are at each hut, whether cutting is turned on or off, how many gatherers at each hut, etc.

I have 1 or 2 foresters at each hut while I'm cutting and planting, when I turn cutting off I may go up to 3 or 4. Gatherers I have 1 to 3 per hut. Anything more intensive than this leads quickly to diminishing returns. Can't afford that on this map, all these nodes will have to produce steadily up to the very end.
Title: Re: irrelevant - Gnaw Bone
Post by: rkelly17 on September 30, 2014, 10:28:52 AM
Quote from: Pangaea on September 30, 2014, 04:48:28 AM
I can only say what I have said before (on the official forum), which wasn't very popular at all.

Based on observation, I prefer to have herbalists and sometimes also gatherers separated from the forester nodes (which usually include a hunter and sometimes a woodcutter). Smack them all together, and the first few years are productive, but after that there isn't as much time for undergrowth to develop as the trees are cut down when they are mature. Due to this, output from herbalists and even gatheres fall, sometimes a lot. From ~100 herbs a year, I can see 10-20. Therefore I try to separate the different nodes, if I have the space for it.

How many herbs do you stock? I tend to keep it at 100 herbs per herbalist (I only use 1 herbalist per hut) and at that level they do fine whether part of a bigger forest village or on their own. My one herbalist seems to keep at least 500 citizens fully supplied and the number in storage almost never dips below 100. I've also seen gatherer items and even herbs grow alongside very young trees. Truthfully, lately I have been building my herbalists on the border between forest villages at the point where the hunter circles just touch one another (I don't overlap), but I don't see any difference from what I was doing. In either case I'm careful to harvest all stone and iron from the circles so that there is maximum space for trees, gatherer items and herbs. This is just my experience, others may have different experience.
Title: Re: irrelevant - Gnaw Bone
Post by: Pangaea on September 30, 2014, 11:58:30 AM
I only use one herbalist per hut too. In my current town (the blog one), I was trading away herbs as we had 1000+ (with 4-5 herbalists) and it's worth a decent amount. Then at some point I noticed that our herbalists couldn't keep up with demand, without trading anything away, so I had to relocate some of them to non-forester forests. It's much better now, and we've got back from 6-700-ish to about 2000 in maybe 5 years. So in my experience there is a big difference. Others obviously have different experiences, but the way I build the towns (usually have four foresters per hut, both cutting and planting), the difference is so big that I much prefer to have different forest nodes for herbalists and foresters. Since I already have different nodes, I've also found that it's better to put gatherers with the herbalist instead of the foresters. The difference here isn't so large, but it does seem to be systematically better over time.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 30, 2014, 06:59:08 PM
Early Spring 14 - pop 76

All but one of the original 10 adults has died. Made a new cemetery next to the quarry. So far, the quarry rocks (sorry). Producing just enough stone with four cutters (104 last year, first full year). Going to build an iron mine there as well, and possibly a coal mine farther along that same slope. Going to share 8-10 workers, swap them out back and forth as needed.

Started on a hospital. Not the best location, but locations are scarce on this map. Building a path thru the forest node, just to try to divert some traffic away from it.

South Vale forest nodes, extant and planned.

Feeling good enough about stone to think seriously about a town hall. Need three houses too, and two foresters.
Title: Re: irrelevant - Gnaw Bone
Post by: Pangaea on September 30, 2014, 07:08:31 PM
Looks good so far, as we all expected I think ;) How many years have you had 50+ people now? It's 20 for Mountain Men, isn't it?
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 30, 2014, 07:08:58 PM
Yes, I went over 50 in year 9. Getting Mountain Men won't change anything though, Isolationist (300 pop) is the one I'm really looking towards, then I can build TPs.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 30, 2014, 08:34:18 PM
Demolishing the original hunter's cabin. Kinda sad, it has been such a good producer. But that's where the Town Hall is going.

New Market. Three TPs will go here once I get Isolationist.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on September 30, 2014, 08:57:28 PM
Town Hall just finished. Houses and Families :) Not bad for winging it for 16 years  8)

Time to start thinking about crossing the river. More TP sites over there if I need them.

Four years' worth of food.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 01, 2014, 05:39:31 PM
Early Spring 18 - pop 92

Getting started across the river. Reluctant to build more houses, as I have three that are occupied by elderly widowers who might kick off at any moment. I suppose when they do I can always "upgrade" them, and recover them when I have more tenants. Really need more bodies on the other side of that bridge.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 01, 2014, 06:08:47 PM
Uh-oh. Guess who's getting all A's ;)
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on October 01, 2014, 06:57:50 PM
Glorin !
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 01, 2014, 07:01:11 PM
Dingdingding! Valedictorian of the class of 18 ;D
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on October 01, 2014, 07:11:21 PM
yay i ve got also an " A " :)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 01, 2014, 07:28:22 PM
Every day, mon ami, you get another A.

Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 01, 2014, 07:30:17 PM
Early Spring 19 - pop 101

Progress at Far Side, lots of goodies here. There's two herds of deer that just keep walking back an forth past that hunter. I may have to put up another one.

Overproducing food by a considerable amount right now; however, I'm not sure I'll be able to double food production, which is what I need to support the pop 300 required for Isolationist. So, I'll need to not push pop growth as hard as I might, while expanding food production as quickly as I can; I'll need to build up a food surplus that I can draw down once I get to 250 or so, and that means I'll be needing lots more storage.

Up to now my barns and markets have been filling up as quickly as I've been making them. Unfortunately a considerable chunk of what they have been filling up with has been leather, coats, and firewood, things I ordinarily would be trading away.

I'd been planning to build an iron mine first, but maybe what I need is coal instead, so my guys can use that for heating, and I can ease off on firewood production.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 02, 2014, 06:21:40 AM
Had six old ladies die in the past 18 months; now I have 6 old widowers living alone. I normally don't care about this, but I really need to build a couple of houses; I can just see these codgers all kicking off together and then I have a housing glut.
Title: Re: irrelevant - Gnaw Bone
Post by: rkelly17 on October 02, 2014, 09:55:26 AM
Quote from: irrelevant on October 02, 2014, 06:21:40 AM
Had six old ladies die in the past 18 months; now I have 6 old widowers living alone. I normally don't care about this, but I really need to build a couple of houses; I can just see these codgers all kicking off together and then I have a housing glut.

Do I smell a mod suggestion? Old folks home so the old codgers can all live together?
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 02, 2014, 10:22:22 AM
Oh, you know, if I really wanted to I could kick them out into a BH, but I'd still have the same problem, empty houses. And I wanted to build houses in a particular spot; these old farts ain't in that spot.

Anyway I'm not one for modding my out of problems I created myself ;)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 02, 2014, 07:07:04 PM
Early Spring 24 - pop 142

Never had a food curve look like that before!  8)

Running out of storage space as fast as I can remember to build it. So used to having my farm grid with all those barns.

Stonecutting and mining are working out well. Going to build a coal mine soon, next to the hospital.
Title: Re: irrelevant - Gnaw Bone
Post by: Pangaea on October 02, 2014, 09:08:13 PM
That's an impressive food curve. If the food reserves is anything to go by, it looks like you've found some very good fishing and hunting spots. Does the appearance of deer improve what they hunt? I've never been quite sure about that, but I think so.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 03, 2014, 05:27:41 AM
@Pangaea Yes, the hunters actually do take deer from the herds, and only from the herds. When there are no herds of deer in the circle, you get nothing. That's why cabin placement is so important, ideally they go in the "choke points," through which you have observed herds of deer passing.

Each herd seem to follow a more or less regular pattern, moving back and forth between two or three grazing areas.
Title: Re: irrelevant - Gnaw Bone
Post by: Pangaea on October 03, 2014, 10:19:22 AM
Cool. I've tried placing them near observable grazing areas as well, which seems to work, but other times I just plop it down in a forest node, and that seems to work okay too. Hunters do physically kill the visually observable deer, though, so grazing areas are useful to keep in mind when placing the huts.

Yesterday I actually fired up a game with the bug mod active, and it was very interesting to see the Deer Population feature in action. For example, it looks like they can go everywhere they can pathfind. But if you for example order to take down some trees, that area is redded out, which I think means they don't go there currently. After a time of human non-activity, it turns a different colour, which I reckon means lower deer activity in the area. After yet more time it turns green, the normal colour, so they can go there normally again.

Some really cool features in that bug mod.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 03, 2014, 06:23:16 PM
Happiness is slipping because of the quarry and the mines; time for taverns! :D :D :D
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 03, 2014, 06:57:48 PM
Quote from: Pangaea on October 03, 2014, 10:19:22 AM

Some really cool features in that bug mod.
Yes, that looks very interesting, may have to check that out.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 03, 2014, 07:03:35 PM
Couple of years of drinking free ale will do wonders for a town's happiness. I have to look at a coal mine? Eh, okay. ;)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 03, 2014, 07:11:02 PM
Here's something I never thought I'd say: my guys are burning coal in their homes; I'm so happy! Less pressure on the log=firewood chain.

Also everyone is using steel tools plus 100 in storage. Still just one smith.
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 03, 2014, 07:47:40 PM
Okay, so I think I'm finally getting the hang of this game  :)  8)

Mountain Men
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on October 03, 2014, 07:51:57 PM
Quote from: irrelevant on October 03, 2014, 07:03:35 PM
Couple of years of drinking free ale will do wonders for a town's happiness. I have to look at a coal mine? Eh, okay. ;)


a coal mine ?
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 03, 2014, 07:53:41 PM
You know; happiness detraction.
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on October 03, 2014, 08:01:25 PM
lol ya ^^
sorry again :)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 03, 2014, 08:30:12 PM
Haven't posted screenies in awhile.

Late Autumn 28 - pop 199 - got Mountain Men, now just working on getting pop 300 (so I can build TPs) without outstripping my food production, which will never be 30k/year without trade.

Stone, iron, and coal are all coming in. Making steel tools at the one smith, and letting my guys burn as much coal as they like; wood is the precious commodity on this map, until a merchant brings me a big raft of logs. That'll be a few years yet.

Got some taverns up and running. Berry ale for the masses to consume. But the infrastructure is ready for some real fruit, then we can really brew. And buy some grain to get back that last half-heart.

I'd been having some storage problems, but I've eased that somewhat through pop growth, ale production (pulls berries out of markets and barns, condenses it into ale, which takes up less space and is stored in the taverns), and reduced firewood production (thanks, coal!)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 03, 2014, 08:44:14 PM
Fishing. It's not glamorous, and Gnaw Bone is not a spectacular fishery by any means. But there is 48,000 fish stored in markets, barns, and houses.

Oh, and still two seasons to go this year ;)

If anyone is really looking, notice that each fishing dock has a barn and two houses as close as I can get them.
Title: Re: irrelevant - Gnaw Bone
Post by: RedKetchup on October 03, 2014, 08:47:07 PM
fishies is always good. they dont like but it keeps them from starvation :)
Title: Re: irrelevant - Gnaw Bone
Post by: irrelevant on October 03, 2014, 09:00:00 PM
Whoa, those four taverns blew through the berries double quick. Going to cease ale production until I get nearer to having TPs up.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: RedKetchup on October 03, 2014, 09:07:59 PM
yeah and they dont give anything, at least i never felt that way.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 03, 2014, 09:13:31 PM
Yeah, it's all about the happiness circle, you get that whether you're brewing or not.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 03, 2014, 09:53:21 PM
Thirty year glamour shots

1 - Wilderness Market

2 - Far Side Market

3 - Middle Market and Port Market

4 - Middle Market and South Vale

5 - Old Town and Old Forest

6 - Ironstone Market.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 04, 2014, 08:52:41 AM
Late Winter 33 - pop 300 - Isolationist

Bring on the TPs!

Four to start, got space for a couple more, if I tear out some stuff.

Stock targets are the same for all four. I won't get that much ale without importing fruit, but I want to make sure all I'm making now will be traded and not drunk  ;)

edit: Gah! Forgot venison. And fish! Swimming in fish  ;)
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: RedKetchup on October 04, 2014, 12:48:50 PM
YAY congrats ! bro ! félicitations :)
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 04, 2014, 02:22:12 PM
Merci, mon ami!

Wow, the difference between 25 barns stuffed to bursting, and 25 barns that have hardly anything in them, apparently is 4 TPs.  :)
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 04, 2014, 03:06:09 PM
And finally, a merchant arrives with ordered goods. Yes, more expensive; when the alternative is nothing that you want, who cares?
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 04, 2014, 04:56:56 PM
Year 38 - pop 400 - One with Nature

Gnaw Bone is done.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: RedKetchup on October 04, 2014, 05:56:38 PM
woot woot :) now add all the addons :) hehe /joking
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 04, 2014, 05:58:15 PM
I knew it!  ;D

I will add in a number of mods now, but I also need to decide on a goal.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: RedKetchup on October 05, 2014, 01:25:36 AM
and what is your goal ?  ;D
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 05, 2014, 01:49:07 AM
Well, I haven't decided yet ;)
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: Bobbi on October 05, 2014, 02:53:28 PM
I have enjoyed following your journey with Gnawbone. Perhaps now it is time to build a castle or play with some other mods.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 05, 2014, 03:42:28 PM
@Bobbi Thanks!

You're so right, it's high time to do a town with a judicious selection of mods. I've been looking at which ones to use. Here's what I've decided on so far:

RK Warehouse
RK Irrelevant Tweak Crop
RK Creamery and Dairy
RK Decorative Items
RK Small Chapel
Longer-living Orchards
Better Fields
Flatten Terrain
Fountain Mod Lite
Town & Textiles
No Wind

I thought about using Bobbi Special DoctorHouse, but I have put so much thought into how I would use fences at hospitals, I want to try out those plans instead.

If the small market buildings were ready, I'd use them too  :)


Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: rkelly17 on October 05, 2014, 07:17:22 PM
Quote from: irrelevant on October 05, 2014, 03:42:28 PM
I thought about using Bobbi Special DoctorHouse, but I have put so much thought into how I would use fences at hospitals, I want to try out those plans instead.

Be careful, @irrelevant. The little buggers sneak through the gate and idle inside the fence. I figured Bobbi Special DoctorHouse was less messy than death rays or some such. Together with the fences at appropriate distance from the hospital it gives you much more freedom in hospital placement.

Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 06, 2014, 05:59:01 AM
@rkelly17 You're probably right. And there's few things more annoying than those hospital idlers.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: Bobbi on October 09, 2014, 09:28:00 AM
I think you should use the no idlers doctor house. It doesn't change a lot in your planning, as you still have to build in out of the way places to avoid contagion, it is not as if you really want to plop it in the middle of town. It just prevents the little jerks from traipsing clear across the map to idle there even when they have another idle spot right next to their house.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 09, 2014, 09:33:05 AM
@Bobbi I agree, I now plan to use Special DoctorHouse (I love that name).
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: rkelly17 on October 09, 2014, 11:42:21 AM
Quote from: Bobbi on October 09, 2014, 09:28:00 AM
I think you should use the no idlers doctor house. It doesn't change a lot in your planning, as you still have to build in out of the way places to avoid contagion, it is not as if you really want to plop it in the middle of town. It just prevents the little jerks from traipsing clear across the map to idle there even when they have another idle spot right next to their house.

@Bobbi, have you tried @RedKetchup's stone fences alongside the DoctorHouse mod? If you surround your hospital with a fence 6-8 spaces out from the building and leave only the one gate in front it cuts off the traffic and the only people I've seen enter the hospital are the physician and sick people. I don't build right in the center of town, but I can build it much closer when it is fenced in.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: Bobbi on October 09, 2014, 06:10:55 PM
QuoteI agree, I now plan to use Special DoctorHouse (I love that name
*cough* that's BOBBI'S special doctor house *cough*
Quotehave you tried @RedKetchup's stone fences alongside the DoctorHouse mod? If you surround your hospital with a fence 6-8 spaces out from the building and leave only the one gate in front it cuts off the traffic and the only people I've seen enter the hospital are the physician and sick people. I don't build right in the center of town, but I can build it much closer when it is fenced in.
Yes, I posted a screen shot somewhere, I think on the Doctor House thread. I'll post again here. Yes, you can build them in much more convenient places, but I still haven't dropped them right in the middle of town. I remember when I first started to play this game, my lovely town centered around the market with the hospital RIGHT NEXT TO THE SCHOOL. I still awaken at night shuddering at the horror of it all.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 09, 2014, 06:26:54 PM
@Bobbi  Bobbi's Special DoctorHouse, a thousand pardons! :)

This is a shot of the hospital in my first town, conveniently located near any number of idling spots. ;D
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: RedKetchup on October 09, 2014, 06:29:32 PM
ROFL, we were so noobs back in time ^^
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 09, 2014, 06:32:08 PM
Brother, ain't that the truth!
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: Bobbi on October 09, 2014, 07:53:20 PM
Quote
This is a shot of the hospital in my first town, conveniently located near any number of idling spots

Hee heee hee right next to cemetery, trading posts...is great @irrelevant! Wish I had a screen shot from my first town. It was a beauty, that market area with town hall on one side, hospital and school on another, blacksmith and wood chopper on third side, and boarding house on fourth. Lots of house right up against the backside of the hospital, too. Church with cemetery nearby, as well.  :-[
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: Pangaea on October 09, 2014, 09:04:16 PM
Errrr, guys... here are some pictures from my CURRENT town  :-[ :o

Truth be told, though, I haven't had any real issues with it. People need to get to the hospital when sick, and if every hospital is on the edge of the map, they'll be walking a long time, past other people... I've not had a massive outbreak, but I've had at least 10 diseases across the 100+ years, and the most infected are ~45 people at the same time. So maybe it's not such a clanger after all?

Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: rkelly17 on October 10, 2014, 07:17:36 AM
Quote from: irrelevant on October 09, 2014, 06:26:54 PM
This is a shot of the hospital in my first town, conveniently located near any number of idling spots. ;D

In my first four or five towns I built almost every hospital right on the market place next door to the school. I had one between the school and a well. That part of the square was so crowded with idlers that people trying to work could hardly get through. It looked nice up to the point when 100 people out of 500 were sick at the same time.  ::)

Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 10, 2014, 07:22:30 AM
@Pangaea How many of those infected were among the idlers standing around near the hospital, or near the other happiness-providers near the hospital? We have had considerable discussion on this board regarding that.

Here's one: http://worldofbanished.com/index.php?topic=205.0

Another one: http://worldofbanished.com/index.php?topic=149.0
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: rkelly17 on October 10, 2014, 07:27:04 AM
Quote from: irrelevant on October 10, 2014, 07:22:30 AM
@Pangaea How many of those infected were among the idlers standing around near the hospital, or near the other happiness-providers near the hospital? We have had considerable discussion on this board regarding that.

Here's one: http://worldofbanished.com/index.php?topic=205.0

Another one: http://worldofbanished.com/index.php?topic=149.0

In my case I was heaping idler magnet on top of idler magnet and getting huge crowds. After I started building hospitals away from population and siting them with at least one side inaccessible (though I discovered that really only the river or a lake make a building side truly inaccessible), it was pretty much only the hospital idlers. In one town I was even ringing my hospitals about 30 spaces out with idler magnets like wells trying to head them off before they got to the hospital. They persisted.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: Nilla on October 10, 2014, 07:37:47 AM
At the beginning I built hospitals at the marketplace, too. It looks nice.

But I don´t know what i do different from you all. I have very little problems with idlers at hospitals. I hadn´t really noticed this behavior before, but after i read these discussions here a month ago or something, I have bin watching it a bit more closely. Yes, sometimes a child is idling close to a hospital, but I havn´t really seen any adults doing this. At wells and graveyards, yes, but hospitals no.  ???
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: Mahnogard on October 10, 2014, 07:51:45 AM
Quote from: Nilla on October 10, 2014, 07:37:47 AM
At the beginning I built hospitals at the marketplace, too. It looks nice.

But I don´t know what i do different from you all. I have very little problems with idlers at hospitals. I hadn´t really noticed this behavior before, but after i read these discussions here a month ago or something, I have bin watching it a bit more closely. Yes, sometimes a child is idling close to a hospital, but I havn´t really seen any adults doing this. At wells and graveyards, yes, but hospitals no.  ???

I'm glad I'm not the only one. I don't have idling issues either. I have other issues with hospitals and sick people, but not idling. I stopped worrying about hospital placement ages ago, because it never seemed to matter. I mean, most people get infected from the sick person leaving the hospital to go home and eat, or because they just have to finish the job they were doing before seeking out a doctor, or because they just have to go to the hospital all the way across the map instead of the one they are closest to. So now I just build enough hospitals, some in town, some further out, and let nature sort it out.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: rkelly17 on October 10, 2014, 12:22:31 PM
@Nilla and @Mahnogard, you leave me green with envy. I only wish my citizens were as intelligent as yours. Of course I've never had one leave the hospital to go eat. Once mine get in they stay put, but I have seen far to many not only idle or play near the hospital, but even INSIDE the hospital during an outbreak. That has been the primary means of spreading disease in my towns. When I have multiple hospitals I have even seen a citizen who is idling near one hospital get sick and go "visit the doctor" in a far distant hospital, spreading disease all along the way. I only wish I could say that hospital idling has not been a problem.  :'(
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: irrelevant on October 10, 2014, 12:48:42 PM
I have seen sick bannies leave the hospital before, but it always was someone who was idling inside the hospital and caught the contagion du jour from a sick patient. They then leave the hospital to go do some task, leaving disease spreading in their wake.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: Mahnogard on October 10, 2014, 01:22:10 PM
Quote from: rkelly17 on October 10, 2014, 12:22:31 PM
@Nilla and @Mahnogard, you leave me green with envy. I only wish my citizens were as intelligent as yours. Of course I've never had one leave the hospital to go eat. Once mine get in they stay put, but I have seen far to many not only idle or play near the hospital, but even INSIDE the hospital during an outbreak. That has been the primary means of spreading disease in my towns. When I have multiple hospitals I have even seen a citizen who is idling near one hospital get sick and go "visit the doctor" in a far distant hospital, spreading disease all along the way. I only wish I could say that hospital idling has not been a problem.  :'(


My luck is offset by the fact that I can take in no nomads, have full health, and still get diseased every five years or so. Not every town, but enough for me to have taken note of it. I'm starting to think that the hearts are deceptive in that, based on alcohol usage, most of my Bannies are functional alcoholics and have compromised immune systems. Malloy Flats has full happiness, and it still takes 5 taverns and 5 distilleries (Fountain Mod) to keep up with their drinking.

Quote from: irrelevant on October 10, 2014, 12:48:42 PM
I have seen sick bannies leave the hospital before, but it always was someone who was idling inside the hospital and caught the contagion du jour from a sick patient. They then leave the hospital to go do some task, leaving disease spreading in their wake.

I've watched Patient Zero get sick, go (the long way) to the hospital, then I'd see them out again just a bit later. Clicking showed that they were getting something to eat, infecting 10 people on the way there and back. That's pretty much when I gave up on trying to micromanage hospitals. It is possible, of course, that they got better for 15 seconds and got reinfected when they left. I didn't consider that until just now. Can that even happen? Or maybe they were really just idling at that hospital on their way to another hospital. Who can tell? I've just stopped trying. It's like herding cats.

I'm always amused that, even without mods, we all have such different experiences in this game. :D
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: Pangaea on October 10, 2014, 02:49:42 PM
Quote from: irrelevant on October 10, 2014, 07:22:30 AM
@Pangaea How many of those infected were among the idlers standing around near the hospital, or near the other happiness-providers near the hospital? We have had considerable discussion on this board regarding that.

Here's one: http://worldofbanished.com/index.php?topic=205.0

Another one: http://worldofbanished.com/index.php?topic=149.0

I just had an outbreak of tuberculosis myself, which was the most serious so far. I reckon at least 200 people (out of ~2400) got it, and by my count 24 died. The most concurrent infected were around 85. I noticed some people were idling inside and around the hospital(s), and in at least one hub this seems to be how it spread. People are walking everywhere, though, and I saw loads of people get it while being out walking as well, going past others who had it, or past the hospital/market/whatever.

Must admit that I generally don't have a big issue with idlers around hospitals, they seem to gather more frequently at the markets. I'm also not convinced it's the best idea to have hospitals in outlying areas. People need to get there one way or another to get treated. If it's far away, they'll walk past lots of people. The risk of dying is lower in a hospital, but first they must get there. Yes, people will get infected outside hospitals in more central areas, but at least they have a shorter way to get to treatment themselves.

However, watching that tuberculosis outbreak I'd probably prefer to not place them quite so close to the markets, as then there are so many people within infection range. I wouldn't place hospitals way out of the way though. I have a few like that, and nobody got there, but if they had to get there, they'd have to walk halfway across the map, past several markets or in other high traffic areas. I'm not sure what is worse, but I think getting to a hospital fast is important too. If you have 10 people off in various directions towards hospitals on the edge of town, they may be worse than the same people walking into a more central hospital and get treated faster.


Edit: Having written all that, in my next game I'll probably try out the BOBBI hospital mod. It was frustrating to see people idle inside hospitals, get infected, walk off, do some task and infect others, and then walk back towards a hospital for treatment. Maybe no idling at hospital would reduce that. Shame to lose the happiness as well, but maybe it won't matter too much.

Also important to point out that people tend to idle when they have nothing to do. So if you have a million labourers, more will probably idle in unideal spots.
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: Nilla on October 10, 2014, 02:54:39 PM
Quote from: Mahnogard on October 10, 2014, 01:22:10 PM

I'm always amused that, even without mods, we all have such different experiences in this game. :D

YES !!!
me too

that´s why I love to read the blogs

everyone have his/her own way of building and thinking, very interesting to follow.

something else......

this is @irrelevant´s Gnaw Bones blog and I am so happy for you that you succeed and that your Bannies not had to gnaw the bones to stay alive :)
Title: Re: irrelevant - Gnaw Bone: going for Mountain Men, Isolationist, and One w/ Nature
Post by: rkelly17 on October 10, 2014, 04:44:48 PM
Quote from: Mahnogard on October 10, 2014, 01:22:10 PM
My luck is offset by the fact that I can take in no nomads, have full health, and still get diseased every five years or so. Not every town, but enough for me to have taken note of it. I'm starting to think that the hearts are deceptive in that, based on alcohol usage, most of my Bannies are functional alcoholics and have compromised immune systems. Malloy Flats has full happiness, and it still takes 5 taverns and 5 distilleries (Fountain Mod) to keep up with their drinking.

I've often wondered about the whole "5 Hearts" and its connection to getting sick. When I have tracked sick people carefully they almost always have 5 hearts and 5 stars. I know that the different tables people have found in .rsc files indicate that less healthy people get sick more easily, but I've never seen it--usually by the time anybody gets sick I've got the whole settlement up to five hearts through diet and herbs. I generally sell all my ale before anyone can drink it. If I get more than 200 in stock I build another TP and have it collect 1000. I keep happiness high with chapels (Marx was not totally wrong about religion) and cemeteries.