World of Banished

Sightseeing => Village Blogs => Topic started by: Nilla on April 08, 2015, 05:29:09 AM

Title: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on April 08, 2015, 05:29:09 AM
I will try the challenge of @Trizeropz , the real hard one; small mountain map, harsh climate, hard start, disasters on, no trade, no farming, no herbalist. I thought a little bit about making it "extra hard" with no schools, but I came to the conclusion, that it really have no sense. This game will soon enough come to its limits and with uneducated it's not harder, the end only comes sooner.

It is not easy to find an appealing small mountain map. I was lucky by that other variation of this challenge. But this time I tried 8 or 10 random maps, all really bad. I was almost tempted to start the same map again, but I really don't like playing the same map several times, so I gave it one more chance; said to myself; I'll make one more try, if the map is really bad I'll use the same again! Just for fun I tipped the number 123 and....

.........for a small mountain map this one is alright.

First picture, starting conditions.

You can see most of the settlement, as it looks now in the year 9 in the background.

Second picture, first years efforts

There were only 4 children from the start, but 3 of them were 7 or 8 years old, so I started with the school. Everyone will be educted in this settlement. The forester only plants the first 1-2 years.

Third picture, after two years, believe it or not; I do a bit of planning

The most important food source in this game will be the gatherer. Of cause there will also be as many fishers and hunters as possible, but the gatherers are the most productive one, also producing fruit and vegetables. That's the reason I put the gatherers as good as I can on the map. In between there is a market place, a quarry, a mine, homes........I will try to steal as little land as possible from the gatherers.

A special note to my friend @irrelevant ; there are no barns yet! They all have to use the chart. I am a bit short of everything, This is on purpose, other things are more important at the start.

Fourth picture, year 7

Now I have the barn, and a marketplace and the stores are slowly increasing. I've also built the city hall. There is no real hurry to do that, but I had enough building materials and the builders had nothing else to do, so why not. I don't really need the quarry yet, but build it now for the same reason.

I've played until year 9; 43 citizens, no need for speed in this game

Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain
Post by: Trizeropz on April 08, 2015, 06:32:53 AM
no farming? condition 3 dont said this^^
good luck and have fun:) will join soon
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain
Post by: chillzz on April 08, 2015, 07:19:17 AM
Quote from: Trizeropz on April 08, 2015, 06:32:53 AM
no farming? condition 3 dont said this^^
good luck and have fun:) will join soon
with hard start there are no seeds, without trading.. you will never acquire seeds anyway.
so basically it is always no farming, no need to mention it in the starting conditions  @Trizeropz ;)

Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain
Post by: Trizeropz on April 08, 2015, 07:27:06 AM
lol fail^^ :-[ :D
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on April 23, 2015, 06:59:01 AM
I have decided to go on with this blog. I wrote about this town at the challenge. It went very well, I played with it for a while, took some nomads........
http://worldofbanished.com/index.php?topic=833.msg14787#msg14787

I reached a population of 1474, OK with the help of nomads, but still sustainable

Now I will try the same map again, with the latest mod from our favorite moddler; The New Medieval Town from @RedKetchup.

To make it a little bit exciting I have decided to make the starting conditions very tough; I will allow 1 building of each; gatherer, hunter, forester. That's all of basic production sites. No fisher, no farming, no pasture animals, no herbalist, no mine, no quarry. I have no idea if it's possible to build up a settlement with these limits. Maybe if you let it grow slow and have a lot of trading ports. This game will have an extra punishment; it's a small mountain map, so there isn't much iron and stones lying around.  :-\

I like tricky games, so I really look forward of this.

I'll show you a little what I made yesterday but first a picture of the first unmodded version.

First picture

First attempt. different graphs

Second picture

First new building stands; a new school. Everyone will be educated in this town. I'm sorry to say; there will not be many medieval buildings before the big boats arrive (population 150)

Third picture

Look at the hunters home in a row! The forester also wanted a home that's connected to his workplace. But I found no way to combine it with the gatherer.




Note:sorry I notice now as I want to add the picture that this was the blog about my second mountain settlement. But now I´ve written it here so I will go on here!  :( :-[


Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: RedKetchup on April 23, 2015, 11:54:58 AM
how you like my buildings ?
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on April 23, 2015, 12:52:51 PM
Haven't built many yet, have to wait for the big ships. (if I get there at all). The main problem now is logs. I have harvested all there is to harvest on that map (unless some places on the other side of the river but I suppose the bridge cost more wood than the trees I can chop down).

I will play a bit more tonight, maybe I can say more tomorrow.

Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on April 25, 2015, 03:57:54 AM
My settlement is still alive! Not comfortable and safe but so far; it works.

I let it grow slow; 80 inhabitants in year 19. I've decided to build 6 trading ports for the start. With 1-2 more it would maybe have been safer, but you must be able to fill them with trading goods. My main trading good is firewood and sometimes it's even hard to fill the 6 of them. I don't get enough logs. I've built one brewery, so if I have enough apples, I make some ale for sale. I also sell a little venison.

Still @RedKetchup, I cannot say much about your medieval buildings. Can't afford them yet. I've built a wind mill, just to let the imported corn last a little bit longer. For the same reason, I will build a butcher as soon as I have enough wood.

First picture

Almost my whole little trading settlement. You can see that the food store is far from safe, but still no one has to starve.

Second picture

The graph shows the main problem: logs. This is the biggest disadvantage with the small mountain map: The natural forests are clear cut. If I increase the number of foresters to 3 (or 4), the productivity of the gatherer goes down. And food is the important thing. So far, I can buy all the food the merchants bring, but if not; I might have to change the priority.

Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: RedKetchup on April 26, 2015, 01:30:23 AM
Quote from: Nilla on April 25, 2015, 03:57:54 AM
Still @RedKetchup, I cannot say much about your medieval buildings. Can't afford them yet. I've built a wind mill, just to let the imported corn last a little bit longer. For the same reason, I will build a butcher as soon as I have enough wood.

yeah i cant compete with your cheap wooden house over all the map ^^ haha
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: assobanana76 on April 27, 2015, 01:39:58 AM
I've never played maps mountain ..
and you're making me watering mouth!!
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on April 27, 2015, 03:54:27 AM
First picture, year 27

It took some time but finally! 150 inhabitants and look! Just what I needed!  :)

Second picture

@RedKetchup; I don't want to complain but I have never seen this before; I built the  Medieval school immediately, so that the first child could be educated and now, I notice; there is "only" 99% educated. I didn't take any nomads. It just happened; one child didn't want to go to school! Why? The school is not full, only 16 students. No house is very far away. You can see on the violet graph, that it happened about three years ago. Can anyone explain this?

Third picture

It happened again! Now I found the unwilling child. Belin! Her 18 year old sister goes to school, maybe that family cannot afford more than one child so long in school. What is this?

You can see the start of my first small medieval settlement. There is a fruit store and the rest will go on, as soon as there is a stone delivery. I just noticed that the apartment of the brewer only need two stones. That's why it looks a bit weird at the brewery.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: RedKetchup on April 27, 2015, 04:08:14 AM
Quote from: Nilla on April 27, 2015, 03:54:27 AM

@RedKetchup; I don't want to complain but I have never seen this before; I built the  Medieval school immediately, so that the first child could be educated and now, I notice; there is "only" 99% educated. I didn't take any nomads. It just happened; one child didn't want to go to school! Why? The school is not full, only 16 students. No house is very far away. You can see on the violet graph, that it happened about three years ago. Can anyone explain this?


i saw that happends quite often. dont worry. it is a bug in the game, something about the % and the decimals .00000000x
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: irrelevant on April 27, 2015, 05:56:18 AM
Quote from: Nilla on April 27, 2015, 03:54:27 AM
First picture, year 27

It took some time but finally! 150 inhabitants and look! Just what I needed!  :)


I love it when that happens  :)

Quote from: Nilla on April 27, 2015, 03:54:27 AM
Second picture

@RedKetchup; I don't want to complain but I have never seen this before; I built the  Medieval school immediately, so that the first child could be educated and now, I notice; there is "only" 99% educated. I didn't take any nomads. It just happened; one child didn't want to go to school! Why? The school is not full, only 16 students. No house is very far away. You can see on the violet graph, that it happened about three years ago. Can anyone explain this?

Third picture

It happened again! Now I found the unwilling child. Belin! Her 18 year old sister goes to school, maybe that family cannot afford more than one child so long in school. What is this?

You can see the start of my first small medieval settlement. There is a fruit store and the rest will go on, as soon as there is a stone delivery. I just noticed that the apartment of the brewer only need two stones. That's why it looks a bit weird at the brewery.

I have never seen this happen before either. If there is a school with room in it, the child turning 10 should always become a student, no matter the distance from home to school.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: rkelly17 on April 27, 2015, 08:53:30 AM
Quote from: Nilla on April 27, 2015, 03:54:27 AM
@RedKetchup; I don't want to complain but I have never seen this before; I built the  Medieval school immediately, so that the first child could be educated and now, I notice; there is "only" 99% educated. I didn't take any nomads. It just happened; one child didn't want to go to school! Why? The school is not full, only 16 students. No house is very far away. You can see on the violet graph, that it happened about three years ago. Can anyone explain this?

. . . .

It happened again! Now I found the unwilling child. Belin! Her 18 year old sister goes to school, maybe that family cannot afford more than one child so long in school. What is this?

Sounds like it's time for @RedKetchup to produce a Medieval Truant Officer!   ;D
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: RedKetchup on April 27, 2015, 04:50:53 PM
sorry it is nothing about my moddling ^^
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on April 28, 2015, 10:11:47 AM
Tried this morning to post a little about my medieval town, but it didn't work. I was thrown out from the site as I tried to post.   :(  Let's see if it's alright now.

I have decided to build a new small medieval village and rebuild the harbour area later. But, @RedKetchup, no worries, there will soon be no more wooden houses left. :)


First picture

Yes! My first 3-store house is ready! Maybe it's a bit too much with the balcony on the second floor, together with that playful third floor. I will do some experiments and see which combinations I like the best. The possibilities are many.

As you may see I build the small nice looking specialized markets . I even make an @assobanana76 ; third and second floor over a stock pile.  ;)

Second picture

That combination looks better to my eyes!

One suggestion for the next upgrade of the Medieval Town-mod; The design of the breweries! They don't look very nice.

Third picture

This is what I meant. The black roofs especially. OK, you don't have to build so many close to eachother, but I must rely on trade in this settlement so........ a lot of breweries. I will also build bakers and sell pie. Since I discovered that the fruit store also has grain, I have built built some in this new area. The store can support a lot of breweries,millers and bakeries.

I thought that the time of shortage was gone for a while, but I was wrong, as usual: I ran out of iron. No iron means no tools. :( I have ordered some steel tools but the merchants are stingy.

I haven't loaded many other mods than the Medieval town. But if you look at this picture, you can see one.  (@RedKetchup design  :) )

Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: RedKetchup on April 28, 2015, 11:43:53 AM
Quote from: Nilla on April 28, 2015, 10:11:47 AM
One suggestion for the next upgrade of the Medieval Town-mod; The design of the breweries! They don't look very nice.

but this is the exact reproduction of the original brewerie !
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on April 28, 2015, 02:56:36 PM
I know! But I compare it with your lovely medieval houses.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on April 29, 2015, 09:14:18 AM
The reconstruction of the harbour area is almost done! No more wooden house, no more barn! I hope it's to your liking @RedKetchup! I like the look of it!   :)

I complained about the bakery in that other thread, will not do it here again. In any case; I produce a lot of pie.

I use the small stores as barns (no vendor in it). Here at the harbor area it works very good. In more distant areas, I will put vendors in it. They look so nice and they can hold a lot of stuff. (I would have preferred a little bit less). I also have one question to you @RedKetchup; Why a special market for meat/proteins and all the other food categories in the same. It's not a problem or a complain, only a question.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: RedKetchup on April 29, 2015, 06:10:06 PM
the idea came from specialized market where you have many different store selling different items. also it gives alot of variety. maybe the store capacity is a bit high but also thit is good to get rid alot of those barns we see all the maps.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on May 01, 2015, 03:35:45 AM
As I asked about the markets, I didn't wonder about why it's different markets. I was wondering about why there is one for meat, but not for grain and vegetables. It's both sold in the fruit store. It's not important, or some problem, just a bit odd.

As I told you the last time. I replaced all the barns with these markets: most fruit markets because I use fruit and grain as raw materials for my export industries, but also some of the others. At the beginning, it worked very well. But now, I notice that the productivity of my bakeries and breweries are getting down. Same the health of the people. Why?

The main reason seems to be that the vendors don't steal merchandise from other vendors. The markets close to the ports are stuffed, but the more remote are more or less empty. The merchant brings a boatload of food. The trader put it in the closest market and there it stays. It doesn't get distributed over the place, like if it was put into barns.

What can I do to improve the logistics? There are some possibilities. I don't know yet, what I will do.

1. Re-replace the fruitmarkets close to the ports with barns. I'm sure it will work, but it's no fun. I like the small markets.

2. Reduce the number of fruit markets close to the ports. I might have too many markets, they contain a lot. With few markets, the trader would put the food into the root cellars (now more or less empty). And the vendors from markets a bit away from the ports, could get what they need from there.

3. Flood the place with even more apples, corn and honey. I don't buy everything the boats bring, and I have room for more ports. Than enough will probably reach the markets away from the ports. It's a small mountain map. Everything is close.

4. Rebuild the settlement and move all production sites closer to the ports. If I knew what I know now, as I started the game, I would probably have made it more like this. It's better to let the people walk to a distant home than walk to a distant market to get apples, corn or other rawmaterials. Maybe I should go back to an earlier save and do this.

5. Go on as it is. The productivity of pie is still very profitable. A bakery still produce 1000 pie, and the breweries 250 ale. I did complain about the high productivity of the bakery, didn't I. Problem solved! Let the bakers walk to get their rawmaterials. The map is small and the distance not all too long.

I ask you; what shall I do? What would you have done? Maybe there are even more suggestions.

First picture

@RedKetchup always says that he takes no responsibility if people make silly stuff with his mods. Here is an example of something silly. "Nobody´s fault but mine!" (I'm sure @irrelevant knows the quote, anyone else?)

Advice if you want to use the medieval houses on opposite sides of the road; build a broader road or be careful with which parts you use.

Second picture

Here is another example

Advice if you use these houses on corners; be careful with the tower parts of the third floor.

Third picture

I've established 3 new trading ports.


Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: irrelevant on May 01, 2015, 06:29:49 AM
Very attractive town, @Nilla !

If it was me, I'd do a combination of building some barns (you know me!) near the TPs plus buying more fruit. I hate tearing things down though. Maybe simply buying lots more fruit would do the trick.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: RedKetchup on May 01, 2015, 09:46:06 AM
personally i have the impression that is the last time she use my mod ^^
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on May 01, 2015, 12:53:56 PM
No, you're wrong! I love these houses. Even that one with the spikes, people complained about.

I only want to say that you need to think a little bit before you put them down.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on May 10, 2015, 03:01:58 AM
I have played this game a little bit more. It works! I have found a strategy to get along. It's somehow a mixture of all my suggestions. I made these things;

- I tore some of the fruit markets in the harbour area down and replaced them (not with barns) with houses and a meat market (had too few of them and nuts aren't stored in the root cellars)

- In order to flood the place with even more food, I built some new trading ports and in that area I actually built a few barns.

- I built more bakeries on free spots close to the ports.

- I live with the reduced average pie production. It's still high, but varies much more now than at the beginning. The production of ale has recovered since I have 200 000 apples or more in my stores(!). But for the pie production there sometimes seems to be a lack of flour in some regions. I always build mills and bakeries together, but the close markets might be too full of pies (99 000 in my stores as I just looked). So I don't bother much at the moment.

First picture

New harbour area, note the barns!

Second picture


As I saw @irrelevant´s high productive woodcutter I looked a bit at mine. This was my best. Not quite so good. But I wanted to show you these two neighbor woodcutters. Why did one only produce only 2/3? As I looked; the woodcutter wasn't a nomad. (Maybe it was the year before, that could be an explanation).

Third picture

I have stopped to build any more production. The rest of the space will be covered with homes. The spike roofs seems to be popular in this last area.



Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: irrelevant on May 10, 2015, 03:13:38 PM
@Nilla when I investigate my low-producing choppers, I usually find that they live far from work. This is most common in densely-populated areas, where there are lots of vendors and traders.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on May 11, 2015, 02:48:53 AM
Unwillingly I must confess that @assobanana76 might be right; you can probably squeeze in the double number of inhabitants with the New Medieval Town - mod. At least I will get close. Not only because of the 3-store houses, but also thanks to the productive pie-baker.

I now have 2500 inhabitants! Insane on a small mountain map! The number is still growing, but the number of children not anymore, so the population will stabilize soon (and than go down). I rejected 255 nomads a little while ago. So with the next batch of nomads I will probably get a population high somewhere between 2800 and 3000, much depending on how many nomads there are.

I still have a lot of pie. The food storage is huge. No hunger in this settlement! But they freeze in winter. I have few woodcutter and tailors, not really too few; if the production is good, it's enough. But now I have had a shortage of logs and wool! I have changed the order to the general trades men, but they refuse to arrive at the moment.

Talking of @assobanana76; I have made some experiments to use the medieval houses in a way they were not supposed to be used. Most of them are not very successful. But I somehow like the mountainside houses, at least some of them, also the overbuilt road is acceptable, but definitely not my attempt to build over the stream or several 2/3 floors on the same basic building. See for yourself below.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: assobanana76 on May 11, 2015, 03:04:08 AM
ihihihihih I am happy to have been right for once !!  ;D ;D
mountain homes ???  :o
great idea !!!! great !!!
I have just isolates 12x12 which ended partly in the mountains and had no idea of what I can build !!
for example those on the right..
(http://images.akamai.steamusercontent.com/ugc/531766990312276611/85EBA9D0139C54DBFE36BD318B22A834ED79793C/)
great idea @Nilla !!
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: assobanana76 on May 11, 2015, 03:16:39 AM
psssss.....
to solve those "holes" between the house and the mountain you could use the "flatten terrain tool" to flatten one or two tiles of the mountain to make the house fit perfectly!!
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on May 11, 2015, 05:55:28 AM
Yes I know of that flatten terrain tool, but I didn't load it to this game. I really don't like the look of it when you change the mountain. It looks weird. I have used it (not in this game but in some other mod-game) to make room for ports or fishing docks at the river. If you don't over use it it looks OK.

I think if you want to build close to the mountain, it will look nicer just to use a second and maybe third floor. But be a bit careful, not all the types look good in that position, you have to use the F-button, to get the right parts.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: assobanana76 on May 12, 2015, 12:32:09 AM
Quote from: Nilla on May 11, 2015, 05:55:28 AM
Yes I know of that flatten terrain tool, but I didn't load it to this game. I really don't like the look of it when you change the mountain. It looks weird. I have used it (not in this game but in some other mod-game) to make room for ports or fishing docks at the river. If you don't over use it it looks OK.

I think if you want to build close to the mountain, it will look nicer just to use a second and maybe third floor. But be a bit careful, not all the types look good in that position, you have to use the F-button, to get the right parts.
indeed to think of it in this specific case the "flatten terrain tool" could only worsen the visual appearance .. because flattening the mountain could only increase the space between the stairs and the mountain itself!
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: RedKetchup on May 12, 2015, 03:17:32 AM
^^ i ve put a flatten tool in my NMC (it is for the canals, a bad click and you have a bad hole of 3 meter depth ^^)
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: assobanana76 on May 12, 2015, 03:34:48 AM
Quote from: RedKetchup on May 12, 2015, 03:17:32 AM
^^ i ve put a flatten tool in my NMC (it is for the canals, a bad click and you have a bad hole of 3 meter depth ^^)
So to use with muuuuuuuuuch caution!!
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: irrelevant on May 12, 2015, 05:45:39 AM
Quote from: Nilla on May 11, 2015, 02:48:53 AM
I now have 2500 inhabitants! Insane on a small mountain map! The number is still growing, but the number of children not anymore, so the population will stabilize soon (and than go down). I rejected 255 nomads a little while ago. So with the next batch of nomads I will probably get a population high somewhere between 2800 and 3000, much depending on how many nomads there are.
Now that is some dense housing! Very well done.

Quote from: Nilla on May 11, 2015, 02:48:53 AM
I still have a lot of pie. The food storage is huge. No hunger in this settlement! But they freeze in winter. I have few woodcutter and tailors, not really too few; if the production is good, it's enough. But now I have had a shortage of logs and wool! I have changed the order to the general trades men, but they refuse to arrive at the moment.
Pie is a great trade good.

Are any traders bringing books? If you run short of storage, a good trick is to buy books and keep them stored in your TPs.

Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on May 12, 2015, 06:49:36 AM
No I didn't load the monastery. At least I haven't noticed that it's a part of the medieval town and I haven't seen any books. With the small markets and the root cellars, I have no shortage on storage in the town. Also the trading ports are not very full. I only sell pie and ale. None of them take up much space. With only these two export goods, it's also easy to trade automatically. You know I'm a but lazy so I like to trade automatically; at least if I have more than a handfull trading ports.

But the idea with the books might be good for some other game. To save space, but also to save trading goods for later. I'm not so sure if it's possible to get a lot of books, unless you order them and than of cause it's not a very good business; you have to sell it to a lower price than you buy. Have you tried this idea in any game yourself?
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: irrelevant on May 12, 2015, 07:46:50 AM
Yes, I was doing it in Frenchman's Bend. Had a big problem with overproduction, storage everywhere was filling up. I never built the monastery, I just had it in the list of included mods. I didn't order books, just bought them as I could, whenever they showed up on a merchant boat.
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on May 12, 2015, 09:53:08 AM
Just got the nomads I was waiting for. In fact I got them twice. The first time only brought me 220 and that was a bit disappointing, so I went back to the last save, and see; the second time there were 340! :)

Not quite 3000 but 2980, so more than double of the population of the same map in the unmodded game. Insane!

What is my opinion of the New Medieval Town mod:

I like most of it.

+
Pleasant look
Save space
Fun and tricky to combine the different parts

-
Pie production too profitable


+/-
The stores. I don't really know, if I like them or not. I like very much the look, but I find they can hold too much goods. But on the other hand; it's not just big barns; it's markets and that need a lot of planning and a bit different approach (You can read my problems above) And that's good. So I think I kind of like them after all.  ;)
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: RedKetchup on May 12, 2015, 07:17:18 PM
medieval town doesnt have monastery, it has a wonder Cathedral. only monastery can make books
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: assobanana76 on May 18, 2015, 03:05:35 AM
I Have done a brilliant use to build a "real" quarry!

(http://images.akamai.steamusercontent.com/ugc/530638296081910734/224B4BFFFCDD2C068C2EFF6058AE0CFA8DB7B927/)
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: irrelevant on May 18, 2015, 05:34:02 PM
@Nilla A truly impressive achievement!! You've used just about every tile on this map. How many TPs?
Title: Re: Eglingoldfort - an attempt for the Queen ;) of the Mountain and its modded copy
Post by: Nilla on May 20, 2015, 08:31:47 AM
:) I really don't like quarries, but that one from you @assobanana76 looks good.

Yes @irrelevant, there's not much free space. It would have been possible to have a few more houses: I have too many bakers (and windmills). If I had discovered the possibility to build mountain houses from the start, I also could have built a few more of them.

I have 13 trading ports. 6 normal original ports and 7 specialized food trading ports. There were no room for more ports. (small mountain map, remember)  I was thinking a bit about to replace the normal TP with specialized, but I didn't. I'm not sure that it would have been better. Even after I stopped building new houses, I still needed to buy other things than food; logs, wool, tools, even some clothes. I think one of each; raw materials- and finished goods-TP wouldn't have been enough, and 2 food-TP certainly brings less food than 6 original.