World of Banished

Sightseeing => Village Blogs => Topic started by: Trizeropz on November 15, 2015, 11:05:53 AM

Title: Pandu - Try for 10.000 Population (failed cause of crashes)
Post by: Trizeropz on November 15, 2015, 11:05:53 AM
Hey guys, after a long time without banished i feel like to play again. I will do another high pop city and this time with some mods :)

I will use the following:

# Flatlands Terrain (More space)
# NMT 1.1 (3rd Floor House saves space
# More Workers per Building (Less buildings needed->more space)
# Intensified Fishing Dock (more efficient)
Title: Re: Trizeropz - Pandu
Post by: RedKetchup on November 15, 2015, 11:49:03 AM
go go go, Master High Pop !
Title: Re: Trizeropz - Pandu
Post by: Nilla on November 16, 2015, 04:17:13 AM
Than we are excited to see how you make this.  :)

It's a lot of mods. How many of them that really are helpful, if you want to go really big, I don't know. What are your idea of how you will support the big population? Probably mainly trade. In that case there's one mod, you haven't mentioned, that I find very helpful and that's the specialized trading ports.

You might have read my blogs about how i tried to build big with mods. I was stopped by bugs. The game didn't crash, but the people "behaved" odd. I hope you don't suffer from the same. It's so annoying! I cross my fingers for you.
Title: Re: Trizeropz - Pandu
Post by: Trizeropz on November 16, 2015, 07:14:02 AM
@Nilla i need to find out which one of them are really helpful;)
I will do this exactly like the non-mod map. Trading only firewood, but with more Tps and much more space for crops. Unfortunately I cant combine XL Maps AND Flatland Maps. And thats why I can use flatland map on the same seed than my last one with the 7k population. Thanks for the tip with the trading post mod, listed:)
Thanks, I will see if they behave like that, but I saw already in my big city what happens with to much people ->very bad efficienzy

Before i get started i got to test out some things. Especially the compatibility of all the mods combined.

I need to know if the trader pass the canal system in nmt mod to a trading post. If so I can put down some more. Currently placed: 80 TPs

Picture 1 - This is how the minimap looks like with the seed I used and the flatland mod

Edit-I cant attach a picture (Internal Server Error)
Title: Re: Trizeropz - Pandu
Post by: irrelevant on November 16, 2015, 07:29:54 AM
Quote from: Trizeropz on November 16, 2015, 07:14:02 AM

I need to know if the trader pass the canal system in nmt mod to a trading post. If so I can put down some more. Currently placed: 80 TPs

@Trizeropz hey, good to see you. Yes, that works, see my Beanblossom blog here, on page 3.
Title: Re: Trizeropz - Pandu
Post by: Trizeropz on November 16, 2015, 07:59:09 AM
Thanks @irrelevant :)
Title: Re: Trizeropz - Pandu
Post by: Nilla on November 16, 2015, 08:38:09 AM
You're welcome, but the answer came from @irrelevant.

I may add one thing. There might be some trouble for the merchants to get into a small stream if the entrance is too small. I had that in this game: (one of the bugged ones) http://worldofbanished.com/index.php?topic=980.msg18495#msg18495

If you look at the second picture; no boats went into that small stream left of the canal. The trading ports along the stream and on the connected lake weren't visited until I built the canal shown at the picture.

A small hint; Pie is very profitable. A bit more complicated than ale or wood because you need 3 ingredients, but very profitable. You can also use 2 bakers in one bakery. I see that you use a mod where you can put several workers in one production plant (If I understand it right. I have never used that one myself). I suppose that it could turn things in advance of firewood.
Title: Re: Trizeropz - Pandu
Post by: Trizeropz on November 16, 2015, 09:10:40 AM
@Nilla whoops, corrected that^^
Ouh yeah, you remembered me to look through the new production items of the nmt mod. Thats what i will test before starting, too (building space and profit in combination with 'more worker' mod)

The canal thing will be a complimated. One single failure and i have a hole in the map^^. And i need to use Tps on the small lakes which can make problems
Title: Re: Trizeropz - Pandu
Post by: RedKetchup on November 16, 2015, 02:23:10 PM
you can use the flatten tool provided in the mod to get rid your 'hole in the map' ^^
Title: Re: Trizeropz - Pandu
Post by: irrelevant on November 16, 2015, 05:05:45 PM
Quote from: Trizeropz on November 16, 2015, 09:10:40 AM
One single failure and i have a hole in the map^^.
It's easier than it looks. Don't forget to include bridge sections!
Title: Re: Trizeropz - Pandu
Post by: Trizeropz on November 17, 2015, 04:14:14 AM
Now i know what you are talking about @irrelevant. Had some trouble with it. Now i have a wonderful canal system but no trader pass the canal to come to a trading post^^. I tried it with other size of canal parts and with or without gate at the ends... what am i doing wrong? Unfortunately i cant upload screenshots.. world of banished says: "internal server error".. tried with chrome and firefox :/
Title: Re: Trizeropz - Pandu
Post by: Nilla on November 17, 2015, 04:31:13 AM
Hard to say without a screenshot. I have built plenty of canals in different locations. I have connected lakes with canals, but the only time I had trouble of that kind, was that one time I talked about, as the stream was very narrow at the connection to the river. And as I said, as I built the canal to replace that narrow part it worked.

As you see I could attach a picture but sometimes it doesn´t work.

Title: Re: Trizeropz - Pandu
Post by: Trizeropz on November 17, 2015, 04:35:05 AM
.
Title: Re: Trizeropz - Pandu
Post by: Nilla on November 17, 2015, 08:17:46 AM
It looks fine to me. The only thing I can think of is the influence of a known bug from the original game:

If you build TP on the normal river so close on opposite sides of the river that they touch, it has an influence on lakes (and lakes only). The ports only have to touch on the corners. The boats arrive but don't stop. It's tricky because the boats passes this narrow place without problem, the problems are somewhere else.

It's a bit hard to explain so I tried to make a sketch of what I mean, very ugly but I hope you understand.

To your first picture: The hole in the ground from the canal could be fixed with the leveling tool. But on the river you have to be careful. You cannot get the river back. Maybe "fix it" with canal pieces.
Title: Re: Trizeropz - Pandu
Post by: Trizeropz on November 17, 2015, 08:25:33 AM
I know exactly what you mean, had this in my old town, the people can get over the lake without taking the bridge, but how can this have impact of the trader routes? These overlapping isn´t near the canal start. Or do you think this overlap causes that no trader can get to any lake on the map?
Title: Re: Trizeropz - Pandu
Post by: Nilla on November 17, 2015, 10:07:14 AM
That's exactly how this bug works. That's the tricky thing. The trading ports at the narrow area works fine, but on a lake far away it has an influence. I don't know if it influences the canals, so I can't say if it is that bug in your case. Everything looks fine so it's the only thing I can think about, that might be wrong. I would look at all my TP carefully and see if you can find any, that are built in such a way, demolish them and see what happens.
Title: Re: Trizeropz - Pandu
Post by: Trizeropz on November 17, 2015, 10:10:11 AM
So what if I just start a canal right where the river starts, before any of the tps placed? It should work fine, shouldnt it?
Title: Re: Trizeropz - Pandu
Post by: paralias on November 17, 2015, 10:24:47 AM
you can raise the terrain in the middle of the lake and build more trade post.if you are going to build @RedKetchup canals to connect the river with a lake build the @RedKetchup trade post. when i was buiding a town for high population i order  all food priced 1 and i saw that vanilla or cc traders was bringing 30000 maximum but @RedKetchup  traders was bringing 40000. another thing that will be useful buy all food the traders bring (cost 1) and if you reach the food limit stored it at trading posts you can use the
http://colonialcharter.com/index.php/forum/kralyergs-kave-of-krazy-kontraptions/1339-ridiculous-storage
works with @RedKetchup barns
Title: Re: Trizeropz - Pandu
Post by: Trizeropz on November 17, 2015, 11:25:24 AM
@paralias haha thats clever^^ thanks
Title: Re: Trizeropz - Pandu
Post by: Trizeropz on November 18, 2015, 08:55:33 AM
So, finally i startet after some testing with the canal system. Had big trouble with it. Thanks to @RedKetchup for helping me.
I will only use these 5 mods:

#NMT 1.1b
#Flatlands
#Workers
#Fastroads
#Intensified Fishing

Town Name: Pandu
Seed: 10979654
Terrain Type: Flatlands
Terrain Size: Large
Climate: Mild
Disasters: Off
Starting Conditions: Hard

(http://i65.tinypic.com/erk6q0.jpg)
Title: Re: Trizeropz - Pandu
Post by: Trizeropz on November 18, 2015, 09:38:04 AM
Simple start

(http://i63.tinypic.com/24c5tea.jpg)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 18, 2015, 12:44:35 PM
Slow start. They dont want babies :/ Health and happieness is alright. To much food. Built the 3rd normal storage barn. The little storage barns from nmt are very nice to use. have it for the gatherer and one for the fishermen. A normal barn wouldnt be worth it but the small one from nmt saves some ressources. placed down some temporary tps to get cattle and beans. had luck with them, one of the first trader brought them. my plan is now to build the town to east of the map and start the canal system for the permanent tps. this will take its time..

(http://i66.tinypic.com/35a66f7.jpg)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on November 19, 2015, 02:21:04 AM
Nice to hear that you solved the problems. I´m excited to see how it goes on.
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 19, 2015, 08:23:20 AM
started the canal at the start of the river. Needed to expand to the east. Took me way too long. Bannies dont want to move from their birthplace^^

(http://i68.tinypic.com/uov21.jpg)

Also I expanded to north with some markets, some houses and 1-2 crops. The first permanent tps will be placed in north of the map as soon as the canal is built till there

(http://i68.tinypic.com/2m26jax.jpg)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 19, 2015, 09:26:29 AM
I had the idea to split the map in 12 parts. Lets call them districts. The districts are isolated by the canals which surround them. So there is no connection between them anymore, no piece of land where they can walk over neither a bridge.. This will help to get diseases under control. If one district is infected, it will not affect the other districts in any way. Same with food or tool crisis and more... But the most important im gonna do that is because of the bad job assignment in high pop games. If i split the map no worker can have a house in one edge of the map and has its workplace in the other edge. Hope this works as its planned:)

So, lets go!

(http://i66.tinypic.com/5agz6a.jpg)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 19, 2015, 09:38:32 AM
Reached first 100 People ;D
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: paralias on November 19, 2015, 10:42:55 AM
Quote from: Trizeropz on November 19, 2015, 09:38:32 AM
Reached first 100 People ;D

@Trizeropz now put 2 zeros to 100 and you've done it ::) ::)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: RedKetchup on November 19, 2015, 01:28:38 PM
Quote from: paralias on November 19, 2015, 10:42:55 AM
Quote from: Trizeropz on November 19, 2015, 09:38:32 AM
Reached first 100 People ;D

@Trizeropz now put 2 zeros to 100 and you've done it ::) ::)

haha right :)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 19, 2015, 02:47:28 PM
ahhh just two zeros? peanuts! Wait, is that only a german adage/proverb?

Picture 1: First trader passing the canal. Im testing every building from nmt. Till now i have milky cows with a creamery, archeology center and ruins which you can see on the pic

Picture 2: The first 3 permanent TPs. Needed to flatten the small river. Weird texture now. Later you will not see the small river. Only on the minimap. btw look at the names of the new childs;)

Picture 3: Economy works fine, except stone.. Too much fish, health is sinking. Built some new gatherer. Currently the woodcutters are overkill but later with some more population i will need that much

ps: the bridge is only temporary. The people wants to idle on the other side of the river so the walked around all the way. I dont know how the idling time behaves. But i think if they are faster at the location they want to idle, that they go earlier back to work. As soon as the canal reaches till the mountains in the west, the bridge will be demolished
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: irrelevant on November 20, 2015, 07:17:36 PM
Go Triz! Looking good. I would leave the bridge though. Who cares where they idle, but if they want to go over there, better they have a bridge than that they take the long way around.
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 20, 2015, 07:25:47 PM
I´m afraid that they froze to death if the idle takes to long in winter:o
If the first 2 canals are finished, there will not be a way around anymore;)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 20, 2015, 07:40:27 PM
Picture 1: Cattle and Milky Cows have the same skin  :o. Opened a big animal farm over 16 pastures. Wanna get wool myself instead waste trading units for wool. Also I´m producing milk to have food variety. With fish, milk and herbs I got 4,5 hearts which is nice:)

Picture 2: Firewood economy is exploding as expected. Thinking about expand the stockpiles in the next line of canals. Ordered only herbs from a single trader. He is coming every 3 years and brings exactly 14000 of herbs. I´m only able to buy 3k. And it´s empty after 2 years^^

Picture 3: Many more pastures placed and lot of fishermen assigned. Food now also exploded. Close every barn is 100% filled. It´s impressive how fast 75 laborer can clear the area on the left

Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: irrelevant on November 20, 2015, 09:18:21 PM
Quote from: Trizeropz on November 19, 2015, 02:47:28 PM
ahhh just two zeros? peanuts! Wait, is that only a german adage/proverb?
No, "peanuts" is good in English as well. Something not worth taking into consideration.

You're on your way!
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on November 21, 2015, 03:37:35 AM
It looks frightening efficient.  :D
If you fill the map like that you will be able to get more than 10 000 people.

I have one question: Why don't you use the @RedKetchup NMT-markets instead of the stockpiles and most of the barns?
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 23, 2015, 08:44:11 AM
Well.. it's harder than i thought. First a funny screenshot.
Picture 1: Dismissed the half canal length at once->got this cool screenshot:D
Picture 2: So the bad news, I had some big problems. Mostly because I focused more on the town layout than the economy. Bad mistake. Population raised faster and faster, till the economy couldnt handle to buy enough food. No problem so far, I have many fishermens inactive. So I assigned all the 66 fisher and bought many many herbs. Unfortunately the herb trader only comes every 4-5 years. So, everyone know what happens if you only gave the people one food type and no herbs.. people startet idling like 80% of the time. Lost 3 hearts of health. The idling made it some worse.
Picture 3: The worst moment. Only 70k food for ~1000 people. Disease and frozing people. Lost maybe 200 people on starvation and frozing. But 40k logs. And full happiness. Thats ok.
Set every tp to buy 1k of every food type. And autobuy 9999 logs. Set inventory to 4k firewood and 100 tools. Had many laborer. Assigned every woodcutter 1 worker. Doubled blacksmiths and tailor.(Currently thinking about exporting them much more)
Demolished every pasture and replaced them with new sizes and more symmetry. 80% sheeps, 20% milky cows. To fix the deathwalk I tried to close the first district with the next canal line.
There was enough stone so I placed the whole next line and let it go.
While new canal line was built, I lost more people on starvation. I could just remove a fishermen and replaced it with a bridge but im afraid the break of 1-2 years without trader wouldnt end that well.. Let's have a look on the next picture

Picture 4, 5 and 6:  Mostly fish but enough of other food types by the trader. Aaaaaand many of mutton from my big sheep farm. Food is now raising very fast. Clothing too. Logs and firewood is alright but could be more. Got 3 hearts of health back. Built some more dairys for my milky cows because there is way to much milk. Can someone tell me if the people can drink the milk or just the next product like cheese or yogurt? Anyway, I'm not sure if i will  keep the pastures for more export or replacing them with crops. Deciding later. It's now reserved as 'emergency space'
Next canal line is finished. First woodcutter will be too. As soon as there are some houses underneath the canal, I will close the gap of the canal on the right. At this point the population will grow very fast because no one will die anymore on deathwalk.

Maybe you saw that i replaced the townhall outside the canal system. Thats for save some space and it's not needed inside. I will not accept nomads in further time.


@Nilla Yeah i think it could get maybe to 15k. And I dont wanna know how much it will lagg^^
I dont use them because I will lose overview. I need to watch currently on so much things at once. If I had specialized markets it would be much more effort. And the radius of them is very small. With the normal markets I can see every ressource thats inside. But on other hand I could optimize a single ressource much better. Maybe I give it a try on the next canal line:)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: irrelevant on November 23, 2015, 10:10:39 AM
Hey Triz, why don't you trade the mutton away for nuts? Cheap and easy way to triple your protein.

Are you doing auto-trading?
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 23, 2015, 10:18:29 AM
That's a good idea. I auto-trade food and logs. Stone, iron and herbs manually
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on November 23, 2015, 01:34:19 PM
I must laugh as I see all the boats, some are a bit undisciplined, but most of them hold the perfect distance to the boat in front.  ;D

But that second picture; I'm sorry to say and I hope for you that I'm wrong. But as far as I can see, it's no lack of fuel or food, nor any building mistakes. I have seen the same. It looks like that damn "freezing bug". That made me stop my big building attempts. :(  :'(
People walk from all over the map to one single place; a house, a market...... Nothing can stop them from get there. If it happens again; try to find where they are going and demolish the building. The people who has already started their marches will go on until they get there, freeze or starve to death but no new people will start to go there.

You are wrong in one other aspect; health and idling has nothing to do with each other. Sick people don't idle more than healthy. They do occasionally stop working for a brief moment and visit a non-existing herbalist, that's all. Unhappy people idle more than happy. But most of all they idle if they have nothing to do. I investigated this very thorough in one of my last towns:
http://worldofbanished.com/index.php?topic=1021.0

One small tip: If you use some butchers, you can increase the amount and value of the mutton for trade.

I´ll add the links where I wrote about the "freeze bug"
http://worldofbanished.com/index.php?topic=980.msg18361#msg18361
http://worldofbanished.com/index.php?topic=918.msg17272#msg17272
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 23, 2015, 10:39:55 PM
Quote from: Nilla on November 23, 2015, 01:34:19 PM
I'm sorry to say and I hope for you that I'm wrong. But as far as I can see, it's no lack of fuel or food, nor any building mistakes. I have seen the same. It looks like that damn "freezing bug."
Yeah Not the Lack caused the to die. It's a Bug I know. But i think I can fix that with the canals as I wrote earlier. The only thing that stop the going across the map is to block the path to it, in my case a canal does it.



Quote from: Nilla on November 23, 2015, 01:34:19 PMYou are wrong in one other aspect; health and idling has nothing to do with each other. Sick people don't idle more than healthy.
K I am wrong on this one. It would just Match so well with the thing that happens.

Quote from: Nilla on November 23, 2015, 01:34:19 PM
One small tip: If you use some butchers, you can increase the amount and value of the mutten for trade
Going to do that.
Yesterday I had no time to go on neither I have today. Maybe tomorrow. I will try to get the Boats more disciplinated :D
Thanks for the Info @Nilla :)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on November 24, 2015, 02:40:22 AM
I hope you can find a way to conquer that bug. I think it´s not easy, because if you block the way to one spot they find particularly interesting, they find another somewhere else. But maybe you can find something. I really hope so!
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: RedKetchup on November 25, 2015, 08:07:01 PM
man, you cannot make a canal so long like that without a simple bridge from time to time :S
you save up space but at the cost of effiency of your citizens. citizens needs to go idle from time to time not matter what and all the time spent to walk to their prefered 'idle spot' doesnt count.

for example: a citizens need to go 5 sec idle, but he needs to walk 60 sec to get there and 60 sec to get back ... instead of 5 sec idle, he passed 125 sec to not producing.

making a city isnt that easy ^^ alot more things to think than just 'economy' ^^



--------------------


about cows : yeah in 1.1b they have same both skins. but the good news in 2.0 they both will have different skin because now we have our 'own' cow 3D mesh :)
(3D mesh bought by me, but fixed and fully functional by BlackLiquid ShockPuppet)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: RedKetchup on November 25, 2015, 08:15:50 PM
about stock piles.... and General Store : General stores are more efficient by number of 'tiles' :) for firewood but it doesnt store wood :)
20,000 weight for a 4x6 (5+1 road) building.
the one who store wood are the StoneShop store who stock all building material like wood/stone/iron ^^
also 20,000 weight for a 4x6 (5+1 road) building.

but the good thing for both, you can put worker on these who will go gather the wood and firewood for you :)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 26, 2015, 08:38:48 AM
I think you dont get what I want to do^^ Here is a sketch. The yellow line shows the canals. Every of the 10 'districts' working on their own. Without connecting to the others. They cant walk that much. I will put some wells for the people who wants an idling spot
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on November 27, 2015, 02:31:36 AM
I don't think that this would work; I mean if you intend to make the districts isolated from each other.

I don't think you played this game from the beginning @Trizeropz, before any patches. But one of the big things many players complained about was the "death marches". People who for some reason went far away from home, didn't get home in time to eat and starved or froze to death. I didn't mind very much, because you could take this into consideration, when you played and minimize the effects. But even than, you had occasional starvation deaths.

In order to minimize these death marches someone tried to play with isolated districts, using the river and streams, tearing the bridges down, and wrote about it in the Shining Rocks Forum in the early days. I followed this with great interest, because I had that idea, too. Anyhow it didn't work. The reason, as far as I remember, was that when new couples are founded, they seldom hook up with the neighbor. If couples from different districts are put together (and they will, you can't do anything to prevent that) one of them will not get to his/her house or to his/her workplace close to the house, only walk around trying to get there, producing nothing, until he/she starves or freezes to death.

There might be some other problems too, if someone for some reason "wants" /is programmed to get into a district without access. As example; I don´t think the traders will be programmed only to get firewood in their own district. 

I don't think anything is changed in the patches to prevent this.
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on September 13, 2016, 12:48:25 PM
Just wanna say that i continue playing this map :)
Got some new ideas for the layout.
I am almost at 1000 people again
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: RedKetchup on September 14, 2016, 02:35:37 AM
hehehe your woodcutters have alot to do lol
i would be discouraged and say to the boss " bye bye boss ! " hehe
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on September 14, 2016, 04:49:02 AM
This will be interesting!

I hop you let us know your progress. :)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on September 14, 2016, 04:50:12 AM
There were indeed very diligent the last years:D

-economy is working extremely perfect
-got 4.5 stars of happiness and close to 4.5 on health
-started to produce alcohol
-1200 people now
-food is rising fast, enough capazity to buy food so i will go for a 'baby-boom'

I dont know if i should flatten the whole river. Maybe i will get bugs and the traders will not pass anymore.
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on September 14, 2016, 05:01:29 AM
Do you plan to keep the orchards, or is it only for some time until you will expand more productive things on these spots? You know, they are not very productive (it doesn't look like any modded super orchards)

Do you plan to keep an ale production? I can tell you, (unless you have some weird happiness problems, achieved due to no clothes in an harsh climate) alcohol has no influence on happiness).

If you plan to combine ale and firewood as export, it's possible, but you will get problems to fill the tradingports fast enough (you know the traders collect ale in each brewery and they don't always visit the close ones) If you really are aiming for 10 000, I would make it simple; firewood, firewood, firewood.........
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on September 14, 2016, 05:19:02 AM
Orchards are temporary. I dont buy food yet and I need another type of food so i can get over 4 hearts health.
As sonn as a have to buy food I will replace them.
Same with alcohol, should be only temporary because I will demolish all the cemeterys and rebuild them different. For the time I need something to keep the happiness up. But if youre sure that taverns dont increase the happiness I should do something different..
I will not combine any export. As you said, only firewood.
Thank you for the info and help:)

I got one question to @RedKetchup , how does your dentist and bathtubs work? Do they work like the herbalist, bannies visit the building and increases their happiness?
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on September 15, 2016, 09:59:36 AM
I wouldn´t build any graveyards at all, as long as you build new houses continously, the happiness stays at 4½ star even without graveyards (unless there is no starvation or deseases or something else that causes death for many people). Let the few unhappy people idle a little more. The ground for graveyards is more valuable for woodchoppers or houses. You must also be aware that people don´t accept graveyards all too far away. So on a large map you must always pay attention where old people live. I wouldn´t bother to manage this in a huge settlement. But that´s me. You mighr think different.
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on September 17, 2016, 10:52:32 AM
@Nilla , tried it and worked fine. Another thing ive learned from you :)

Screenshot 1: Economy is fine. Food dropped to 200k due to no fishermens (needed them as laborer).
Screenshot 2: Now I try how fast I can get food.
Screenshot 3: Never had so many logs. Set woodcutter to 147 again so I should get over 200k firewood and logs soon. Still raisin.
Screenshot 4: Two years later, food raised up to close a million (ive set every fishermen and replaced every orchard with crops)
Screenshot 5: Crops and grain silos. Because the farmer would search for space in barns and wouldnt get the whole crops cleared fast enough

Lag is extrem. I believe its worse due to the mods. On my latest map with 7k the extrem lag started about 3-4k people. Now i got 2.2k people and have maybe 4fps
Clothed 100%
Dont know why Educated is not 100%... got more teacher than needed.
I have more families than homes. Im not fast enough with building new houses. Only got a little baby boom. Filling of the rest of the map should go very fast now because of many many stones logs and iron. Also ive many laborers
Wondering why the idling isnt that bad yet. At 600 people the bannies startet idling extremely. They walked on the other side of the canal. Now quite no one is walking away...
Workplace assignment ist quite nice yet.
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on September 17, 2016, 12:28:58 PM
I must ask something to picture 6.

It looks like as you have filled a part of the river. And it seems like the merchants ignore it. Does they also ignore it, if there are buildings on the former river?

Honestly, I don't really like the look of your settlement; too regular in squares. I would say; typical German. ;)

(Note; it wasn't meant to be discriminating against Germans, I love Germans, I'm even married to one and have half German children :) )
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on September 17, 2016, 12:35:37 PM
Only a few traders continued to pass the river. But 90% of them use the new canal.
Yes they also ignore the buildings on the river

Haha okay:D No problem:) I like the look of my town
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on September 18, 2016, 10:33:11 AM
I recorded some clips while playing on my 15000 pop town.
Did a video for youtube:

https://www.youtube.com/watch?v=c-iiqXHQIrg

There will be coming more. Tell me what you think about it:)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on September 18, 2016, 11:49:08 AM
Your video is perfect, something like 2 minutes! Couldn't be done better. I don't like these long ones. OK, I watched a few longer videos before I bought Banished ( like I did with other games I might be interested in) but later, after I started to play myself ,5 minutes is the upper limit!

Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Tom Sawyer on September 18, 2016, 12:16:30 PM
I like it. Very special and ... fast.^^
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on September 20, 2016, 06:01:24 AM
@Nilla thanks, this time I dont have to show that much of my map because everything looks the same:D
But in the next video I should maybe put some graphs of my ressources and stuff in. Something more? Do you have any idea?

Screenshot 1: I hit 1.000.000 food within 3 years, got over 200k log and firewood. Clothing and tools are also fine. I'm at 2350 People right now. I had not much time to play the last 2 days
Screenshot 2: Got a little baby boom
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on September 24, 2016, 07:10:36 AM
Screenshot 1: Set only a single herbalist for all the people just for fun, looks cool
Screenshot 2: Why does this happen with the canals? Had this two times before. Rebuilding helped..
Screenshot 3: Pop is raising faster and faster
Screenshot 4: Due to full stockpiles, the bannies are storing less food and more other stuff in markets... Thats why I try the nmt markets now. Unfortunately they have a smaller radius so I need to place lots of them
Screenshot 5: Now. Tools and Herbs dropped dramatically. But I think i got this

I'm at 3400 People right now
I have 9 fps with game speed x1 ingame
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: RedKetchup on September 24, 2016, 07:23:03 PM
Quote from: Trizeropz on September 24, 2016, 07:10:36 AM
Screenshot 2: Why does this happen with the canals? Had this two times before. Rebuilding helped..

cause the terraform feature in this game is super super bad :( it does often strange stupid things
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on October 04, 2016, 08:06:40 AM
Screenshot 1: Firewood graph is exploding
Screenshot 2: Townhall Info
Screenshot 3: Map now

4000 People
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on October 05, 2016, 01:34:08 PM
Interesting experiment!

I guess you have taken some fisher and woodchopper away, just because you have too much fish and firewood, so maybe 10 000 could work.

Have you any problems with bugs?

Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on October 06, 2016, 03:39:10 AM
Yes. 200 Fishermen were too much.
I had around 400 Woodchopper for 4 years.
Fortunately I got no bugs yet. Only some people idling to another side of the canal. But no one is dying in winter for this route. But the framerate is annoying.. (4 fps with speed x10. But I only build new stuff in paused mode. I am almost finished with filling the map
The space between the markets is temporarily filled with stockpiles. I will use this space later for crops and house.
I dont need to buy food yet AND I have some space for fishermen left yet. So I can produce enough food only with fishermen for 7-8k.
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on October 07, 2016, 02:06:08 PM
I just recognized that I dont get nomads:O
So I checked the buildings you need to get them... Market, TP and Town Hall. I have them, but as nmt version. So i builded vanilla tp and vanilla market and waited 3 years. Still no nomads. Maybe the mods affect it?

Also here is the save file if someone wanna have a closer look at the town right now
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on October 07, 2016, 03:20:54 PM
Just be patient. Normally it takes about 5 years until nomads arrive, but it can take even longer, if you're unlucky. I don't think that any of your mods changes that.
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on October 13, 2016, 10:32:58 AM
Does someone need some firewood? :P 8)
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on October 14, 2016, 05:01:04 AM
 ;D
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on November 24, 2016, 03:34:50 AM
I still got no nomads yet. Its been 13 years now
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Nilla on November 24, 2016, 05:46:56 AM
Nice to see you still active.

Do you have any vanilla trading port/market/city hall? The modded versions might not work. I can guess, that it would work to load Kids nomad well in an existing game, if you really need a lot of nomads.
Title: Re: Trizeropz - Pandu - Try for 10.000 Population
Post by: Trizeropz on August 29, 2018, 01:56:15 AM
Unfortunately I am not able to play this map anymore. I get game crashes every 5-10 minutes. I tried to disable some mods but it doesn't help :(
Seems that you were right @Nilla , more mods bring more problems.