World of Banished

Conversations => General Discussion => Topic started by: kee on September 01, 2014, 09:13:36 AM

Title: Shacking up in boarding houses
Post by: kee on September 01, 2014, 09:13:36 AM
Just tried a little experiment with boarding houses: No normal housing allowed. (OK, I cheated a bit, to keep them warm through the first winter I threw together a wooden house while the first boarding house was under construction. Demolished first spring). Now here's the take: It seems that the first generation in this little commune hippied it away like anything, producing quite a litter of flowerchildren but there it ended. No friggin way was there going to be any sweet music with mom listening at the door. So I erected yet an other boarding house- but since the first one wasn't filled up nobody wanted to move in. Ooookay, 'demolish' first house, see what happens. Nothing. Families kept together, Italian style. Hmpf. Well then, let's evict everyone and then open up both houses simultaneously. Whoa, presto! I swear the screen was having rytmic fits!
Edited to add the right screenshot.
Title: Re: Shacking up in boarding houses
Post by: graphite on September 01, 2014, 12:04:36 PM
Interesting ... and without a hemp crop ;)
Title: Re: Shacking up in boarding houses
Post by: kee on September 02, 2014, 09:05:54 AM
Wouldn't want them to sit around remarking how groovy those swimming deer are. Of course, said crop could help in some advanced bondage sessions as well, but that is not something I think these banishims would do with mom in the next room.
Title: Re: Shacking up in boarding houses
Post by: A Nonny Moose on September 02, 2014, 09:07:43 AM
Duly noted.  Seems they can't even find haystacks.
Title: Re: Shacking up in boarding houses
Post by: mariesalias on September 02, 2014, 06:44:04 PM
Yeah, you have to evict them to get the adult children to pair up.
Title: Re: Shacking up in boarding houses
Post by: A Nonny Moose on September 03, 2014, 07:48:48 AM
Actually, I just dangle a shack and let them move out without coercion.  There is a high demand for shacks.
Title: Re: Shacking up in boarding houses
Post by: mariesalias on September 03, 2014, 11:30:02 AM
Ah, I thought you were referring to them living in boarding houses only.
Title: Re: Shacking up in boarding houses
Post by: kee on September 03, 2014, 03:26:56 PM
Well, that's what I was talking about, but things soon got out of hand. As is the very nature of the internet phylum of course.
Title: Re: Shacking up in boarding houses
Post by: mariesalias on September 04, 2014, 10:20:34 AM
I am nothing if not observant! ;P

I like to use boarding houses but I can't imagine trying to only use them.
Title: Re: Shacking up in boarding houses
Post by: slink on September 04, 2014, 10:26:41 AM
I tried it once, posted the results on SRS forum, and got recognition from someone for, I believe, originality.   :P  I thought it made sense as a method of birth control, generating only one child per couple because that is what happens when you put couples in boarding houses.  My results were the same as the OP.  I wonder if two-family houses are actually possible?

Houses have this description:

ResidenceDescription residence
{
   int _maxApartments = 1;
   int _maxOccupants = 5;

while boarding houses have this description:

ResidenceDescription residence
{
   int _maxApartments = 5;
   int _maxOccupants = 5;

I wonder what increasing maxOccupants would do.
Title: Re: Shacking up in boarding houses
Post by: RedKetchup on September 04, 2014, 10:30:42 AM
if you are making some duplex, or triplex .... of course you can put 2 familly and 3 familly :)
Title: Re: Shacking up in boarding houses
Post by: slink on September 04, 2014, 10:36:14 AM
Quote from: RedKetchup on September 04, 2014, 10:30:42 AM
if you are making some duplex, or triplex .... of course you can put 2 familly and 3 familly :)
Yes, but will their grown children move into another apartment?
Title: Re: Shacking up in boarding houses
Post by: RedKetchup on September 04, 2014, 10:39:50 AM
bah if the 2nd floor is free... they will move to the 2nd floor , or if there is also a basement, and its free ... they will move. but the problem i foresee with it, you know very well how the game is intended to not let any house/appartment free ? divorces and breaking familly happends all the time, so if the 2nd floor is free, be sure a familly will breakout and the poor guy, as usual, will be kicked out and will have to pickup this new appartment ^^

but if you do, you will certainly be able to achieve 5000 pop on a small map :)
Title: Re: Shacking up in boarding houses
Post by: slink on September 04, 2014, 10:44:23 AM
Except how are you going to designate the second floor as separate from the first floor?  Hostels (the game's name for boarding houses) have 5 apartments, but people stop breeding once they have one child and they don't leave home when they are grown up.

MaxOccupants may be the answer.
Title: Re: Shacking up in boarding houses
Post by: RedKetchup on September 04, 2014, 10:52:23 AM
MaxOccupant will define how many child they can get ? where are the famillies with 8, 10, 12 oh god 14 children ?? like back in my mother's or father's familly ?
Title: Re: Shacking up in boarding houses
Post by: slink on September 04, 2014, 01:28:11 PM
Quote from: RedKetchup on September 04, 2014, 10:52:23 AM
MaxOccupant will define how many child they can get ? where are the famillies with 8, 10, 12 oh god 14 children ?? like back in my mother's or father's familly ?
It looks like that.  *big grin*  We may have to increase the frequency of pregnancies in order for it to make any difference.  That may be in Template\citizen.rsc, along with health, happiness, susceptibility to diseases, and a whole bunch of other things.

CitizenDescription citizen
{
Profession _schoolingProfession = "Game/Profession/Profession.rsc:teacher";
Profession _churchProfession = "Game/Profession/Profession.rsc:priest";
Profession _doctorProfession = "Game/Profession/Profession.rsc:doctor";

// age at which children becomre adults
float _adultAge = 2.0;
float _marriageAge = 2.0;
float _marrigeRange = 4.0;
float _childMinAge = 2.2;
float _childMaxAge = 8.0;

float _maxAge = 15.0;
float _maxAgeTolerance = 3.0;
float _agePerSecond = 0.000277777;

float _childTerm = 900.0;
float _postChildTerm = 1800.0;
float _postChildTermTol = 5400.0;
float _childBirthHealthy = 0.00625;
float _childBirthUnhealthy = 0.025;

float _health = 10.0;
float _maxHealth = 10.0;
float _unhealthyLevel = 8.0;
float _healthUpdateInMonths = 3.0;

float _maxHappiness = 10.0;
int _minFoodForHappiness = 4;
int _maxFoodForHappiness = 12;
float _happinessUpdateInMonths = 3.0;
int _workForHappiness = 10;
float _unhappyLevel = 0.6;
float _depressedLevel = 0.25;
int _idleRange = 25;

// chance of disease, per year.
RandomSelection _diseaseChanceHealthy
{
float _years = 20;
float _population = 500;
}

RandomSelection _diseaseChanceUnhealthy
{
float _years = 1;
float _population = 400;
}

RandomSelection _diseaseChanceNomadTrade
{
float _years = 1;
float _population = 250;
}

// how long disease lasts in months +-
float _diseasePeriod = 1.0;
float _diseasePeriodTol = 0.5;

// how long immune to disease after recovering
float _immunityLength = 12.0f;

float _foodPerYear = 100;
float _foodLevel = 25.0;
float _hungerLevel = 10.0;
float _starvingLevel = 18.0;
float _maxHunger = 25.0;

float _retryInMonths = 0.1;

float _fuelLevel = 8.0;

float _coldnessLevel = 7.5;
float _freezingLevel = 15.0;
float _coldPerMonth [ 12.0, 8.0, 5.0 ]
float _maxColdness = 20.0;
float _minTemperature = 48.0;

int _toolQuality = 100;
float _toolPenalty = 5.0;

int _requiredEducation = 400;
float _educationTimeLength = 3.0;
float _educationWorkLength = 10.0;

float _doctorChanceOfDeathScalar = 2.0;
float _medicateWorkLength = 10.0;
float _medicineEffectivenessInMonths = 0.01;

float _clothingLengthInMonths = 48.0;

int _maxWaterForFireSearch = 64;

int _minDistanceForWork = 60;
int _maxDistanceForWork = 2000; // must encompass longest walk path!
int _timeUntilMaxDistanceForWorkInMonths = 6;
int _maxWalkInWinter = 200;
float _minTemperatureForWinterWalk = 45.0;