World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on May 18, 2018, 07:08:25 AM

Title: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 18, 2018, 07:08:25 AM


      i do miss my notes.attempted to try North above RK. after clearing the registry and total overhauling of the mod order,a tedious project in itself,my tweaking failed. the RK  only allows dark or verdant plain terrain texture unless it is above the NORTh.tried to double override with CC terrains even.TOM and RED  beat me up today.had to move RK back above NORTH.actually moved the North below than the CC frontier.
     
       why did i do all that? well i was trying to gain some of the north's influence and the CC less. had it worked the education and trading would have been from the north. the CC would have brought the RK buildings to the toolbar.and i would have had different map start options with a different ground texture.

          according to the mod order checks, the indians might have cornfield seed to feed animals,inedible without milling.the dense forest mod shows that it will work when above the forever tree mod.without the north it did show to work below it.am curious to see how this mod acts with meadows.this mod hopefully will help overcome the food losses due to the ND and pine items being missed by some gatherers.since most of the trees are not vanilla,i don't see it as a cheat.
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mod order tweaks:
        now that i fixed the nomad issue,i moved the mini mod back below the pine.this does give more roots and onions.i also added root seeds.the pilgrim's rest can make rootbeer.in-edible corn added and dense forest mod.

      WinData folder totals about 120 enabled mods. some are disabled since they are included in the north.the more log and stone are disabled also.
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                                                                                                        ARNETTO

Arnetto,104204407,valley,very large,fair,disasters off,medium   starts with wheat

goal: acquire most of the seeds and livestock,everything except the varieties of lettuce,pumpkin,etc.
      no education for 10 years and take nomads from year 3 to 10,then every 3rd year.

       right from the start the dense tree mod seems to have affected the pine mod. there is traps,beaver lodges,and pelts scattered. they should have been on a delay of a few years.
       
     we send out a quickhunter and start clearing 2 wheat fields.i decided to go with some colonial houses.steadily,the bannies worked to establish a town toward the lake.5 pilgrim houses,blacksmith,tailor,and a fishing dock are built the 1st year.
      the second year was spent adding storage and a mayor's office.in late summer,the nomad well is dug.the bannies took time to clear more the land near the town center.once the pile is near 90%,the bannies can rest.

pic 1: map start settings
pic 2: start limits
pic 3: area to check the dense forest mod growth.note the amount of roots,beaver lodges,and pelts not delayed.
pic 4:workshops and Pilgrim houses
pic 5:RK fishing dock
pic 6:mayor office and nomad well
pic 7: dense forest summer yr 2
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on May 18, 2018, 03:23:59 PM
Why did you leave that other settlement?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 18, 2018, 04:56:43 PM
there wasn't a problem. i could have kept going with it. i dd want to try and get corn for the indians and test the dense forest mod in a game. gatherer had asked for info on the education too. i thought at year 20 with the info menus was a good time to stop and change maps. then i plan to run without education and keep posting the stats menu every 2 years with the education level. at least until it becomes a major problem.
        with the nomad issue fixed, i did have to move a few mods in the mod order.i had moved them in proces of trying to find the problem. i had forgotten why i didn't run the North above RK.  i still get the RK dark texture unless i run the CC terrains above the North and use the verdant plains setting. that overrides either TOM or RED's ground textures though. this mod order is about as good as it can get. at least without adding new mods to it. the main mods can't be moved.

      did you have a reason you want me to keep going with the other 1??
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on May 19, 2018, 02:59:14 AM
No,no this one will be fine. I just wanted to know, that settlement didn't really felt "finished", that's all.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 19, 2018, 07:48:51 AM
YEAR 3-4

      to trade for the seeds,we need a trade good.since we have a hill to the east,it does make sence to export marble.the amount and value should give us seed trades quick.the bannies work to build the holding pen on a hill along the lake. a 20x13 will give animals a place to graze.no nomads arrive to help.
     in year 4,we dig the marble quarry.the food limit was raised to 15,000,clothing to 150,tools to 90.since we have the materials we will build some stock reserves.2 nomads arrive to dig marble out.the fisherman's wife died during chidbirth so we did add a cemetary.a colonial trading post will export the marble.a snakk dick storage is  constucted beside it.there is enough coats to send 100 to the TP.

pic 1:holding pen
pic 2:marble quarry
pic 3:colonial trading post and yr4 stats
pic 4: cemetary
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 20, 2018, 07:29:42 AM
YEAR 5-6


      the 2 nomads in year 5 will add a tiny iron mine.the iron will give me some building options.i have a plan to send workers to collect the stone and iorn ore. there is lots more of it then trees around us.to store, it i added Slink's industrial market.an old mod but works quite well.beside it,i build the stone gatherer.this will give the bannies time to clear logs and food. with heavey rocks out of the way,it will be easier to clear fields later.the mineral,clothing and tools are raised.this way we are ahead on supplies.the bannies will help each other when they get caught up.

      in year 6,the 2 nomads will move near the stone gatherer.1 is able to start clearing stone.once their house is finished,the iron gatherer can be built.
       a merchant brings friesian cows.we take 4 and pass on the berry seeds.the cows will stay in the holding pen while a 30x30 pasture is fenced.

       the education level did fall below 50% with the last nomad group.the nomads were sent to the quarry and mine.there is children growing up that aren't educated either. 1 has took over a wheat field and that is down 100.2 took over making clothes and tools but they can keep up.even if the uneducated workers move a little slower,the marble and iron will pay off.the blacksmith and tailor spend most of thier time helping as laborers.wanting to conserve the stone,we are using iron ore tools.there may be productivity losses if you figure in the materials. as long as everyone has a coat and tool and is busy,we don't worry.

pic 1:tiny iron mine
pic 2:dense forest 5 yr growth check
pic 5:yr 6 stats
pic 4:stone gatherer and Slink industrial market
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 21, 2018, 07:04:14 AM
YEAR 7-8

      a family of 3 nomads arrive they will build near the pasture. the iron gatherer goes to work. we trade for turnip seeds.several laborers leave the pasture to clear a field.a case of diptheria slows work down.everyone has to threat themself but nobody dies.

     a merchant stops and only offers 8 for our marble,others offer 11.the seeds do range in price.there is some affects from the North's trading.
      the large pasture will hold 45 cows.a new field and orchard are cleared by spring.the field will wait for new seed,but the dense orchard is planted in blackberries.RED's mod does override the forget orchard mod on some fruits.all farmers are educated except the orchard even though the education is down to 43%.the wheat does get hit with and early frost but the turnips produce over 500.

       a family of 4 arrive in may of year 8.they will make soap and run a hospital.they will check over any new nomads and teach everyone to work safely.

      when the builder has time he does work to extend the roads.that is another nice change since changing to this complex setup instead of CC. i can lay out roads and the builder will clear them himself.plus he continues to take care of construction when he is needed.the old way i had to send laborers ahead of builders and often clear roads twice.a nice improvement.

      Kristophe brings pear seed and offers only 8 for marble. he would take orders for fruit seed but no vegetables.i was checking to see if he might bring field corn.oddly he would take orders for some mixed items including twine,yarn,and flowers.

pic 1: iron and stone gatherers radius
pic 2:dairy pasture
pic 3:blackberry trade
pic 4:turnip field and veggy&fruit barn, a pre-RK mod but uses the textures
pic 5:yr8 stats,
pic 6:colonial hospital,soapery,and a granny park
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 22, 2018, 07:32:53 AM
YEAR 9-10

      we have grown fast and need more food.there will be 2 fields of wheat2 turnips,and the blackberry orchard this year.we have 43 bannies and 8 work to produce food.the 2 laborers continue clearing land and hauling in logs and thatch.the houses are buringing almost as much thatch as firewood.
       the nomad couple will help our laborers.in the future they will operate a mill and bakery.

        summer is cool and the berries aren't growing fast.in september,i did send the farmer to harvest at 25%.the workers are collecting food outside our village. with such a cool summer,the fields don't produce well but the gathering and hunting mae up the difference.we do show a gain for the year.

         there is 1 female now 16 yrs old living with her parents.a large sized colonial will be built for the trader and a nordic fishing dock.this way they can keep watch for merchant boats.
          education is down to 35% at the start of year 10.i will do reports at the end of this year.the laborers will work at clearing 2 future fields amd an area for pasture.

         i'll accept the 5 nomads this year. this is the 7th set.after this i will deny them for 2 years.there is a couple,2 teens and a small child. 2 will work the new fields.KIDDs gothic beekeeper will pollinate the berries.since it is too late to plant,1 will work as a 2nd hunter this year.

         a korean merchant named Rockett shows up with bison,lamas,ducks,and lemon seeds.we do buy 266 salted meat with 100 marble.
        we have had 2 small cases of influenza the last couple years.they were cleared up before they spread.the only death was another lady died during child birth.it was the girl we just moved by the trading dock.

pic 1: nordic fish dock
pic 2: beekeeper
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 22, 2018, 07:41:48 AM
YEAR 10 REVIEW

        population 57 in 14 houses,education down to 28%.20 nomads were accepted. we ship marble and leather coats.we gained turnip and blackberry seed and halfbreed milk cows.when the laborers had time, they have helped gather food.we burn thatch and firewood.
        our fields under 500 food production.fishing is close to 300.if the summers will warm up above 70 degrees,the fields would do better.there isn't a big difference between fields from educated workers.the tailor,blacksmithand wood cutter are educated.the doctor,2 farmers,a quarry worker,and a miner are educated.

        i do want to increase the firewood limit.at the same time,i should increase the tool limit.textiles are close to the limit.half of it is pelts and fursso i will double it to 400.there are no storage issues.

        going forward,we need to build up some wood stockpiles.since the fields are doing as well without educated workers,i will continue without a school for now.the North might be affecting that with this map.my attempts to move the North higher in mod order could have it affecting the registry.even though i did have to move it back down,this can change how it plays.some summers have been cool but the snow has melted by mid-march. frost holds off til late october.the growing season is longer than a North climate would give.

         the dense forest check area is looking thicker.the mod affects the birch and aspens more than my pines.there isn't an overabundance of any foods from the gathering or land clearng.the main town center isn't overgrown either.the mod seems to have the trees growing in the forests and less sporadically everywhere else.where the bannies walk and cut trees,not as many are growing back.let's see what it does in another 10 years.

pic 1:yr 10 stats
pic 2: production
pic 3: inventory
pic 4: food graph
pic 5: citizen graph
pic 6: storage and limits
pic 7 and 8: dense forest checks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 23, 2018, 06:45:21 AM
YEAR 11-13

       plan to not accept nomads until year 13. 1 year we will build stockpiles and clear land.1 to build for the villagers and 1 to work on nomad housing and workplaces.there is extra help,since the children don't have a school. i wait til they are 16 to build houses.they pair up well that way.

       the 5 indian nomads pass through town wearing war paint. they are headed north to fight the french and vikings.said there corn was stolen and then cursed.with another cool summer,our crops have not produced very well.the berry orchard barely had any fruit.wheat has suffered harder also.

       even though there isn't enough wheat for it,we will build the colonial windmill and bakery in year 12.once the builder is supplied, the laborers will clear trees and gather more food.due to the bad food year,a 2nd quick hunter is sent out. a large deer herd is grazing where the bannies cleared so he should make up for last years losses.

         7 nomads pass by. they are looking for a river of gold.it sounded funny to us. you can't drink gold. they say sure you can it makes you live longer even.most of them seem to talk funny.the children say they are all funny in the head.
         june temperature is 70. at 70 the crops production increases.below 70 it almost stops.july is half 70-71 and half the month falls below.august starts with a high 66 falling to mid 50's. all crops are over 90% by mid-august.i sent the farmer to harvest the berries at 93%.september instantly drops below 50 and ends at 35.the farmers start harvests themselves.snow comes the 1st of october.by then the crops are half harvested.the orchard has 5% left and has produced 660.we average 400+ on the crops.there is a considerable difference this year to educated farmers.starting the orchard harvest early did overcome that.below 30,the fields lose produce.the 2 south fields will switch crops next year.this moves the wheat away from the veggy-fruit barn.

       year 13,we will work toward a forest east of the lake and north of the mining mountain.nomads will come soon to work it.it is april before the temperature gets above freezing.the FO forester and hunter will fit without worrying the workers will cross the river and get lost.a pine vanilla gatherer will be used to collect the varied foods.for storage,an RK forest barn.and red colored pine cabins for housing.it is a mix of mods but will work well.the FO hunterwill replace 1 quickhunter.
      8 new citizens arrive.i pause and save the game twice.then unpause and repause, so i can see who they are.
1 couple with 2 children and a couple with a teen and child.their 14yr old daughter chooses to build a yellow cabin and fish. she claims she can catch more fish with the FO dock.
       summer doesnt get above 64 degrees.in mid august i send the farmwers to harvest the wheat fields at over 85% each. the orchard is barely 50% and set to harvest.the turnips are almost 80% but left to september.the wheat did better than the turnips by being harvested earlier.the cooler summer cost us 45% of the orchard.
        Lashaan trades us chili,sugar beet,and bean seeds.2 fields are added and crops are rotated.3 wheat fields,2 bean fields,1 each of sugarbeet,chili,and turnips.

pic 1: more cleared land
pic 2:mill and bakery
pic 3: crop outputs,orchard farmer is not educated
pic 4: chili seed trade
pic 5: yr 13 stats and nomads
pic 6: FO forest with a mixture of mods.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on May 23, 2018, 07:30:05 AM
You have a nice little settlement there. :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 23, 2018, 07:39:55 AM
GATHERER dared me to play it without education. we survive so far.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on May 23, 2018, 08:10:40 AM
It´s brutal but you can do it! :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Gatherer on May 23, 2018, 08:13:15 AM
Wait, what? I have said no such thing!
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 23, 2018, 10:34:28 AM
Quote from: Gatherer on May 14, 2018, 03:00:35 PM
Nice picture with the apiaries. It reminds me I haven't built RK apiary in a long time. I think I'll build one in my current town.

Also could you include education percentage with these yearly reports? It still amazes me how you can support the town with all those uneducated nomads. I wouldn't dare trying to play this way. You're a braver man than me...and crazier. ;D
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Gatherer on May 23, 2018, 12:10:56 PM
Nah...that's just twisting my words around.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 23, 2018, 12:43:31 PM
LOL i thought you wanted to see how long it could be done. food hasn't been much of an issue once i adjusted for the climate. there has been shortages to slow down progress.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 24, 2018, 06:26:39 AM
YEAR 14-16

       there is  extra laborers but they are young.since they won't move out,un-educated bannies work as laborers from 10 to 16.then they move and take up new jobs.other than clearing land, they aren't productive.they clear the northwest corner and then help build barns for the new fields.in the fall they scavenge for food.
     the wheat and chili farmers start harvests at 90+% in august the orchard is at 80%.the other farmers are left to themself.snow comes in late september.it is a decent year the wheat,chili, and beans average 400,orchard is 629.beets and turnips are 330.the forest is over 1500 plus fish before winter.

      Kristophe brings 6 chickens and 4 sheep.the sheep can graze near the hospital for now in a nordic sheeprun.
during the winter,Demar brings tobacco,NF flax,and cucumber seeds.1 bean field will switch to cucumbers.

        keep up with more houses,the firewood limit is raised to 500.an RK woodcutter will be built near the industrial market.this should improve the firewood outputs.if we need to help move logs,a vendor can be sent to the market.for now it is just storage.
       a 10x15 pasture for the chickens will go beside the dairy pasture.we do want to move the sheep away from the hospital.a 16x16 pasture near the river will be cleared.
       even thou we turn away 11 nomads,our education level is down to 20%.i handle it well.the only issue is trying to boost extra food.the iron ore has been used up.the blacksmith will make stone tools and the iron collector will help move stone.now that we have sheep,the textile limit is doubled to 800.
       merchants bring more seeds.none will offer any corn seeds.

        year 16 will be very busy.as soon as the snow melts we need to clear fields.7 nomads arrive in may.a couple,a teen couple,and 3 young workers.they will tend to the sheep and fields. the villagers are grateful for a small group.they had sent larger groups away.the 2 couples will get large colonial houses and 2 small colonials for the young single girls.next year beans,spinach,lettuce,and squash will be planted.our wheat will expand to 4 fields.

      we send another worker to help the forester.this should help our wood production.we are using logs faster than we can clear land.this is our biggest obstacle.
       
pic 1: sheep and chcken trade
pic 2: cucumber,flax,and tobacco trade
pic 3: RK woodcutter
pic 4:Dense forest check
pic 5: yr 16 stats and nomads
pic 6: more fields and chicken pasture
pic 7: sheep pasture and colonial houses
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 25, 2018, 04:23:58 AM
YEAR 17-19

      Iron has hit the limit.for now, i rather not raise it.we'll dig a stone quarry for the miners.the laborers do need to haul in logs.they will clear trees near the mine mountains.as they cleared trees they found more herbs.i doubled the herb limit to 2000.there is plenty of storage for them.

     the chicken pasture is full and i am getting feathers and bonemeal.i didn't enable the tropical greenhouse mod.bonemeal will have to be traded out.the dairy pasture is almost half full as well as the sheep.

       in year 18,we will build 1 house and the old dairy. that will make a variety of items from the milk.a colonial tailor for the wool and a pine loom and flax field are added.with so many workers,i sent 1 to the mill and 1 the bakery.
        with the extra textiles,i need to increase the trading.hoping to get different merchants,i decided on the CC dock trader.it is universal so will bring a variety of goods.a dock storage barn extends it's storage ability.it will work to ship the feathers and bonemeal.
         we had a warm summer but an early  frost.crops did better.several averaged 500 each.the food limit is raised to 25,000.clothing 500,textiles and herbs to 2000.

       this set of nomads will have to work to increase our logs.a bridge across the river is needed.3 couples,5 children,1 young laborer and a 25yr old single male.with these groups coming larger, a boardinghouse will be built near the hospital.this will give the nomads a place to stay warm.the bridge will take time as we are short on stone and logs.2 more workers were sent to the quarry.we also took 25 stone in trade for wool coats. construction across the bridge will wait til next spring.

         a merchant brought the nomads and took feathers,bonemeal,and some pelts.these nomads did arrive with 525 food.sending out a deer hunter,they did produce some of thier food.

         the lack of education does take a toll to logstone,and firewood production.this leads to shortages, and we struggle to clear more logs and thatch.our construction is now a year behind.

pic 1: rock quarry
pic 2: old dairy
pic 3: pine loom and wool tailor
pic 4: CC dock trader and storage
pic 5: yr 19 stats and nomads
pic 6: colonial boardinghouse
pic 7: westlake bridge
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 26, 2018, 05:44:06 AM
YEAR 20 REVIEW

      population 110 in 22 houses plus 14 in the boardinghouse.education down to 12%.our food production is holding well.we have dairy cows,sheep,and chickens.we grow 10 crops plus flax. our trading has expanded to 2 trading posts.we started processing food with a dairy and bakery.we have 2 woodcutters and tailors
       as we clear land we have used the materials.shortages of logs and stone have slowed progress.the laborers are kept busy til mid to late winter.once the stone and log production is stable,things should get smoother.
the dense forest mod has took over the meadows.there is more trees covering the map by now. how much will this affect food or thatch?will the thatch grow as well with the shade?     
        with so many young un-educated workers,it is hard to judge when houses are needed.normally i would build houses as they graduate,1 house per 2 adult workers.up to now,i could click the original houses to locate any 16yr old females.this is a challenge since it looks like there is extra workers needing workplaces and houses.the new housing strategy is to subtract the labor count from the adult population and divide that by 2.not counting the incoming nomads.
      i do think the 3 year cycle is working.with it the food reserve is ahead.the education combined with the cimate,has the fields producing at 400 instead of 500 on average.logs,stone,and going to iron ore tools would take care of our shortages.we should see good progress with the next 10 years.

pic 1: yr 20 stats
pic 2: production
pic 3: inventory
pic 4: food graph
pic 5: citizen graph and limits
pic 6: Dense forest check
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on May 26, 2018, 09:03:58 AM
When my settlements have reached a certain point, where I don't need the fastest growth as possible (I think you are there now), I don't look much on the number of families/adult girls/adults. When I need to expand some production, workers need to live close and need houses. I make an estimation, that in this area we will need say another 3 houses. So I build 3 houses. I often keep the menus open to see where move in. Of course this strategy only work, if there are adults living by their parents, ready to move out.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 26, 2018, 09:46:23 AM
ours has been build when we have resources and  no nomads in the boardinghouse. i got behind 1 year due to shortages and it stays about 1yr behind.1yr clear land,1 to build the town,1 for nomads,a 3ye cycle or system was working til the shortages.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 27, 2018, 07:55:16 AM
YEAR 20-22

       we have 4 couples living in the boardinghouse.3 families are going to the forest. since we have pear seeds,a pear-walnut forest and some grapes will be planted.the walnuts will continue to supply logs. the pears and grapes will increase food.log cabins and a RK storage are planned also.to conserve thatch,a nordic hunter is built.these fit well without crossing the north stream.while the pear and grapes are planted,there will be a boost in logs.it will work out to see how the dense forest mod affects these areas.
        13 vikings stopped by and rested in our barns.they were hiding from the indians.they stayed a few nights and headed on.they needed directions to a fort to buy more muskets for their corn war.

      to conserve stone,we switch to rough tools and need an iron ore mine.the last family in the boardinghouse is given a large colonial house and expands farming near the bridge. 2 fields of barley and a rockmelon field can be planted.

      we did have a slight tool shortage even with switching to stone tools and back to rough tools.with 4 miners bringing in ore,the blacksmith should stay busy.to help the blacksmith,a young aprrentice will be added.since he can't be added to the main blacksmith shop,a mini workplace smith is built beside it.
      we traded for rice to keep items flowing out of the dock trading post.a rice paddy had to be started near the dock fisherman.otherwise the bannies would eat it all up.

      15 nomads arrive in  july.they got lost in a storm on the way and are late.this will bring the education down to 10%.since 4 are sleeping on the floor,we will need 2 houses quickly.a cabin is added to the forest and a small colonial near the new fields.it is mid way thru winter before we are over a tool shortage.we did make more seed trades and added lhamas to the holding pen.

pic 1:mixed CC orchard forests overview,the gatherer radius covers most of the whole forest,there is a little overlap.the grapes will open it up along the lake

pic 2: zoomed in,
pic 3: blacksmith apprentice
pic 4: rice paddy added to the dock fishing pier
pic 5: RK iron ore mine
pic 6: yr 22 stats and nomads
pic 7: barley fields
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 28, 2018, 05:35:30 AM
YEAR 23-25

       we overcome the tool shortage.the lhamas need a pasture.land has already been cleared for it.to help our tool and stone issue,a multi mine and quarry will be dug.3 of the nomad families will add to the mining.the other works the pastures.

       since this is a  1.06 version of CC,i do want to test the lumbermill.it can cut firewood until we get stocked up.i also send the laborers to plow new fields. as expected 26 nomads arrive.6 of these will need to expand our food production.4 fields are layed out along the river road already. with the larger group, another boardinghouse is needed.

      we traded for pigs.we also add more houses.

pic 1: multi mine and quarry
pic 2: CC lumbermill
pic 3:lhama pasture and salthouse
pic 4:  yr 25 stats and nomads
pic 5: second boardinghouse
pic 6:more fields and housing along the river
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 29, 2018, 08:19:14 AM
YEAR 26-28

          1 boarding house is almost empty with 1 big family left.the other has 4 couples with children.a second rice paddy and a reed farm will be built,the reeds can be made into ropes for a tobacco dryer.the workers clear more land and plow  more fields.

       in year 27,i want to build houses for more town children that have grown up. a candle shop will use up beeswax.a new blacksmith to make better tools for the mine and quarry workers.a beef butcher will mean we need a meat locker and market.i adjust the flax back to 1 field and plant the other in tobacco.
      logs are still being used as fast as they are cut.more land has to be cleared and the forest will have to expand northward soon.we also are using stone.more workers are sent to the multi mine and quarry both.

     30 nomads are going to be a handful.we would need 10 more crop fields.education is down to 6% and definetly slowing the workers down.since we are behind on materials we will not take this set.i would rather use the time to catch some things up.
      the dock workshop is switched from ropes to fire bundles.a nordic mine and quarry are started to increase our stone.a dryer for the tobacco is built but will require crates.we send 400 tobacco leaf to the CC dock trading post as well as 150 coal.

pic 1: candle shop<top left> and new blacksmith<bottom right>
pic 2: dock workshop and reeds
pic 3: field berry trade, this merchant pays more for marble. these berry seeds grow as blackberries but in fields not orchards
pic 4: rural market and cow butcher and meat locker,note the RK has changed the modded markets textures and path
pic 5: yr 28 stats,did not accept the nomads
pic 6: general store
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 30, 2018, 05:42:27 AM
   yeah, you all are caught up. normally i try to stay a day or 2 ahead of the posts.i have lost ground slowly over last week..with the 3yr cycle, i was trying to stay at least 3 days ahead even. i was sick a couple days but fumbled around at trying to play.then sunday was race day.and then i hit a crash.next day i tried to chase the gremlin down. as it is, i have to replay a year to catch myself back up.

YEAR 29

        there are 31 fields and orchards to plant. each field a different crop except the grains.there are 4 wheat,2 barley,2 sorghum,and 2 oats. a huge half breed dairy pasture produces 750 milk and 960 beef.2 small pastures of chickens and pigs.and 2 medium pastures of wool from the sheep and lhama. plus 2 rice paddys. some of the CC crops do better in the cold climate.most do about the same as the RK.
CC onions and field berries are overproductive.

       as soon as the farmers are on their fields,the laborers head across the bridge and start working on the new forest.the builders need to finish the quarry and nordic mine.

      i have a crash.the modders and i said this was "play at your own risk".this year has been repayed and repeatedly saved.i saved several in different slots. luckily because 1 save was late enough i couldn't load and hit the pause to stop it.the crash seems to happen as the month changes from aug to sept.replayed august and again repeatedly save.each time trying to find anything that might cause it.quite tedious but if i can save it right before the month change and pause it,i have a chance of finding the problem.is it an item or storage issue or a building issue? some might be fixeable by mod order adjustment or not using a particular building. some are internal calculations that we cant see.sometimes the gremlins will mess with ya and then go hide, so the error will go away on its own.this one acted that way since the crash came later for whatever reason.
      after way too much time of following bannies and boats around, it appears there is a glitch to the oats between the RK,CC,and NORTH mods. very odd. not sure why a crop would do that.the farmer harvests it but no production shows to the crop menu or the farmer.so is he still carrying the weight of what he harvested or did it disappear totally? i did delete the fields and drop back farmers.he did not stop to store anything.he went on to work as a laborer though he remained tagged as  a farmer.
         solution is to check KIDD's colonial mod to see if it adds oats.after this game, adjust mod order and debug test every crop.for now,replay this year and have the oat fields planted in barley.

pic 1:deer butcher and bridge
pic 2: tobacco field and dryer
pic 3: oat crash. farmer has cleared a row but shows no oats to his inventory nor does the field. a strange glitch
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Gatherer on May 30, 2018, 02:56:55 PM
I've noticed on your last picture that you rely on large not so close barns for crop storage. Perhaps you should build some of Kid's storage carts between the fields.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 31, 2018, 07:16:05 AM
good morning,GATHERER. more barns might help some but the climate is rainy and temperatures in summer are low.when it gets above 70 things grow fast. here that doesn't  happen often. most of the summer is in the 60's.that combined with the education level so low,the fields are producing way less than normal.it is a good test to see what produces better.

       can't understand why the oats grow but can't be harvested. that is what caused the crash. the farmer would clear 1 row but not show any oats.as soon as he gets to the next row it crashes.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 31, 2018, 07:26:50 AM
YEAR 29 replayed

           wow,there were more saves than i thought. 2 farmers switch to planting barley instead of oats.there is a quarry and nordic mine being dug.the mine requires thatch,so the bannies concentrate on clearing land.the mine workers will need some houses as well.
      these un-educated workers are not very efficient. there are more quarry and mine workers than i normally have.i also sent another worker to the sawmill to help with firewood.since we never have enough firewood,thatch gets burned quickly.there is 22 working to dig stone.if the weather would be better,the fields would produce 400 each. with the rain and early frosts,we have more fields under 400 than above.

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

YEAR 30 REVIEW

       population 218,6 % educated with no school.49 houses and 2 boardinghouses.growth has been stunted due to our lack of materials. food reserve has been used up.
       you can see that as the education level fell farther,work slowed down. even the laborers seem to move slower or carry less.if we struggled for another 10 years and added 2 more forests to supply logs,i could get the education to 0% and probably survive it.with schools,it will take the 10 yrs to start to see progress.either way i need to regroup.

pic 1: market puzzle food market
pic 2: yr 30 stats
pic 3: production
pic 4: inventory
pic 5: long food graph
pic 6: citizen graph and limits
pic 7: dense forest check
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on May 31, 2018, 10:47:03 AM
Quote from: brads3 on May 31, 2018, 07:16:05 AM
       can't understand why the oats grow but can't be harvested. that is what caused the crash. the farmer would clear 1 row but not show any oats.as soon as he gets to the next row it crashes.

probably because the bucket of cotton that drop on the ground is failed ? as soon the bucket should appear , it crashes ?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on May 31, 2018, 11:12:25 AM
no actually it is weirder. he clears 1 row thou he never has anything in inventory.walks to the next row.as soon as he tries to clear, poof.odd that the oats even grew. i would think with a error to the crop, it would not grow at all.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on June 01, 2018, 01:14:22 AM
You use to say, you're "nuts" @brads3. You even seem to enjoy all these unexpected, crashes, "misbehavior", you name it! Why not a simple vanilla game for a change? Or only one mod? RK Ed has a new version. It's a great stand alone mod. So is the North or CC. Or you can pick a few guaranteed compatible from Kid or DS. A totally different game! I promise. But I can't promise, that someone like you would like it............... ;)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 01, 2018, 06:12:57 AM
vanilla is boring. too much missing from it.i should do a "pure" RK and then NORTH separately.it is nice to overcome the obstacles and fix the issues. i was hoping someone would have a clue as to the oat issue.it is odd and i don't have an explanayion as to what could be causing it.this has been challenging enough with no education.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 01, 2018, 06:24:03 AM
YEAR 30-31

         ok,no more nomads.going to go another 5 yrs without school and see where things are.that should take the educatiion to amost 0.i doubled the workers at the trading posts,added 1 to the marbe quarry,and will build a RH buiding materials trader.i want to take the laborer count down to 15 and 5 builders.so 3 mlore will work a forest and 2 more crops,1 watermelon field and 1 pear orchard.5 more houses will be added as well.
          newly acquired red friesian cows will get a 20x25 pasture. we have enough houses,as the bannies are now moving as singles.the nordic mine fails to work. i left it set at iron and coal.the miners refuse to go in it. guess they think it is haunted.umm finally they dared go in to dig iron and got stuck.they can't find coal thou.
      food and stone are back ahead. there is progress.labor count remains at 20 but is mainly younger bannies.we have made food trades with the tobacco.

pic 1:building material trading post
pic 2:haunted nordic mine
pic 3: red fow pasture cleared
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on June 01, 2018, 06:45:46 AM
for your oats problem, you need to open your mod window and start checking the first one on top and see if it has a RawMaterialOats.rsc file and check next one and next one till you find the first which has it.
and tell us the name.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 01, 2018, 09:39:18 AM
you want me togo thru how many lines from over 130 mods? that is insane.LOL. RawMaterialOats-rawmaterial.crs     next ine same-resource.crs .
those template files are in CC stables above the RK.thankfuly i don't see any oat file in the pine mod. i made a note to try moving the stable mod lower next time.

       i miss my notes from my comp crashing a few weeks ago. my registry is off slightly due to trying to use NORTh above the RK.in the process CC got moved and is affecting things more than i wanted. it is set RK,CC NF,then NORTH,but plays as the CC is stronger in registry.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 02, 2018, 07:20:46 AM
YEAR 32-33

       I adjust the trading posts. leather coats is swapped to the dock and wool coats to the mini general,to balance the values in each.the tobacco must be storing as textiles,since i am way above that limit. i increased it to 15,000.this all should help get more wool coats.
      i set a patch of fields to pickup to see how much it helps.some fields did better,but others did worse.overall there is more loss than gain between the 8 fields. i will run this another year but the 2 best fields will not be set to pickup.
    the laborers work on getting thatch supplies up this year.after double checking,there are still older females living with parents that didn't want to move. a couple houses near the village center will be built. a workplace butcher is made that can haul venison to the village since it didn't do pork. i built the Pilgrim's rest even though i don't have root seed yet. roots aren't growing as well here in the forests.
     
      the haunted nordic mine never worked again.did switch between iron and coal during the year. it is disabled and the miners are sent to the tiny mine to dig coal.

         though i don't think it will help much,i will try GATHERER's idea. several food carts will be set for the farmers to use.i think the climate and education is costing over 200 a field. the added storage will pick up 50-75 a field. if they help 20 fields,it would be a gain of a 1000 or so. we won't get a consistant 450+ per field output.
        ran this test for a year.the fields near the carts did no better than before.some outputs went up some down.same thing to fields near barns. they balance overall to no gain. i did plant onions and field onions.the field onions give 100 more than the regular onions.the onions and field berries did better without the pickup. the CC crops aren't as hurt by the lack of education as the others.the orchards are doing very poorly.

           traded for logs and gained field peppers and tomato seeds. tested the CC candle shop with KIDD's beeswax and it fails to use it.the candle shop will use tallow from the beef butcher.i sent an apprentice to the half-breed dairy pasture. he did help bring in more  milk.the pasture still produces more beef than milk however.1070 milk to 1200 beef.

pic 1: cart storage added to fields
pic 2:pilgrim's rest
pic 3: 2nd KID beekeeper
pic 4: shading for the rural market
pic 5: CC candle shop and ketcup factory
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 03, 2018, 07:57:24 AM
YEAR 34

       many of the young workers had been sent to the mines.they have grown up by now and need houses.to the west,the river curves away to the north.south of it,i plan to add meadows.

      we gain more seeds amd expand another 4 fields.education is at 5%.other than firewood,production is more stable.that does need to be improved so the bannies don't burn all the thatch and fodder up.now that i have a plan and it is functioning better,i will keep going without education.just to show that it can be done,i would like to get it to 0 and run it for a year or 2.

pic 1:miner houses and cemetary
pic 2: thatch meadow
pic 3: yr 35 stats
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 04, 2018, 07:12:55 AM
YEAR 35-36

        housing is an ongoing battle.each time i add some,there are 20 yr old couples and some young singles.yet looking around,there are still older bannies living with parents.the mine village shows it needs 5 more,yet there is 2 single households.this not counting the farmers or forests.
        next step is to improve the firewood. another reed farm will help with fire bundles. a wood cutter will be added to the orchard forest as well.a cherry orchard takes us to 40 farmers. the builders dug the precious mine.we send 4 young workers to work it.
    i added the CC weaver ,and it does use the pine mod's flax to make linen.clothing limit and tool limts are now at 1000.food is 35,000.took 20 crates in on trade at a value 1 for the tobacco dryer to use.the 2nd thatch hut is built, but noone lives close enough to work it yet.

pic 1: 2nd reed farm,
pic 2: my precious mine
pic 3: CC weaver
pic 4: cherry orchard behind large colonial house and pear orchard in  front.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Gatherer on June 04, 2018, 09:55:31 AM
How much reeds/fire bundles does one reed farmer/fire bundler produce? And how many foresters and woodcutters do they replace?

I guess you save a lot of logs for other things this way.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 04, 2018, 11:50:40 AM
the reed can be handy to use up feathers making reed coats.with the educstion nearing 0,nothing is working well. i wasn't going to use the reeds but here had to.firewod even with trading isn't coming up. there is like 5 wood cutters with 2 of them at the sawmill. normally a reed farm or 2 would supply a bundler and make reed coats.should get about 50-7000 bundles from a shop.so yes,it can be a cheat since it doesn't take up the same space as a forester.

    this lack of education costs logs at the forester and then firewood per log at the choppers. have tried different choppers and  KIDD's sawmill.
it has been challenging.i can keep coats up with 2 tailors but have double that to even keep up with tools.doesnt take much to have a shortage of 1 thing or another.
the other thing i just noticed is with the dense forest mod has changed things. i don't think there is firewood scattered to be picked up.instead the foresters are finding more pelts and furs. this is the 1st i tried that mod.it is causing things to work different.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: kid1293 on June 04, 2018, 12:53:00 PM
What mod has fire bundles?
I am thinking about reed and I am curious.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: rkelly17 on June 04, 2018, 02:04:31 PM
Quote from: kid1293 on June 04, 2018, 12:53:00 PM
What mod has fire bundles?
I am thinking about reed and I am curious.

I think that reeds and fire bundles come with Colonial Charter.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 04, 2018, 02:40:07 PM
the CC dock addon mod has a reed farm and a bundler shop.the reeds dont grow all over with the nat div mod enabled.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: kid1293 on June 04, 2018, 02:50:25 PM
Thanks. I was experimenting a little.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 05, 2018, 04:42:00 AM
YEAR 37-39

         education drops to 4%.the bannies wanted to send letters home,so a post office was built.an undertaker was added to tend to the cemetaries.an RK foundry and a smelter were built near the mines. there is a surplus of barley so a workplace mill grinder and bake shop will make nut bread.both thatch huts are clearing and planting thatch.
       as the marble runs out,a jade quarry and a clay pit are dug.i fired the smelter up to make sure it would use the silver ore. then it was shut down to conserve firewood.the mian foundry was fired up to improve our iron. as we got short on iron,the miners used cheaper tools and that led to a tool shortage.

       i did make some good trades for firewood and added glass,brick,and more lumber.food limit is at 50,000 and luxury is up to 5000 to handle the jade and silver.spinach is growing and harvesting as lettuce.

     to increase the firewood more,we expand the dock adding a 3rd reed farm and another work shop. east of the river,more forests will add to our log supplies.a KIDD self-storing forest set with some nordic houses is planned.an herbalist was added to the RK forest also.

pic 1: post office and undertaker
pic 2: jade quarry and claypit
pic 3: smelter for gold/silver and RK foundry for iron
pic 4: reed farm 3 and 2nd dock shop.
pic 5: KIDD storage forest set
pic 6: workplace grinder and baker makes nutbread
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: rkelly17 on June 05, 2018, 09:57:11 AM
Quote from: brads3 on June 05, 2018, 04:42:00 AM
education drops to 4%.the bannies wanted to send letters home,so a post office was built.

Now you need a scribe or some such so that the 4% who are educated can get paid to write the letters for the 96% illiterate.  ;)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 05, 2018, 10:07:33 AM
soon.by year 50, it'll be zero.then ,i will add schools.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 06, 2018, 08:48:09 AM
YEAR 40 REVIEW

         population 324 with 4% educated in 79 houses.38 farmers,7 herdsmen,5 gatherers,4 hunters,5 fishermen,2 beekeepers,and 2 rice paddys feed the bannies.38 bannies work the mines and quarries.we have 8 workers supplying firewood and bundles.3 trade posts ship marble,coal,linen,tobacco,as well as coats,textiles,and some misc. goods.the bannies process 2 types of bread,cheese,butter,and ketchup.
3 butchers process deer and beef.there is pigs,sheep,lhamas,chickens.galf-breed cows,and red frieshian dairy cows.most veggy and grain seeds have been acquired.there is still peas and roots to gain as well as more orchard seeds.
            spinach grows and produces as lettuce.oats failed.KIDD's beeswax doesn't interchange with the CC's.the nordic mine is glitchy. there is more production buildings to be tested.no major problems.TOM and RED have gve me info to solve the crops.

      the dense forest mod did fill the map with trees.with less meadows there is less thatch.blueberries and roots don't grow as well but the gatherers make up for it with pine mod items.it is hard to judge  this mod with the education level costing logs and firewood.i have been using the pine vanilla gatherer more which has improved the gathering production outputs.by the meadows being overgrown with trees there is less thatch which is needed in construction.some mines,barns,FO. buildings,and wood houses do require it.with the new KIDD storage forest and gatherer,there should be more info on the food affects.

       education and climate are the biggest challenges. i have overcome most of it by sending extra workers and adding more blacksmiths and foresters.there are young apprentices helping many loacations.even when the bannies cleared logs,the firewood cutters have not kept up.food is doing better than i expected thanks to the gatherers and hunters.they bring the food average per worker up over 500.

     in the next 10 yrs,the education level should be down close to 0.i would like to get the fodder meadows planted and at least 1 more forest.with some luck,i should have a lumbermill working.

PIC 1:yr 40 stats,note the clearing that the thatch huts need to do for planting
pic 2: production
pic 3-4: inventory

pic 5:food graph
pic 6:citizen graph
pic 7: limits and population graph
pic 8:dense forest check and firwood graph,even with trades, the bannies use it as fast as it is brought to storage.
pic 9: DF check yr 20
pic 10: DF check yr 10
pic 11: DF at start.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: kid1293 on June 06, 2018, 09:09:31 AM
If I remember right about beeswax I followed Discrepancy's code.
I wanted to be compatible with his mines.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 06, 2018, 09:43:34 AM
the CC NF is a 1.06 version still. so that is probably why they work different. the old beeswax is most likely still flagged textile.i still need to make RED's apiary and candle shop.lots yet to be tested.  the CC candleshop still uses the tallow from the CC butchers.there is only 1 tag for candles so they will interchange for the mines.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on June 06, 2018, 12:18:58 PM
presently in RK Ed, beeswax is flagged as Custom7 : Miscelleneous
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 07, 2018, 05:44:49 AM
YEAR 40-42

      I should point out that as dumb as my bannies are they do extra work.the foresters are doing trapping.there is 1000+ furs and almost 500 pelts,plus what has been traded.i have not sent a trapper out. the mods work together to accomplish that.KIDD's and RED's foresters are using NECORA's gathering system. i do think the dense forest mod may be boosting the traps.
       RED and KIDD's forest storages has helped improve the storage system.i did recently add piles near RED's barn to help the foresters store stone and iron ore.his barns are quite full of foods and textiles.

     to get these fodder meadows planted,i need to stretch farther west.plan is to extend the road and build farms south of the future meadows.i held back on the hunters and gatherers for the thatch meadows. the tower hunters work well but they are affected by the lack of education.also it means extra food later.i am curious to see how long it will take the workers to clear and plant.

      added EB's farm market to help empty the carts that are getting full.roads are extended,2 more fields plowed,and storage barns built.
food limit is increased to 60,000 with trades and herbs are up to 3500.when available, we trade for steel tools.an EB farmhouse and someone can move near the new pig pasture.now the pigs have more room.the other 1 is changed to chickens.

     now that they have paired up,i double the workers for both thatch meadows.as soon as snow melted in year 41,i layed out fodder meadows ,
fodder barns,and forest storage barns.the bannies will build 4 color pine cabins.we have traded for lumber along the way for projects like this.we do trade leather coats and coal for more lumber,logs,and firewood.

pic 1:2 thatch meadows
pic 2:fodder meadow started
pic 3: large pig pasture
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 08, 2018, 04:32:53 PM
YEAR 43-44  education to 3%

         while the bannies are waiting for thatch to build the fodder barns,i had them work on adding mini,FO,and nordic gathering huts.they also built a tower and nordic hunter.this will be a good way to see if they collect different items.

       the 2 dock shops are using all the reedsfrom the 3 reed growers.uneducated they are getting 500 fire bundles.KIDD's sawmill is getting 880 firewood with 3 workers.we continue to trade for firewood  as well as food and tools.iron and food limits had to be increased.

       before i can expand the east forest,the bannies will need more houses.a cabin is added to the mixed forest for the sawmill workers.1 for the dock workers.several more are built for the farmers.a rowhouse blacksmith will suppply the west farmers with tools.

pic 1: full overview of the fodder meadows.thatch is to the east
pic 2: mini gatherer for thatch 1
pic 3: nordic hunter and gatherer for fodder meadow.note no pine items are collected by the meadow gatherers.
pic 4: rowhouse blacksmith supplies tools for the farmers.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 09, 2018, 07:44:52 AM
YEAR 45-46   education to 2%

         we run into a mountain going east.we will need to extend a road and build another bridge to get south of it.in the meantime,the builders can work on adding forests to the far west.a pine vanilla forester with nordic houses west of the rasberry orchard.a pine lumber and woodcutter will cut the logs.as the workers pair up,more will work the fodder huts.

        the bannies worked to clear 2 orchards and built a sugar house.concerned about the thatch and fodder storgae, i had them add a pine storage barn to the meadows.a sherbrooke town market will be built to move supplies for the meadow workers.

         these young workers do cause headaches.as houses are built singles will move. out of every 3 houses at least 1 will be occupied by a single bannie.this also has led to too many laborers.as population in different areas inncreases,more houses and workplaces can be built.

      one bannie is now 79 yrs old. a few are late 60's to early 70's.

pic 1: year45 stats
pic 2: pine vanilla forest to far west
pic 3: CC sugar house ,maple orchards,and housing for the forest workers.
pic 4: more storage for the meadow.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 10, 2018, 10:01:10 AM
YEAR 47-49 education holding 2%

        i double checked housing.the forests and dock areas have enough.i did add several near the start village and farms.work continues on extending another road east. an RK random mine is to be dug as the stone quarry is almost used up.

     while a KIDD forest is being built to the east,i do want to start a market plaza to store extra goods.a central market with 4 RK markets will be built.this will become a suppply center for a town.a pine vanilla gatherer and hunter are planned with the KIDD forest.
     took over 1000 firewood and bundles in trade throughout the year,yet there is only 150 still stored.noone has died from it, but it is still a struggle.

    next step is to increase logs and food reserves.i dont want to expand mining or production until i can move groups of bannies.for now,some items will stockpile. i send workers to the market plaza and adjust limits.minerals is doubled to 4000,tools and clothing increased 500,textiles to 25,000,and construction and materials to 1500.
          a forest village to the east is started.we take reindeer in trade.   

pic 1: 2nd KIDD forest
pic 2:RK random mine
pic 3: sherbrooke market for the meadow.
pic 4: central market plaza
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 11, 2018, 07:10:58 AM
YEAR 50 REVIEW

          population 456,308 adult workers with almost 100 as laborers.education down to 2%.106 houses.many of our workers are 10-15 yrs old.we continue to expand production of logs,firewood,and food.there are now 5 meadows,3 fodder and 2 thatch.6 forests supplying a sawmill and 3 woodcutters.
         foresters and meadow workers trap and bring in  furs and pelts.our gatherers do work differenty.the pine gatherers bring in more food since they do collect pine items.the CC orchard gatherers have issues.the dense forest trees are overgrowing and choking out the grapes and pears.are thesse trees also costing logs? pine mod and nordic mod trees produce more logs.if the dense forest trees produce vanilla amounts of logs and push out the other trees,the log count would be lower.this is hard to calcuate with the lack of education on this map. the dense forest mod is above the pine mod.

    between now and when the education hits 0%,i plan to increase food and forests.i'd like to get the food to  +5000 per year more than being used.

pic 1: yr 50 stats
pic 2-3: productions
pic 4-5:inventory
pic 7: food graph
pic 7: poppulation graph and limits
pic 8: gatherer outputs,note the overgrown orchard forest,4 to the right corner are the meadow gatherers
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on June 11, 2018, 12:00:41 PM
You'll need more firewood. The efficiency of everyone gets down, when it's this rare. Instead of producing, they run all over the map to get a firewood here and one there and make no decent job.

Anyhow, I'm pleased that your town still lives, also (more or less) completely without education.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 11, 2018, 12:16:27 PM
need firewood??? the great scholar speaks of gibberish. for prophesy you tell history. tell us Oh great one something we don't know?

the poor bannies have cut and cut and the traders have haued in tons of firewood.this climate has them burning it as fast as it is moved to storage.they even have reed bundes and thatch and fodder.5 meadows with double workers.the only time someone froze was because they got lost between the east forest village and town.

WB from your trip.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on June 11, 2018, 12:23:07 PM
Quote from: brads3 on June 11, 2018, 12:16:27 PM
need firewood??? the great scholar speaks of gibberish. for prophesy you tell history. tell us Oh great one something we don't know?

the poor bannies have cut and cut and the traders have haued in tons of firewood.this climate has them burning it as fast as it is moved to storage.they even have reed bundes and thatch and fodder.5 meadows with double workers.the only time someone froze was because they got lost between the east forest village and town.

WB from your trip.

Yea back!

and firewood.........Even if it's no news, there's not enough! Why haven't you doubled it? Double the number of foresters, triple the number of woodcutter. Order logs from each merchant, who can bring it. (If I remember it right thatch is much less efficient but use what you have all the same)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 11, 2018, 01:40:01 PM
LOL. did you hit your head or go diving and come up for air too fast? did you see how many miners,foresters,and laborers i have?production is way low without education.i think the dense forest mod is affecting some trees as well.we are short logs per tree and firewood per log.it compunds the issue.reed bundle shops function at about 50%. i aso think we are using more firewood due to the climate.

      there are several markets to move firewood for the houses.the firewood cutters are scattered to help as well.the sawmills have 3 workers.most forests have 2,so do the meadows.we are 50yrs of trying to get firewood over 200 even.stone is up,iron is holding,food has been up.the log limit i just increased.there is a vendor moving logs for a sawmill also.

       a big part of the workforce is under 15yrs old.there are about 5 educated workers left.the ony thing i haven't done is order firewood specifically. we do take thatch,firewood , and bundles each time they offer.about  once a year.we have added logs until recently. oh, the mod setup means no firewood anywhere on the map to be gathered. we can't burn twigs at all. wasn't on purpose but is that way.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Gatherer on June 11, 2018, 03:12:03 PM
Ah...but you see....you were looking for it in all of your towns so far and now it has finally come. The big Monster of Mishmash is kicking you in the teeth. ;D
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 11, 2018, 04:24:45 PM
nah,it isn't much to do with mod order. i did add the dense forest mod and that i believe is blocking the firewood from "dropping" on the ground. most issues is the push to 0% education. the climate change did make it worse.we ain't dead yet though.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on June 12, 2018, 12:54:13 AM
I like that this town still lives, would be a pity if it "gets down" because of too little firewood.

Which sawmills do you use? Have you checked the production? Some of them produce less than the same number of small chopper. I usually find it better to place small chopper where the logs are stored, than the other way around. To order a lot of logs and place sawmills with several choppers close to special ports for materials might however be a good idea.

Don't you play an older version of CC? What is with charcoal? In the earliest version it was fuel and the production so high, that I found it "cheaty" and didn't really use it. The ridiculously high production has been changed in later versions and maybe also the "flag" but if your version comes from before these changes; charcoal could save you.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 12, 2018, 02:58:36 AM
i think the no coal mod is stopping them from using charcoal.i did get some from a merchant ,i will check.didn't want to use the reeds,since some think of it as a cheat.the education is down so low, they aren't helping much. there is a CC waterwheel sawmill and i jjust fired up a KIDD's sawmill.there are at least6 4 different woodcutters.

i did try about everything to get it up.went looking for issues a few times.did find that there is no firewood on the ground.there is a vendor on that old SLINK market pulling logs to an RK chopper. it has been a challenge to survive.there are so many miners and quarry workers that they have caused tool shortages.ony slight and we overcame them quicky.without steel tools, we burn through them fast.even with the multi mine and quarry, we are processing iron.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 12, 2018, 03:16:45 AM
YEAR 50-52 education 1%

          the laborers get sent to clear debris and regrowth from the village and farms.the stone quarry is dug deeper and several houses are added to the mine area.a tavern,office,and hospital are added to support the mine area.
        the forest vilage to the east has a log depot,RK sawmill for lumber and an KIDD sawmill for firewood,a fur tailor,and a small market.a butcher,inn,and more Ds hovels are under construction.
         while the builders are busy,the laborers clear more fieds and land for a pasture.a 20x30 for when we acquire bison.as the laborers get ahead of the builders,i double the builders to 20.with them working so far away,extra help shoould speed things up.

pic 1:plaza storage,note the precious minerals,bonemeal,and tobacco stores under textiles due to the mod order and 1.06 mods
pic 2: mine village now has a tavern,hospital,and  office
pic 3: start of a forest vilage
pic 4: forest village inn
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 12, 2018, 03:18:18 AM
timeout
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 13, 2018, 05:07:29 AM
YEAR 53-54  education holding 1%

          since they fit,2 FO forests will work south of the forest village.an RK hunting cabin and pine vanilla gatherers will collect the food.with the RK cabin,3 itzbas will house the workers.the log limit had to be raised to 4000.
       we continue to add fields and orchards as well as storage and housing.we are up to 59 farms and 122 houses.

pic 1: doube FO forests south of the forest village
pic 2: yr 55 stats
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 14, 2018, 06:29:25 AM
YEAR 55-56

           WE are starting to use clothing faster.the fur tailor is enabled and  we add 1 to process pelts to the orchard forest.a nordic house and woodcutter are added to the RK forest.2 more reed farms and a shop are built at the docks
        .i adjust the trading and will add a chartered company trader along the river. the charter company needs pfenning and pouches.a RH
general trading post will be built beside it.

there is enough logs to put the pine lumbercutter to work.the reindeer have filled their pasture and are producing deer hides.firewood should be at breakeven by now.hopefully,the thatch and fodder will start to stockpile.even though,i keep expanding farms while the town grows,food is being used more than produced.that has been the story throughout this map.catch up food then catch up supplies,stone then tools then logs and firewood.. back and forth.

      the fields to the west are expanded south to the mountain.2 RK beekeepers will work to pollinate the flowers in the meadows.land along the main road to the forest village is being cleared.there wil be 67 fields and orchards next year.

       firewood shows a +700 production more than used.there is less than 300 stored.

pic 1: dock expansion a 3rd shop and 2 more reed farms. a pelt taior was buit near the bridge
pic 2:charter company trader that requires pfenning and pouches
pic 3: rowhouse general trading post is small so won't help move the heavy coal
pic 4: southwest farms
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 15, 2018, 06:01:51 AM
YEAR 57-58   2 educated original bannies.

       we continue adding 9x9 fields,barns,and houses along the road to the forest village.4 more can be planted.we also added more houses for the mine and quarry workers. the stone quarries have been used up and dug deeper.
      we send a crew to the west to build a pig butcher and EB farmstand.by now we have 75 fields and 141 houses.

pic 1: forest road farms
pic 2:deeper quarry being dug and more houses
pic 3: west farmstand
pic 4: pig butcher
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on June 15, 2018, 06:28:43 AM
do you have a real townhall in this map ?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 15, 2018, 06:33:55 AM
not a real vanilla 1. there is KID's tiny and the wildwest mayor office.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on June 15, 2018, 06:37:14 AM
Quote from: brads3 on June 15, 2018, 06:33:55 AM
not a real vanilla 1. there is KID's tiny and the wildwest mayor office.

can you try to build one ? :D (save before^^)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 15, 2018, 06:39:13 AM
yep, i hve used it when debug testing before i added the north.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 15, 2018, 06:41:26 AM
ummm no i can not. as soon as i place and click on it crash.strange cause i did debug add it beofre in testing.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 15, 2018, 06:45:50 AM
i should mention that i do have that issue with the main TP. i can build the canal,farrm,and all other trading posts incuding the north's.as soon as i place the main vanilla TP and click on it,the game does crash. i always figured it was due to the north and the wheel barrows.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on June 15, 2018, 06:56:26 AM
do you have a lighthouse ?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 15, 2018, 07:01:52 AM
not yet. i can place it without crash though. i will need to get copper to build it.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 15, 2018, 07:58:04 AM
no issues with lighthouse.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on June 15, 2018, 09:46:12 AM
yeah, in one of my tries, i placed the lighthouse first and it did made the townhall ok after :P
weird
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 16, 2018, 09:54:10 AM
YEAR 59

       an herbalist is added to the northeast KIDD forest. a woodcutter there takes us to 10 and 2 lumbercutters. a duckbind and nordic fishing pier is built near the mouth of the river.before i send a worker to the CC beekeeper,i remember to save the game twice. the laborers do spend some time clearing brush and trees around the west farm fields.
       the firewood dilema continues.we trade for over 1000 firewood and bundles.the graph shows a spike and instant drop.the spike isn't as high as the trade increase.futhermore we show more used than produced even with the trade,after this i took in thatch and it shows no surplus either.for a few years there was a net gain to firewood production but not to storage.it appeared the bannies were starting to hoard more in their houses. i would think by now the houses should be full.

     the RK and CC beekeepers  produced beeswax that will work for a KIDD candle shop.so all beeswax must be flagging under the 1.07 since the CC candeshop wouldn't use it before.it can make candes from tallow produced by the CC butchers.

pic 1:duckblind
pic 2:CC apiary
pic 3: KIDD herbalist and woodshed
pic 4:yr 60 firewood graph,note the spike and instant drop
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 17, 2018, 10:02:10 AM
YEAR 60 REVIEW

            population has grown steadily to 607 in 144 houses,2 boarding houses,and an inn.there are 2 original educated settlers.Zack a 75 yr old male and Opher a 76yr old female.work to increase food and firewood continues.we have added more tailors,beekeepers,and butchers. enough logs are cut to allow us to cut lumber.

            we will need another blacksmith soon.more wheat fields are needed to supply the mill.

pic 1: yr 60 stats
pic 2-3: production
pic 4-5: inventory
pic 6: food graph
pic 7: population graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 18, 2018, 05:57:28 AM
YEAR 60-61

          I SENT 3 apprentices to help bundle reeds.another reed farm will be needed to keep the supplied.another worker was sent to help at the red dairy.it does show a slight increase.i added extra workers to both maple orchards to see if they will help.2 workers didn't improve the orchards.
          2 houses and pine gatherers are built to the far west fodder meadows.a toolshed is built at the forest village with another DS hovel.the laborers are busy clearing land for wheat fields.the fodder workers do bring in firewood.just shows how odd the mods work sometimes.the dense forest mod has stopped firewood from appearing anywhere except the fodder meadows.

       we will need to increase trading.i saved and checked building the main trading post again. it causes a crash.there are several options so it isn't a big problem.i decide on a dock trader since it will hold more goods.a pelt tailor is built at the forest village and a workplace tailor is added to our small original forest,north of the mining mountain.the clothing limit is pushed to 2500.

       the extra dock workers did increase the firewood,but they ran out of reeds.there are now 7 reed farms supplying 3 workshops with 2 workers each.duckhunters aren't working well.i tried to build the hunter a new house and also added a 2nd blind.i could move the dock addon mod higher in the mod order and above the CC.

pic 1: dock apprentice houses
pic 2-3:fodder gatherers
pic 4:forest village tailor
pic 5:river dock trading post
pic 6: more wheat fields and Pilgrim houses
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 19, 2018, 06:29:32 AM
YEAR 62-63

       Pig pasture is giving us 1440 pork and the reindeer is 960. both will get a 2nd worker.we will extend the road and cross the stream to the far east.more forests are to be built to the edge of the map on both sides.

      i had a request.people were getting lost so a lighthouse was needed.the RK foundry was switched o copper and we traded for more.our construction limit was raised to 2500 to keep the foundry working.

      a KIDD sawmill will work the west to and 3 more forests are planted.4 gatherers,2 hunters,and a herbalist will work the forests.

pic 1:RK lighthouse
pic 2:CC deer butcher and KIDD sawmill for the west forests
pic 3: RK west forest,a mini is south of it ,and another RK.
pic 4: RK hhunter cabin
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on June 19, 2018, 07:45:18 AM
I'm happy that your town still lives! :) It looks like you still struggle with fuel.  Have you noticed any difference, if 1 or 2 workers are working in the pastures? I think you put several workers in sites in a very odd way. Much different from how I do it. I have never seen, that pastures produce more with several worker. Fishing docks, gatherer, forester, and to some part also hunters do increase the production with more workers. But at least in many of your games, you never use the maximum workers in these sites. What are your thoughts here?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on June 19, 2018, 09:37:00 AM
how strange your lighthouse footprint is 100% ok while if i add it in my game, i get the building 1 tile offset.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 19, 2018, 01:25:15 PM
hi,NILLA. no, more workers doesn't help much at the pastures. i did leave the extra on the cattle pasture since it did seem to give more milk than beef that way.might have left some at the pig and reindeer,since i have too many laborers.normally, i don't like to double workers. often the 2nd worker doesn't get double the 1st.more yes but not twice as much, in this map without education,the workers are so young.you can't move them yet so i did use a lot of apprentice workers.they have helped keep up on tools.there is double workers on the forestors as well.there is plenty of venison so i didn't double hunters.here it is to keep up with the education losses.

      there is many woodcutters and 3 sawmills. all scattered and some with market carts supplying them.plus they burn thatch and we have traded.it is better.each winter shows a surplus of 300-500 left in storage.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 19, 2018, 01:29:24 PM
RED your trick didn't work either. i can't build the townhall even after the lighthouse. i doubt i can the main trade post either.but i can make KIDD's upgraded TH's.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 20, 2018, 09:07:25 AM
YEAR 64-65

           Zack will turn 80 this year.both of the last 2 original setters wil be over 80.1 of the 1st nomad itworkers is aso 80. thou we have strugged, the bannies remain healthy.
        none of the orchards do very well with the rain and cool summers. we are lucky to get above 60%. the workers have been sent to harvest in august many times.this actually is more concerning than the lack of education.schools in time could help that,but education won't overcome the climate issues of the orchards.the growing season of the fruit trees seems to be longer than the crops,hence they are affected by lower temperatures longer.  even so 2 9X9 apple orchards are planned.1 standard and 1 dense.
    such is our story here.we increase firewood and food drops.we increase food crops and firewood drops.back and forth.to help a tiny food trading post will be set u to trade excess leather coats.

                  15 years since i thought it would hit 0% education level. over that time,i have added forests and plant more fields.not much else can be done.many efforts have been made to increase firewood but they don't payoff enough.i would like to test more of KIDD's mods,however i felt it would be wrong to do so with such a low education level. also,we would eat up food reserves quickly.even building houses has been slowed to help.

     i sent a 3rd worker to the 3 fodder meadows.since forest village's log depot is full of coal,a RK log cart is added.to help control the coal and other excess items,a resource depot wharehouse will be built to keep them near the production area.it will store coal,silver ore,copper ore,gold ore,and rough gemstones.the clay and some sand that we took in trade can also be kept here.
    the food trade post takes in a huge shippment of food. 3000 is a value 1 and the rest 2 and 3.the merchant takes 250 coats.he brings another 5000  food in late winter.the other trade posts have taken in 400 thatch.

pic 1:bison pasture
pic 2: fodder growth
pic 3: CC resource depot
pic 4: tiny food trade post
pic 5: yr 65 stats
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 21, 2018, 06:41:11 AM
YEAR 66-68    0 education level reached
 
        with the food trades from last year,it is a good time to build houses and move more farmers closer to fields.to the far east,we begin to add CC orchard forests.the 1st will be apple trees.a chesnut orchard forest is started near the apple forest

     Zach passed away in august,Opher died in november.the education level reads 0.i will run this with 0 education for 2 years ,then build schools.by year 80, the production levels should improve.

                      a CC stables is built.it does cause a fatal error. not surprising since i do think it is causing the issues with the oats.it did store the corn and finally used the 200 up. very shortly after, it crashed. i dont remember any merchants bringing domestic animals for trade either.

          otherwise,the town has survived the 2 years with 0% education.  there are 170 houses.562 working bannies with 200 as laborers.there are 193 children.our wood cutters are cutting enough firewood to supply the homes.the workers clear and plow more fields.we now have 100.

pic 1: yr 66 stats with 0 education
pic 2:east apple forest
pic 3: chesnut forest
pic 4:vegetable seeed fields  and sorters
pic 5:100th field
pic 6: yr 68 stats
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on June 21, 2018, 07:25:11 AM
In "real time ageing" it will take time no notice any increase in production. I assume, that you'll take no more nomads. So you can plan the housing of the educated worker as soon as they leave school. I would suggest; try to make them woodcutter (and blacksmiths and tailors or whatever you'll need where the uneducated make the most harm).
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Gatherer on June 21, 2018, 08:33:08 AM
Congratulations @brads3 on reaching 0% education! ;D
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 21, 2018, 08:39:35 AM
LOL yeah,thank you.it took way longer than i expected.i figure it will take 10yrs plus to see any gains from the schools.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 22, 2018, 06:33:02 AM
YEAR 69

          now that the town has survived without any education,i will build schools. with each a house for the teacher will be added.we start with 5. 1 to the west,the forest village,the north forests,the miner area,and 1 near the town center.we have 20 students finally.
     with an early spring,our crops hit the food limit.it is raised to 100,000.firewood was over 1000 as winter started.

pic 1:west school
pic 2: n forest school
pic 3: village school
pic 4: mine school
pic 5: forest village school
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: rkelly17 on June 22, 2018, 10:54:00 AM
So, @brads3, how would you characterize your experiment with no schools? I seem to remember that years ago we had a no schools challenge here and I got so frustrated I vowed never to go without schools ever again. Now I always over-build schools everywhere.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 22, 2018, 11:48:20 AM
it was hard with this climate. lot of time spent scavenging for food and stone. then lots cutting logs.still going to be no education while the students go to school. i normally don't have much issues without education until ir gets below 30%. this map has been harder all the way through even with the start educated workers.the game has been very long.

     TOM changed the requirements for the North. most workplaces then wouldn't require the education. that part of the North doesn't work with this mod order setup.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 23, 2018, 08:48:52 AM
YEAR 70 REVIEW

          finally, the town hit 0 education, and the new schools have started to teach .population 772 in 175 houses.trading has improved and brings in food,firewood,and tools.there are a couple parks and many trees,flowers,and bushes have been planted.

      it will take many years to see the education improve the production. as it does,more food can be processed and the taverns can be opened.

pic 1: yr 70 stats
pic 2-3:production
pic 4-5: inventory
pic 6:populaion graph and limits
pic 7:food graph
pic 8:firewood graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 24, 2018, 08:06:05 AM
YEAR 70-71
           the bannies work to clear the regrowth and add some decorations. grass,plants,carts,crates,etc. i haven't used roads to make lawns around houses.those areas do give some thatch as well as more logs.we did add some workplace shops and a beekeeper.the bannies will brew some honey mead.
         next they will clean debris and regrowth near the mines.along the road to the forest village,will be a salt mie.an old salty will work to salt fish.wih salt they can cure leather.the tannery fails to store the new salt.

      the wood cutters finally hit the firewood limit and it was doubled to 3000.

pic 1:mine cleanup
pic 2:more workshops including a brewery
pic 3:salt mine
pic 4: old salty and CC tannery
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on June 24, 2018, 08:19:16 AM
Quote from: brads3 on June 24, 2018, 08:06:05 AM
      the wood cutters finally hit the firewood limit and it was doubled to 3000.

:D  ;D  8)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 25, 2018, 06:10:03 AM
YEAR 72-73

         with the mine and village school filling up ,a 6th school is built for the east farm children.with the school,a cemetary,hospital,and a provision store are built.
      i added EB's leatherworks to process the cured leather into saddles.it is conflicted from the nordic tannery or the North mod.i'll make a note to adjust those in the infamous mod order.

pic 1:east farm school
pic 2:EB leatherworks
pic 3: sputh village hospital and market
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 26, 2018, 04:41:13 AM
YEAR 74-75

          we plant some dogwoods and lilacs for the cemetary.a place to sit for those visiting sick and a hedge to fence in the playground are built.
         a team is sent to the meadow,a school and a school and stables is started.other crews continue clearing land.another has started a walled community to the east of the miner mountain.nearby,a nordic trade post expands trading.a monestary is planned inside the walled community.

pic 1: decorations added
pic 2:fodder stables uses thatch for feed
pic 3:nordic trade dock
pic 4: fenced community with monestary
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 27, 2018, 04:47:55 AM
YEAR 76-77

           the bannies planted roses along the monestary.they added a cemetary,healer,record office,a blacksmith,school,and a small market.they make hardened tools and deer sausages.they fish and grow rockmelons,barley,and strawberries.they have plans of making jams and bread.to supply sugar,a sugarhouse is built near the ketchup factory to process sugarbeets.while upgrading their roads,they did run us low on stone.

       we now have 142 students.the education level is already up to 5%.

pic 1 and 2: wall community,this ate our stone
pic 3; sugarhouse

       
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 28, 2018, 07:22:14 AM
YEAR 78-80

          I was surprised the education level went up so fast.since it is,i will start moving bannies to a city in the center of the map.in order to do this,more items will be needed for construction.the production mine area will be expanded.now somr of this may not work due to using 1.06 CC and mixing with 1.07 parts and other mods. a glass factory,brick maker,and a CC building supply are needed.the townhouses say they need furnishings not furniture.this will take some time.

         while we wait for production buildings and stone,and can be cleared and roads layed out. i have traded for some tiles,bricks,and glass over the years.most has been used up by now.

          old smokey will smoke the bison meat.a 2nd stables is built.

pic 1:nordic brickworks,this does function.the nordic bs above it has made wheel barrows and iron tools.not sure what the bannies did with the extra wheel barrows.had took a few in trade and when needed they were gone.made more than needed for the trade dock as well.

pic 2: old smokey,the firewood efforts have paid off
pic 3: 2nd stables
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 29, 2018, 09:10:42 AM
YEAR 80 REVIEW

          education has improved to 10%.we do need more schools.population 934,144 students.202 houses,6 schools,and 7 trading posts. food and firewood productions are much improved.we do take some food and thatch on trade.
           with stone and iron being short after construction of the wall community, the bannies have used up tools.there are blacksmiths making rough,stone,wood,iron,steel,and hardened tools.more mine and quarry workers have been sent.

pic 1:yr 80 stats and limits
pic 2: production
pic 3: inventory
pic 4: food and firewood graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on June 29, 2018, 11:04:28 AM
Brad, Brad! ;)

Food - under control
Firewood- under control  :)
Tools................ :P :-\

Always something missing.............

But go on buddy, you'll manage this, too! :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 29, 2018, 11:42:32 AM
yep,heavey trading for tools. stone would help so i could finish more buildings. we smoked too much meat and the firewood has dropped.LOL
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on June 30, 2018, 06:51:14 AM
YEAR 80-81

            the workers head out to gather stones.with more miners and a lack of iron and stone,there is a tool shortage.work slows as builders are waiting for materials.a clay and sand pit are busy.the nearby foundry make joists.another colonial schol has been built for the west farmers.the nordic glass factory fails to store the sand,dug from the RK sandpit.the brickmaker does function though.a nordic sand pit wil be dug to further test.an RK and CC glass factories will be built.the RK works as expected.the CC will not store the 1.07 flagged sand.

            inventory shows 1 sand. nordic brick is tagged under construction.glass is fabrics.have noticed the CC tavern isn't storing anything,not even the CC pipe smoke. until now most items did work back and forth between 1.06 and 1.07 mods with some storage odditites. mod order can be used to fix some issues but not all.after this map i will have to weigh the gains and losses again before the next map. that tavern will cause issues with TOM's happiness changes.

pic 1:Nordic,CC,and RK glass makers.i finally found issues with the flag differences.only the RK functions
pic 2:TK sand pit and CC foundry
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 01, 2018, 05:01:48 AM
YEAR 82-84 education up to 20%

           we take a year to let the stone and iron recover.the laborers help clear more stone and trees from the meadows.we did trade for some furnishings.the charter company also was able to buy some with gold guilder.

        the production area expands adding a RK gemcutter and a smelter for silver ore.the main colonial city is being built.wide RK city roads are being layed out.a colonial townhall,governors mansion,school,hospital,and several houses are completed.the nordic bank fails to work.the banker walks around with gold ore and never stores anything in the bank.as more stone is dug out or collected,the city will grow.

    the RK gemcutter works better than the my precious,since it will cut random gems instead of specific.

pic 1:meadow clearing,note the scattered firewood will only appear in meadows not in forests.
pic 2:RK gemcutter and gold and silver smelters.
pic 3: CC colonial townhall
pic 4: Nordic bank,RED's college school, the city will need lots of stone.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on July 01, 2018, 12:39:24 PM
these city roads are so nice !!!
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 01, 2018, 02:57:21 PM
yes they are. they make big towns or cities look so nice.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on July 01, 2018, 02:58:21 PM
Quote from: brads3 on July 01, 2018, 02:57:21 PM
yes they are. they make big towns or cities look so nice.

i will probably add it to RK Ed at some point :) maybe with more textures :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 01, 2018, 03:02:25 PM
if you go that far,you should look at the garden walls. i noticed that part of the fodder mod is missing.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on July 01, 2018, 03:42:17 PM
Quote from: brads3 on July 01, 2018, 03:02:25 PM
if you go that far,you should look at the garden walls. i noticed that part of the fodder mod is missing.

that part was not in garden walls: utility it was inside the other mod.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 02, 2018, 03:42:33 AM
YEAR 85-86 education to 24%

           we are using stone fast enough to need a 2nd multi quarry.the building supply coompany is finished and requires a lot of different items to make furnishings.by now we have took enough in  trade so it can make building supplies from brick,glass,and lumber.

          construction of the colonial city continues slowly.the Swan tavern,greenhouses,a bakery,an inn,and more houses are finished.since the bank didn't function,another resource wharehouse will be built to act as a bank.

pic 1:2nd multi quarry
pic 2:CC building supples
pic 3:swan tavern and bakery
pic 4:same area zoomed out
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 03, 2018, 08:32:15 AM
YEAR 87-88 education up to 32%

            work slows to a crawl waiting for stone.we do continue to trade for tools,iron ore,and some food.more land is cleared and more miners sent.a jam shop and more houses are completed.more grain fields and a grape orchard are ready to be planted.a statue carver has started making marble statues.

      a pine tavern is built for the meadow workers.it does not allow a worker to be added.1 of the bannies built a cider press behind his house near the production area.the inn has started to store some alcohol.so far none are storing any tobacco.
     there is a slight issue of bringing fertilizer to the greenhouses.the misc cart did bring some as did the main market square.after a while the cart filled with textile goods.a raw material market has just started to help.the other 4 RK markets have not stored any fertilizer.it is odd to find the misc. cart storing clothing and textiles. have no explanation as to why.a 1.06 mod shouldn't override a 1.07 and cause that.

pic 1: CC inn
pic 2: meadow pine tavern
pic 3: cider press
pic 4:wine grape orchard
pic 5: carts to move fertilizer.note the odd items stored in the misc cart.

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: RedKetchup on July 03, 2018, 02:53:38 PM
probably you have a conflict.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 03, 2018, 02:57:43 PM
yea an odd 1. strange how anything would store under the new flagged cart.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on July 04, 2018, 01:12:55 AM
Looks nice. If I remember it right, the CC statue carver is very profitable. I would sell the statues and order stones, if I'm short. But on the other hand, you have a lot of laborers to send to the stone quarries, so it will work out, one way or another. :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 04, 2018, 02:56:27 AM
by now there is lots to trade. we could add several more trading posts.there has been some stone bought,though the merchants don't bring it often. it does weigh their boats down.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 04, 2018, 03:06:42 AM
YEAR 89 education 35%

         I got tired of dealing with the regrowth.it is quite fast and thick.the bannies have goe back to the mine area and start village several times.to solve this, i placed 10 of KID's garden sheds and set them to cut only.if it works well,more will be needed.
         a CC winery will process grapes.a pine whiskey still is started  to supply the production workers.more houses and roads are worked on as stone is available.the workers also went to clear brush from the forest village and planted verdant grass to around the buildings.

pic 1: gardeners overlap much of the village and farms.there is a lot of tree growth along the main roads.
pic 2: colonial park
pic 3: CC winery
pic 4: pine whiskey still.another area with a busy gardener
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on July 04, 2018, 07:52:54 AM
I like the regrowth of trees. Sometimes I even use the garden shed to plant only in living areas. :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 04, 2018, 08:10:32 AM
have you tried the dense forest mod?fills the map with trees after about 20 yrs. the garden sheds i set out are cut only.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 05, 2018, 04:03:19 AM
YEAR 90 REVIEW

                       population 1080,35% educated in 239 homes including boardinghouses.more houses to move the educated bannies would help improve the productions.stone and iron are short and more firewood is needed soon.
                    merchants still bring a lot of miscellanious goods and seeds.  RED tried to fix that ,but with the extra mods the issue does seem to be worse.it might be due to having so many items as well as influenced from the North trading.the RK combined with the my precious does double the jewel items. there is 3 main mods worth of merchants.don't bet on them bringing what you want,though some are consistant.KID's building trader does bring tools often.
                   hopefully,the bannies can get enough stone to finish the roads and buildings for the colonial city.more schools and sporadically building houses should help the education level. i would like to get it to 50% by year 100.

                with some luck,maybe Pilgrim and KId finish the new england colonial mod. that and CC fixing the fort modular set would be a big help.

pic 1:yr 90 stats
pic 2:production
pic 3:inventory
pic 4:citizen and population graphs
pic 5:limits,firewood,and tol graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 06, 2018, 06:13:18 AM
YEAR 90-93 education 45%

           TO help improve production,more houses were built.several schools were also added.a CC  saltinghouse and RK dryer add to our meat processing.the saltinghouse needed barrels,so a cooper was built in the production village.
          a perfume shop allowed us to add some luxury buildings, a new clinic and bathhouse.most of the city roads are completed.grass has been planted along the walls of the monestary community.several statues now line the front.

pic 1:CC "bank",since the nordic bank didn't work
pic 2:meat processors and the colonial town's firewood station
pic 3: perfume shop
pic 4:marble statues along the walls of the monestary village
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 07, 2018, 06:22:13 AM
YEAR 94

         THE COLONIAL CITY is almost completed.i wasn't sure what to do with the north section near the garden inn.just to finsih it off,i placed more greenhouses.there are many houses being contructed.the barbershop was finally finished.not sure what held it up.i did make silver bars twice and even silver and a gold bar.there are 2 types of silver bars,RK and the my precious mods.an RK dairy is built near the red dairy pasture.

        as the education improves so does some of the fields.we take less items in trade as production has increased.we still have 100-200 more laborers than needed.now that more are schooled,lots more houses need to be built.

pic 1: bathhouse,medic,and barber shops
pic 2:RK dairy
pic 3:far east farms
pic 4: colonial town north center
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Gatherer on July 07, 2018, 10:04:54 AM
I like the way your colonial city is developing but I do have a critique (sic?) :-[ . All that stone used for roads and no fences to prevent bannies taking shortcuts through the lawns. I know, I know...I'm sounding like an old record but this is something that is bothering me constantly in your towns. Trust me, fences (normal and ghosted) and Necora's empty tiles are your friends.

Are you planning on reaching 100% education and what then? An even crazier mod order? ;D  It's going to be a fun read I bet.


Keep up the good work!!! :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 07, 2018, 10:21:09 AM
no,it will go to year 100 and over 50% educated. been working on the next project but have had some issues.gong much slower just to get it started. did make some changes specific for it.

     glad you explained why you want fences. the empty space mod i pulled out for the next map.had to pull a bunch in order for it to function with mods i added.you want to make these bannies work harder and walk farther.i will think on that. in some places it might work  well.i did double raods different and it does work better.before the roads were 3 wide but 2 was grass or transparent.now i do use 2 tiles of dirt roads or stone.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on July 08, 2018, 02:04:54 AM
Quote from: Gatherer on July 07, 2018, 10:04:54 AM
.......... bannies taking shortcuts through the lawns..........

Sometimes Bannis are like people! ;)

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 08, 2018, 07:23:00 AM
YEAR 95

            THE main construction of the colonial city is done.there is some cleanup,trees planted and lawns.then more houses,storage,and crop fields will be added aroud the map. there are 280 houses plus the inns and boardinghouses.
      to dig the quarry deeper we need lamp oil.a CC oilpress will be built in the production village.the bannies have dug deeper and candles will not give them enugh light.the CC press requires whale blubber to make lamp oil. let's try an EB oil press next.the production village is quite crowded by now.

pic 1:year 95 stats
pic 2:colonial town southwest corner
pic 3: northwest corner
pic 4: north east corner
pic 5: southeast corner
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 09, 2018, 05:54:54 AM
YEAR 96-97

          there is more reeds being grown than bundledso the dock village needs expanded.a rice winery and more houses will be built.fishing docks will be built on both lakes.the village has grown large enough that it needed a market and a school.knowing the swamp people like their frog legs,a shorehut was built.the bannies will scavenge frogs from along the stream.

       neither oil press will make lamp oil.after waiting and trying to order it,finally a merchant did bring some whale blubber.as soon as i try to buy any,the game crashed.guess i should remember to save more often.on the next run,the game let me take the whale blubber, and the CC press used it to make lamp oil.

      over 290 houses are complete.education is now 50%. we continue trading for tools,firewood,and food.

pic 1: growing  dock village
pic 2: far west southwest corner
pic 2: far west west middle
pic 3: far west northwest
pic 4 far west northeast
pic 5: west east middle
pic 6: west southeast corner
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: Nilla on July 10, 2018, 03:28:07 AM
You really have a big beautiful settlement!  :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 10, 2018, 04:15:41 AM
thank you.you are getting reports from work done a week ago.since the game has put up a fight.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 10, 2018, 04:28:11 AM
YEAR 98-99

           with only 2 years to go,i let the bannies finish projects that are already started.there are farms stretching to the south lake.a few more fields have been planted.a new dairy and chicken pastures are being cleared.since the bannies had time a quay village was started on the south lake.

             over 300 houses are completed. the education has climbed to 53%.    there is still more room to grow.food did drop with so many houses being built.

pic 1: dock market and school
pic 3: southlake farms
pic 3: quay village start
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
Post by: brads3 on July 11, 2018, 06:56:36 AM
YEAR 100 REVIEW


                that took some time.took the education level to 0% and then rebuilt it to over 50%. finished a walled community with the monestary and a colonial city.though it was a struggle at times to have enough materials,the bannies survived.

                population 1305 with way too many laborers.53% educated.with the new houses,there are more children being born.302 houses plus 2 boardinghouses and 2 inns.food production is still 10,00 short.we do have a lot of items.way overstocked with textiles even without trappers.there is alomst 4000 vegetables being processed.the fields produce more than 7 sorting stations can handle.there is lts of corn that is inedible stored.in the last year,limits have been hit.a 3rd stables and adjusting limits are needed.
---------------------------------------------------------------------------------------------------------------------------
  mod issues:
       note some of this info may be wrong,due to a flaw in the mod order.i do miss my notes that this computer ate a few months ago.when i attempted to place the NORTH above the RK,i created a registry glitch.the CC is actually loading above the other 2 but only partly.

           the orchards seem to be way low.the forget orchard mod is affected by the RK or doesn't help it.they are better with educated workers but still less than expected.the climate has a dramatic affect on them.

           dense forest mod has good and bad points with this mod order. it increased textiles even though i had planned not to use the pelts and furs as much.it also means less firewood being gathered as firewood only appears in the fodder meadows.planting orchard forests and leaving the trees to produce does not work.a forester is needed to trim and care for the trees.though the regrowth is faster than i like ,it didn't help the log outputs.that was most likely due in part to the lack of education.realistically is it right? yes and no. if it was adjusted so the growth was slowed down and disasters such as forest fires and tornados were turned on,then probably.however,a player has to consider how it reacts with other mods they are using.

           the main mods,RK,NORTH,and CC,do have some issues.TOM changed flags, but most items work . the glassworks is the exception.
combined there is some storage issues.quite odd that textiles and coats were storing in the misc cart.other than having 2 silver bars,the game does merge the items in the inventory quite well.
             going forward, there are many changes that TOM and RED have made. my main reasons for having the North is to affect the climate,education,trading,and the happiness.it will take some experiments to see if those parts will work with the RK.how much give and take will there be? key will be getting the 2 to work without the CC overpowering them in the registry.

          there were some minor issues. oats failed due to the CC stable mod.the main trade post and townhall cause crashes.EB's leatherworks needs adjusted.CC's duck blinds had low outputs but will be obsoleted with RED's animals.

           there is progress. storage does work better.RED and KIDD have made improvements.  new modders have helped combine storage and functions with the forest parts.RED's forest barn adds a new option with Necora's pine sheds. the food gathering is better with pine mod gatherers. this map does highlight the many different colonial houses from several different mods.

pic 1:year 100 stats
pic 2: production
pic 3: inventory
pic 4: gaphs and limits