World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on April 21, 2018, 09:19:04 AM

Title: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 21, 2018, 09:19:04 AM
UPDATE:

         Good morning.had major computer issues late last week ,not game related.lost a ton of stuff-saved games,pictures,all my notes,all my favorites,and more. i was able to save the computer but couldn't rescue the files. i had a backup folder of old mods and upgrades since the 1.04 version.notes on issues,glitches,mod order tests,etc.i thought it was backed up off the computer as well.there was several things like that.totally lost.
        I did have a backup of banished with a WinData folder. it was after the 1.07 beta change,saved back in july.downloaded mods,reset mod order,and then remembered i needed to upgrade to the final release of 1.07.it looks good overall.how many mods is it missing or was upgraded since?

        i took an idea from GRANNY to add an older CC with the RKEC and NORTH.i do have concerns with this setup as CC and the North have always had some problems. the CC has grown so much there is  a lot missing in this earlier version.no animal decorations among others.it did enhance RED's buildings. where the North locked some out,the CC brings them back including the townhall and school.the fort parts should work better.
       i debug checked it with the NORTH disabled.there is NOT 2 lumbers,bricks,etc labels in the inventory. there is only 2 blank tags.i have no compatability mods in the windata folder. this CC versions should function as a 1.06.is that enough change for the 3 large main mods to work together? i can say the 3 main mods combined are smaller than the newest CC version.

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 21, 2018, 09:28:56 AM
Verner,72542180,valley,very large,mild,disasters off,medium. wheat and beans,plums but i won't use.
goal is to see what will and won't work.

      with 4 fields planted,they hit the food limit in the 2nd year. there is enough thatch and stone to fill the pile as well.with the excess stone,they fenced in a cemetary.
      2 large barns are built and a CC magazine. this will test its storage capability.once completed,a barracks will be added to house new workers.the bannies clear more land, but so far nothing is stored in the magazine.

    the tool bar is CC but the buildings are RED's including townhall,school,gathering hut,blacksmith,etc. CC candle shop didn't work,but lumber cutters did in testing.

pic 1: map setting
pic 2: yr 1 construction.
pic 3: more storage barns and CC magazine
pic 4: yr5 inventory
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: galensgranny on April 21, 2018, 04:03:47 PM
Oh no, Brads, losing files, favorites and saves!  :o :(   How terrible!

I have animal decorations and a bunch of other deco items.  They are from Megamod Deco pack 0.07 on Blackliquidsoftware at http://blackliquidsoftware.com/index.php?/files/file/160-megamod-deco-pack/

I use that compatibility mod you told me about, 1.0.7 Compatibility for Megamod 0.07 v2 at http://blackliquidsoftware.com/index.php?/files/file/167-107-compatibility-for-megamod-007/

I haven't added The North to the mix, not yet.  Maybe I will try someday but I don't know what that will be like, particularly as I am trying to avoid snow.

With my combinations and load orders, I got Red's Medieval Town 2.04 pottery workshop to work well with cc's Housewares's supplier to make housewares with pottery needed for upgrading CC buildings.  But, CC's Building Supplier won't use glass even from CC's glassmaker.  So I have to use other things the Building Supplier will accept, or just trade for Building Supplies.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 21, 2018, 07:18:15 PM
i wondered what did or didn't work with it.i went back to older CC versions due to file size.the next version up is double the size. i added the frontier addon so the indians can use the tents and wigwams for housing. i do have weird icons though. am curious if the fort parts work beter or not. i haven't used the compatability mod cause this version is before the 1.07 upgrade. it would probably bring more blank tags.testing before enabling the north,i only had 2 or 3 blanks. surpisingly, i didn't have double tags or brick or lumber.there is double egg tags, but those are from canadian geese.
   
       yes it was a mess.lost lots of personal files as well. all my map notes and save pics.i had a ton of old mods,each upgrade of CC,original and old versions of the north,etc.i had started backing the computer up at the end of the year when i got sick.it got forgotten about and lots more was lost than i expected.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: galensgranny on April 21, 2018, 08:20:54 PM
That is so bad to lose old versions one might decide to use again when they don't seem available anywhere anymore.  On Banishedinfo.com often there are change logs under a mod that one can still download older versions.

With my case of what works or not may be related to load order.  But so far I have things basically good for how I want it.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: Nilla on April 22, 2018, 02:14:58 AM
:(  Not nice to hear. But I'm glad, that you got the computer running again. Would have missed your blogs. And I would see things relaxed; if you can't get some of your "old favourites" you'll find some new. It's more fun to make different games, than using the same things all the time. :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: Abandoned on April 22, 2018, 04:46:40 AM
Sorry to hear of your computer problems and losses @brads 3, I was having a fit when I was reorganizing and thought I lost my notebooks.  I sympathize but also nice to make a fresh start.  Good luck.  :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 22, 2018, 08:01:22 AM
thanks all.yea,i feel lost. took a while to get the mod order stable.even now, there are mods missing. i stumbe around this toolbar.been too many overhauls and changes to it lately.

       i did reload most of what was being used.it might not look different enough for NILLA. the hope was the CC would get the fort parts to function better.not sure it will work as the CC main is 1.06 and the new addons are 1.07.the magazine storage has stored food and herbs but no other materials.there is another 1 with the frontier addon,so no loss. because of how the CC puts buildings in the toolbar,RED's modded buildings get added back in.with the north and RK,the north would block some of the RK buildings like the gathering hut,school,townhall,etc.
       it'll take a while to figure what does and doesn't work i guess.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 22, 2018, 08:15:05 AM
YEAR 5-10

     soon as the barracks was started,a pair of settlers arrived.they had brought cows and chickens.a granny house was built with a storage barn.while they waited for their house,the couple would haul logs and stone.soon they would have a bakery.
   
       the bakery and mill are built.several houses had to be built before the oldest girl chose to move.with a storage cart across the bridge,the bannies can gather stones from farther away.since the blacksmith won't make rough iron-ore tools,the bannies have to settle to wooden tools.
    a farmer died of no apparent reason.

pic 1: 1st nomad pair housed and working.
pic 2: a weird death,no reason given. note the expanded processor toolbar to get to RED's blacksmith.
pic 3: yr 10 stats, the expanded food toolbar gets to RED's hunter and gatherer
pic 4: production
pic 5: inventory,Nilla i did try different townhalls with KIDD's nomad well. after about 3 groups,that well gives huge groups.faster than the bannies can build.i went back to ole faithful mini townhall.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 23, 2018, 06:59:56 AM
YEAR 10-15
   
       7 nomads arrive in summer. they will work to increase our stone and log supplies.2 couples with 3 children.1 couple will dig a multi-quarry along the river,the other heads across the bridge to start a FO. forest.by spring, both couples had new houses.the quarry and forester were being worked.a gathering station was being built beside the forester.
        while the wood and stone was being stocked back up,the bannies built a school and playground.markets were added to store the raw materials and building supplies. the magazine had stored bread and herbs but not logs or stone.
         even with the gatherer,health suffered due to lack of fruit.the farmer couple would add a greenhouse.there wasn't enough milk for them to make butter anyhow.

pic 1:multi quarry
pic 2:FO forest
pic 3:strawberry greenhouse
pic 4: inventory,granny school and playground
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 24, 2018, 04:23:39 AM
YEAR 15

       3 new settlers arrive. they move into a now empty house.the girl had moved in with her husband.a blacksmith was built to upgrade to rough tools.the other shop is shut down for now.
        the 1st set of graduates will move to the forest to hunt and cut lumber.to conserve logs the mill will switch back to firewood frequently.the next will build a RH general trading post.coal,leather coats,and bread can be shipped.a dock shed would store incoming items quickly.the merchants are always happy to see the light from the lighthouses.it is a welcome sign to them as the rivers can be quite lonely.

       to increase stone outputs, a graduate couple was sent to help at the quarry.


pic 1: yr 20 stats,CC city service toolbar but RED's school and townhall
pic 2: production,KIDD's theme mod sets
pic 3:inventory,the weird icons of the CC frontier mod.not normally how they look
pic 4:food graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 25, 2018, 06:01:54 AM
YEAR 20-23

       Now that stone is being stockpiled,we work to increase the logs.a CC orchard forest will be planted between the lakes.an apple forest will increase our fruit.the apple trees will supply logs and bring more deer as well.as the deer come to eat the apples a hunter will be added.

        2 pairs of settlers join to help.they will cut trees south of the sawmill to supply the construction.once the pine cabins are built, they will take over planting apple and cherry trees.

       we traded for what we were told were beef cattle,but the merchant left us with friesian cows.must be half breed cows since they look like beef cattle.they can graze near the trading post while a pasture is fenced near the cowshed.
   
       in year 22,a herb garden was started behind a hospital. next to the barrcks it would be used to inspect incoming citizens.

pic 1:mixed CC orchard forest,starting apple and cherry trees
pic 2:milk cattle
pic 3:herb garden and hopsital to check nomad's health.
pic 4:area south of the sawmill totally cleared of trees and stone.how fast will it grow back?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 26, 2018, 06:09:24 AM
YEAR 23-25

      while they wait for males to graduate,they expand the forest and add a hunting hut.at the moment there are 2 females living alone and 2 more ready to leave their parents.shortly after moving in,Larietta was killed by a falling tree.she had grown up in the forest so it was a shock.

     the following year,we need to increase thatch production.work begins on a thatch hut.

       with 20 nomads arriving,the bannies will need to increase food production. 2 fields are cleared for planting,a tower hunter will work the meadow,and a fishing dock is added across the bridge.there is 6 couples with children.a doctor is sent to the hospital to give them all a physical.there is not enough room in the barracks so seven are homeless.
      by winter nobody was left homeless.our food production had been increased.in spring the new fields can be planted with the new cucumber seeds.the meadow is expanded adding a fodder and gathering hut.to the edge,a beekeeper used bees to pollinate a couple apple trees.the bannies work through the winter,building storage and houses.

pic 1: RK hunting cabin,
pic 2:fishing pier
pic 3: thatch and fodder meadows,
pic 4: yr 25 inventory
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 27, 2018, 07:02:30 AM
YEAR 25-30

      a marble quary and aCC dock trader will push trading.so far there is a lot of gem and jewel merchants.hopefully the CC dock will bring a better variety.

      a trapper and fur tailor are aded to the large CC mixed forest. there will be apples,cherries,and hardwood.the hardwood can be made into furniture.there is already over 300 apples being produced.even without the trapper,there is a good supply of furs and pelts.
      the meadow gatherer has found fiddleheads and cranberry already.another wheat field was planted to increase food more.finally everyone has moved out of the barracks.
      good or bad,no hunters have found wild boars or bison.only the tower hunter has taken bear.with this setup,the pigs and chickens from the RK EC are blocked.so this may mean there is more animal herds than if the others were just missing.

       with all the construction,we ran short on stone again.the laborers will clear stone and iron ore from the meadow while a random mine is dug.the multi-quarry has us overstocked on coal with 4 workers.it has helped supply iron for some construction.once the random mine is dug,2 workers will switch from the multi-quarry to it.
      a farmers market built and another wheat field is cleared.next,the trade post is expanded by adding a dock trader to it.this will increase the volume and handle the heavey marble.we have had too many merchants trying to sell us jewels of all sorts.hopefully the new post will bring more seed.

     both pastures are standard yet only 1 has a fence.odd. 1 pasture did have fence.since then none have any fences.at least there will be more milk.

pic 1: keep getting jewelry or gem merchants,the CC dock has helped expand trading
pic 2: standard pasture.1 has fence,now the game won't build any pastures with fences.odd glitch
pic 3: yr 30 stats,
pic 4: production
pic 5: inventory
pic 6: 25yr food graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 28, 2018, 07:58:48 AM
YEAR 30-33

       2 more fields are planted in beans and cucumbers.the cows were split between the 2 pastures.a large food storage barn is built.
        29 nomads arrive,23 workers with 6 children.they send 2 to fishing and 1 to hunting to help supply their food.we decide to expand the farms.a stone quarry and salt mine will be added.an iron mine was added to keep our supply of iron ore.the old smith had a new worker making steel tools.
       a merchant brought onion and vegetable seed.we sent orders for more seed and pig and chickens. we were not able to order corn.another merchant traded us bison and lettuce seed.in june of year 32,the merchants traded us 4400 food for 400 marble.as fast as it was carried up it was being traded.

       we sent more workers to the meadows and began to build the stables and well.by spring of year 33,there were 3 families still living in the barracks.the workers were busy clearing the bison pasture.

pic 1: stables and well
pic 2: more fields
pic 3 RK mines,
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on April 29, 2018, 07:59:52 AM
YEAR 33-35

       WE have grown fast.another school is needed.with it the bannies build a walnut grove.

        firewood has been a struggle to keep up.a log cart was set up in the center of town.problem is it fills will coal. the vendors seem to rather haul the coal that is closer by.hence,thatch is not stocked for the stables.a log depot will help move logs to the sawmill.

        as construction on the log depot begins,28 new nomads arrive.the barracks still have families in them.these nomads have been challenging lately.seems i get a few small groups and then a jump to huge groups.doesn't seem to be a smooth increase.i had tried a few test maps with KIDD's nomad well.it pushes nomads faster than the bannies can build.granted the shortages slow construction at times.even so,i tried to keep the bannies clearing fields.at least, the mini townhall doesn't send them every year like the well did.here there was 4 in year 21. the next group was 20 in year 24.
       not sure why it is happening.i do wonder if it is related to the north mod.the mini mod is high enough in mod the order, that the north is the only mod i kow of that would affect it.am i expanding the barracks or trade posts too quickly ?  is a dilema. so far my adjustments haven't helped get the bannies ahead of them enough.

        28 nomads.i will give it a shot.10 of them will have to go to food production.some will have to work on a nordic trading dock.2 houses are under construction,so nobody will be homeless long.while the bannies clear land,a nordic blacksmith was built to supply wheelbarrows.
         the merchant offers us cabbage seed at 500. we glad ly take the cheap seed and with it all his grilled vegetables.the comapny merchant brought us 4000 more food,apples,beans,and milk.he also left us 80 bricks.

     by spring ,the bannies had 4 fields cleared for planting.a fuel refinery and stacks burner were under construction to use the coal.the log depot was storing almost half coal and half logs.we added a 2nd worker to the sawmill and upped the fuel limit.a CC shore house would bring in the clay for the burner and nordic dosk trader.
       a hauler finally arrived to help stock us.he took 300 marble but left us 100 sand,400 thatch,600 firewood bundles,and enough building supplies for a quartermaster.this will boost our firewood.with this, we can send workers to the well and stables.

pic 1:school and walnut park
pic 2: fuel refinery
pic 3: log depot
pic 4: candle shop
pic 5: yr 35 inventory
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: Gatherer on April 29, 2018, 03:35:22 PM
I would never have dared playing with such low education level.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on May 01, 2018, 10:49:23 PM
IT isn't that bad.when you get below 40% it does affect things a lot. this has the north enabled and it might be helping farms.i really havent looked to see who isn't educated. if you build excess tools by using the limits early, you dont notice the slowdowns either. unless you have shortages of logs,iron ore,or iron.stay tuned.......
         worst trouble is  the last few tests and games these nomads are in huge groups.instead of several small groups early on and building up to 20 or so,it jumps right to 20 and the next is biggger and the next.... i just turned a group of 50 away. i am about 10yrs ahead of the blog with the shutdown.barely have time to catch our breathe and the next set comes too.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on May 02, 2018, 07:23:31 AM
YEAR 35-37

       by spring all 10 fields are cleared for planting.once the houses and storage for the farmers is completed,the bannies begin working on producing glass. a sand pit is started south of the sawmill.near it they set up a dock village to get more fish.with a reed farm and bundler,there will be plenty of firewood.
      the nordic dock trader was finished,and we sent a mixed list of items.we shall see what it can stock.hardwood,coal,furnace fuel,salt.
      while the glass makers waited for sand,the laborers cut trees from the fodder meadow.hopefully the fertilizer will be stocked to support some greenhouses soon.finally, the barracks were empty.everyone had a home.
     before they head to the forest,the chickens needed fenced in.they also took time in the winter to expand the markets and added a swan tavern for blueberry cider.
     by the time the stacks burner had enough clay to be completed,the coal was used by the furnace refinery and glass factory.

pic 1:more fields
pic 2:nordic trade dock,CC clay shoreman
pic3:dock fishing and reeds
pic 4:stone houses
pic 5:glass factory,
pic 6:RK general and grocery markets,swan tavern
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on May 03, 2018, 08:33:02 AM
YEAR 37-39

        these large nomad groups have pushed us and our resources.we have gained ground thou.we do need logs and will have to expand the forest.it will need a school and the furniture joiner soon.a merchant stops and brings us rice.before the bannies eat them all,a dock fisherman will tend to the paddy.
        as the foundations are set and the school finished,40 nomads arrive. yep 40.a huge group indeed.the town all ready needs 6 houses 3 to the forest,1 to the mines,and 2 to the market workers.our citizens will have to wait longer.
       10 of these will have to go to food production.5 of those to fields or pastures.they also will have to add more meadows.if it works out right,10 of them will start a fort.it will be a huge undertaking.
        we double our builders and increase our trading.we will take all the thatch and firewood the merchants bring.orders are given to clear 3 fields and 2 pastures.nobody had time to be bored.
       by spring the fields were ready for planting and a hunter hut had been built in the new forest.a gathering hut waited for thatch and a 2nd thatch hut was added to the meadow.more housing and storage would be added soon.by fall they were far enough ahead to start clearing trees for the fort.every tree that is cut is needed somewhere.construction is slow waiting for logs,but nonone is homeless this winter.the merchants had not helped us. they did not carry any logs or firewood. they only offered us some bough tools and tobacco seed.it was almost spring, when 1 finally brought 500 logs and some ropes.

pic 1:40 nomads.these have been a challenge to handle lately
pic 2: forest village construction
pic 3: ever expanding fields
pic 4:another chicen pasture
Pic 5: 3rd dairy pasture
pic 6: expanded meadow with a 2nd thatcher hut.the gathering hut radius is large enough to almost cover all 3.it does bring more onions and not enough berries
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: Nilla on May 03, 2018, 08:41:44 AM
Yes, these large nomad groups are somehow exhausting, if you decide to take (more or less) all of them. You think you have just sorted things out after one group when the next is there. You certainly need to focus all the time and not forget to expand, expand, expand production of essential things.

It is possible to play with 0% education but it's not easy. If you have the North "uneducation punishment" it's a little easier, while "simple" workers make the same educated or uneducated. You should notice it by farming and fishing for example.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on May 03, 2018, 09:10:34 AM
i do think the north has some affect. at the start normally the mini TH would give several small groups of <10 for a while then gradually get larger and larger.since my crash ,it seems the groups are larger and often.here i had 2 couples and then the 3rd was near 20 and it has been larger and larger each time.
       it is good and bad.if you can get the food up and handle them,they help expand. it works better with more manageable sized groups.this setup makes it fun too.there is a struggle to keep logs and stone up.shortages have slowed progress at times.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: Abandoned on May 04, 2018, 04:52:29 AM
It is hard to read the numbers on the screenshot, what is your population?  It appears you have a lot of students and children to feed.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on May 04, 2018, 05:54:01 AM
population 223 119 adult,32 students,72 children. it crashes in year 44.spent yesterday trying to find out why.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on May 04, 2018, 06:44:55 AM
YEAR 39-40

        the nomads had chose to stay in the barracks and allow some youngsters to move into the new houses.there were many singles scattered around.our food had showed gains 1 year and a drop the next due to stocking the new houses.now that the merchant brought logs,we need to use them wisely.
        the dock village is expanded. another rice paddy and reed farm will help food and firewood.2 duck hunters should help also.the laborers can clear around the new buildings when they have time.a merchant helped our food by bringing 3000 tropical fruits.in the winter another brought 800 logs and 75 firewood taking all the marble from the dock trading post.
      we only have had 1 death during this pus. 1 died during childbirth. she was carrying the ropes for the duckhunter when she went into labor. the poor bannies looked but haven't found the ropes yet.

YEAR 40 REVIEW

       population 284,156 workers,35% educated.+237 jump in 10 years and 50 houses added.nomads are definetly pushing us.it has been challenging to keep logs and firewood up.with RED's houses and some other buildings  requiring thatch to build,the thatch hasn't been overstocked to back it up.overall nothing is broken.the bannies don't like to store in the magazine and they stock coal as logs.fields are generally 600-650,10x10 field onions are double that,cabbage,cucumber,and carrots are closer to 400.the blueberry orchard is very low so far.biggest issue thus far has been the size of nomad groups.

pic 1: rice paddy and more reeds
pic 2: yr 40 stats
pic 3: production
pic 4: inventory
pic 5: 50yr food graph
pic 6: population graph.note how smooth it was ,and then the 4 jumps.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: Nilla on May 04, 2018, 08:35:29 AM
You´ve become skilled in supporting these large groups of nomads. Good work!
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: Gatherer on May 04, 2018, 03:08:27 PM
@brads3

Coal is stored as logs because of stopcoalburn mod imo.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on May 04, 2018, 05:10:08 PM
yes and no. the frontier CC uses the old  1.06 tag limits.actually the multi quarry is older also. without the no coal mod, houses would burn the coal. they already have firewood and thatch for that.
     
        i should have placed that multi quarry away from the main village.  needed the stones and the multi quarry gives back the iron required for buiding. had lots of shortages.if i hadnt had a log shortage, RED's markets would have kept the woodcutter supplied.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on May 05, 2018, 07:29:51 AM
YEAR 40-43

       10 workers are still living in the 2 barracks with their families.hence work will start on the fort this year.most of the fort i plan to keep under the 1.06 set.this magazine will be the new 1.07 though.2 saltbox houses are planned since there is only 2 colors.2 fields will help keep the workers fed and the quartermaster is started.then the RH smith and tailor are built.the blacksmith will make muskets.the CC frontier version has changed the RH blacksmith to require furnace fuel instead of coal.a small market is needed to move resources this far out.3 adobe houses will get the other 3 families moved.
         we traded half the marble at the dock post for 4700 food.we also deny the 50 nomads sending them on to other lands.the fort is going slow since we are short on iron.more housing and food will be needed before i attempt another of these large groups.
     with the iron shortage comes a tool shortage. we did switch from steel to stone tools and the fort RH smith is making rough tools.there is still 1 large family left in the barracks.

pic 1:fort magazine and quartermaster
pic 2: walls and layout
pic 3: placer mines,adobe houses, and  market
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on May 06, 2018, 09:05:41 AM
YEAR 43

       to help our iron issue,RED's foundry is under construction.the blacksmiths have made adjustments to fix the tools shortage.the builders have added some barns and work on expanding the mining while waiting for iron. a GF school  along the field road will keep the farmers educated.a fishing pier is built with it on the river as well.the pigs that we traded for will have to stay in the holding pen until we get more tools.the laborers are busy moving supplies as soon as they are hauled out of the mines.
       we took 100 tools in trade and recovered from the tool shortage late in the fall.by then the foundry and a multi mine were completed.soon we will have more iron.the RK random quarry is digging out ores;copper,gold and silver; as well as rough gemstones.yjere is 21 gemstones,21 gold ore,and 14 silver ores.151 copper ore has been brought in nad we have a supply of salt.the placer mmines are working as well.

      finally the last family moved out of the barracks into a stone RK house near the trade posts and pastures. we spend the winter letting the iron build up before resetting the village blacksmith to iron tools.
      even with the tool shortage and a 42% education rate,we have produced more food than used.the educated workers are split between services and farming.some fields don't show much of an impact.some crops do as well and some show a dropoff. even so i try to maintian a 500 average on 10x10 fields.i should have 64 to produce the 32,000+ food and actually have 64 total now.35 farmers plus gatheres, hunters,fishermen,dock workers<rice> and 2 greenhouses and a beekeeper.at 303 total population there should be at least 60.not bad considering i really haven't looked at the #'s with all these nomads coming in.when each set came to town,i did try to send them to produce enough food for themselves at least.

pic 1:farm school
pic 2: multi and precious mines
pic 3: RK iron foundry
pic 4: RK random quarry outputs
pic 5: large family's stone house
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:
Post by: brads3 on May 06, 2018, 09:14:38 AM
YEAR 44

     while waiting for spring and making a plan,there is a crash.the CC glass won't store RK sand.disabled the building and error still occurs.do not believe this is causing it.after saving this just before the error happens and looking around,i see a gatherer picking something up and a trader about to take marble out of a barn.neither of which has caused an error before now.

       i was impressed by how the mods interacted with this set up.the CC bringing back RED's changed buildings was a big plus.it even brings back the woodchopper that will bundle the thatch.without the NAT DIV mod ,that would be handy.i was surprised there isnt a lot of double tags like for clays,sand,and bricks,etc.the CC clay did work to build the nordic trade dock.the RK random mine is diging up gold and silver ores.that gave hope that the set up would work without major issues.i would like to have finished the fort to see how it functions.the rice is not overpowering like some CC versions.the duck hunters are low and catching fish again though.there are differences to crop outputs.some are overproductive but make up for others that are under.overall it balances.

      to me there is more good than bad with this setup.i really hate to give up.it would have been nice to test more if i didnt have this error.i see only some slight changes to mod order. the mini mod can be moved above the pine,thou i doubt it will help the nomad situation.i could move the CC parts above the north.doubt that will fix the duck hunters or have much affect.if it is a matter of not building the CC glass or brick makers that would not be a major problem.
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             after some consideration,i decided to clear the registry and make some minor mod order adjustments and try again.     blacksmith tool and mini mod above the pine.moved the CC sets above the north but below RK.added KIDDs storage crates.to help the game progress faster ,i enabled the more wood and stone mods.
       
        in year 5,12 nomads arrive. we have 13 workers and 11 children.why so many? 6 times what there should be.the older CC version? the barracks? i used different buildings this time for the shops and trader. As RED said,i thought nomad count went by population. i have no explanation why they would have a 6x multiplier.normally you do get 2 and later 4 at the start.