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Wilhowella- Nillas Single-Worker-Mod-Test-Village

Started by Nilla, October 13, 2014, 04:31:50 PM

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Nilla

Single-Worker-Mod-Test-Village: All you language-geeks; how do you like that world? ;)

And what does that mean?

I will make myself a new challenge; I will test many of the new mods, but only use 1 worker of each profession* and see how many people I can support. This would be some kind of extreme test of the trading-value of the new products.

* I will allow more than one of the professions, that are not producing anything, laborers (of cause), builders, traders, vendors, teachers...... (I wonder if I can reach such a high population, that I would need a second school)

If there are more than one building, that use the same profession (woodcutter, sawmill) I will allow 2 workers, maybe also a second farmer for cotton/flax.

I have just started and will build maybe another hour before I go to bed.

Tomorrow I will tell you which mods I use and how the first years went on.

By the way; that crazy name - I didn't choose that. I often give my towns my own names, but I couldn't change Wilhowella. It is almost a pity that it have to stay small. ;)



Mahnogard

Great idea! I look forward to seeing your results! :)

Pangaea

You can change the name of the town under the "Maps" option btw. I sometimes do that when testing something so I know where to find it again later (save names).

Nilla

Quote from: Pangaea on October 14, 2014, 02:48:50 AM
You can change the name of the town under the "Maps" option btw. I sometimes do that when testing something so I know where to find it again later (save names).

I know, as I said couldn´t I only ment, the name was so crazy, that it would be a bad idea to change it. As you know I am not so good in expressing myself in english  :-[

These are the mods I am using:
•   Elf´s  Buildable Storage Charts
•   Sawmill
•   The Fountain Mod 153
•   Better Fields
•   Town and textiles
•   Holsteins (I don´t think they have any real influence on the game, just looking nice) :)
•   Little Chapel
•   Balanced Apiary (Red Ketchup)
•   Dairy Milk and Creamery
•   General Goods Merchant Fix (Red Ketchup)

I have also activated some more of the storage and market-mods and the Decorative Items, but I am not sure that I will use them in this game.

Does anyone know any other mods that could be useful in this game ? I don´t want any of those "more XXX-mods". I downloaded that "FasterRoads-mod" but haven't activated it. It would be useful here, but I don´t think, I will use it in any regular game, so I will do without it. I couldn´t find this flour- and bread-mod. Even if it doesn´t work properly, I would have liked to look at the buildings. I downloaded everything I hadn´t before on banishedinfo.com. Are there any other websites with mods?

To the game.
I have reach year 7 and the impressive population of 43. No problems yet, with only one of each profession.

I started easy, and choose the first medium map with cattle.

Why medium, the space would sure be enough on a small map for the population that is possible ? .............................
I want the stone and iron.................................
Why than not a big map? Or maybe a modded huge one? .........................
These collecting- missions far away from the settlements, are so slow and unpredictable. I suspect it will be enough trouble with a medium map. But perhaps I might regret it later in the game when I desperately need stones or iron.

I am sure the herdsman will be my main food-supplier. As you can see I  have built 2 pastures. Even with no herdsman, the cows produces milk, but it will stay in that little shed until he comes and carries it away. So the poor herdsman is always in stress, switching between the large and the small pasture (In the small one, he also have to slaughter). Luckily he doesn´t know, that I have a third pasture in mind. Maybe I will have the first "burn-out-sick" in Banished or the first strike.

The farmer has a busy life, too. Harvesting both the big field (switching yearly between corn and cabbage) and the orchard with cherries. I usually start the harvest of cherries in summer as it has reached about 50%. In early autumn, I let him switch to the field, to harvest until it is done. In a really good year (only once so far), he can go back to the cherries when the field is done. Unless the weather conditions are bad (or I forget to micromanage) one farmer can harvest 1500 food or more (at the most I had more than 1000 corn and 500 cherries) I hope the tradesman soon brings been-seeds. It will probably be even better. I also have some ideas about letting the farmer plant new orchard-trees in winter to cut down to logs.

I have also changed the place for the hunter. I made a mistake, not really thinking, and placed the forester, gatherer and hunter together, not too far from the settlement. I know that one gatherer or forester do not need the whole area to collect maximum,  but I think that the hunter is less productive, if he cannot use the full area. I may also have to move the forester. I have put him on only planting, letting the workers do the cutting.


Mahnogard

You're off to a nice start! I kind of feel bad for your herdsman and farmer, but such is the life of a Bannie. They'll be fine. :D

I use the Faster Roads mod. If I run the game at 1x, the Bannies look like they are moping around in slow motion. At least with the mod, they walk like normal people on dirt roads. The stone road speed gets a little too high (I'd be happy if both were the same) but I generally only use stone for decoration around the market so I don't think I'm cheating too badly. It's pretty funny when I alternate stone and dirt like I did in Malloy Flats - they constantly change speed crossing the market place. :D

I can't really think of any mods good for this particular town - you're already using most of the ones on my "must have" list, and the others I use are mostly useful on larger maps (Specialized Stockpiles, for one, which you probably don't want when space is limited). RedKetchup's Library (http://banishedinfo.com/mods/view/699-Adriana-s-Library-v1-0-Redketchup) might be good for happiness if you aren't going to have much room for cemeteries.

assobanana76

Unfortunately, I think it's a forced to scuttle the project ..
I do not think it is possible to produce 10,000 units of food per year (minimum quantity to 100 people) with only one farmer, one hershman, one fisherman and one gatherer ..  :'(
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

Mahnogard

@Nilla - the first time I read your post, I missed the part when you were asking about the flour and bread - that's the Windmill & Bakery mod. The discussion and a link to it can be found here: http://banishedmods.com/archive/index.php?thread-106.html. I used the mod in Malloy Flats, and though it has a few issues, it worked for me. The only problem I ran into was once when the bakery was suddenly full of bread and it wasn't getting moved out - I just marked it for destruction and then reclaimed it once the bread was out. That only happened the one time, though. It was fine otherwise. I had two windmills and two bakeries, so I could make both kinds of flour / bread.

Nilla

Quote from: assobanana76 on October 15, 2014, 12:27:48 AM
Unfortunately, I think it's a forced to scuttle the project ..
I do not think it is possible to produce 10,000 units of food per year (minimum quantity to 100 people) with only one farmer, one herdsman, one fisherman and one gatherer ..  :'(

You are wrong. I produce about 10 000 food and also a lot of different things, I can trade for food. I have never had so many different kind of things in my trading ports.
I  think almost 5000 of the produced food is milk!!! Counted for one worker the cows are the most overpowered thing in this game. Luckily this extreme kind of gamepay is not normal.


Quote from: Mahnogard on October 14, 2014, 08:51:42 AM

I can't really think of any mods good for this particular town - you're already using most of the ones on my "must have" list, and the others I use are mostly useful on larger maps (Specialized Stockpiles, for one, which you probably don't want when space is limited). RedKetchup's Library (http://banishedinfo.com/mods/view/699-Adriana-s-Library-v1-0-Redketchup) might be good for happiness if you aren't going to have much room for cemeteries.

Sorry I forgot to write that one. I already had it. I have also built one root cellar.

I went on building, now in the year of 22. Normally of this point in my blogs, I use to say "and everything is going well". I am sorry to say. It is NOT going so well. OK, my settlement prospers, grows slowly but constantly, there is plenty of food and other supply, but these Mods........................

They are driving me crazy!!!!!!!

Not yours @RedKetchup, luckily they are still great, no complains there (if I find any "bugleins" ;), I tell you) the gameplay and balancing is always good. :)

Talking about that "Fountain" and "Town and Textiles"

The new buildings look very good, some of them really fantastic, but that's it! The gameplay and balancing; ...........  :( :o :-[ :'( >:(  ............

I will try a little bit longer, maybe I learn to cope with them but at the moment.........

So, now to my pictures.

Picture 1 is a question for @irrelevant ;)
How do you put your hunting cabins, to get 1000 venison with 1 hunter. This is how it looks like by me. A lot of deer all around and 200 or if I am lucky 400 each year.

Picture 2
The flax, doesn't it look nice? It grows fast, so one farmer can manage a really big field. It is needed, because it gives much less, than a normal crop-field.

Picture 3
This happens if you have a normal brewer and the Fountain-distillery: The booze goes into the brewery, for the people to consume and the brewer doesn't get any apples. Before I set my traders to transport it really fast into the trading ports, the normal brewery produced 60 ale one year and 80 ale the next!

Picture 4
If we felt sorry for the herdsman last time, what is now?
Can you see that snug house on the marketplace, next to the brewery? It's the small townhouse from the "Town and Textiles"-mod. Looks so nice in every detail. My favorite house, so far, from looking. I'll tell you in my next blog what I do not like about it.

Picture 5
My food-graph. The two big drops, came as I started to put milk into the trading ports.
Wood is a small problem, so I moved my forester to a place, where I can use the whole area and let the hunter move with him, to see if it is better there. Only planting, the laborers cut the trees. As I said in my last blog; I also let the farmers plant orchard-trees in winter, not to harvest but to cut down.



RedKetchup

why do you have a status icon all over the place, over 90% of your pastures and orchards ?
something working wrong ?
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irrelevant

#9
Quote from: Nilla on October 15, 2014, 03:03:24 PM

Picture 1 is a question for @irrelevant ;)
How do you put your hunting cabins, to get 1000 venison with 1 hunter. This is how it looks like by me. A lot of deer all around and 200 or if I am lucky 400 each year.
I put my cabins in what I would call "choke points (locations which the possible pathways through are limited)," and specifically one that I have seen herds of deer moving thru, and more desirably stopping in. Such as what you have there, with hills on each side. Four herds?!? And it looks like they are grazing, and not just passing through. I really would expect that hunter to have 1200 venison at least.  If I saw this, I would not hesitate to put a cabin there.

Have you watched what happens there? Does the hunter live far away, and have to spend lots of time commuting? But I see there is a house right there, that's probably his. Do the deer see him coming and move out of the way?

Is that the hunter there above the hunting cabin panel? @Nilla , all I can think is, you truly are unlucky. ;)

If this was my cabin I would put two more hunters there to give me more chances. But of course you can't do this. :(

assobanana76

I would say that would then set the creamery!
5000 with only one employee ???
is a cheat !!
and certainly does not constitute a varied diet ..
you may soon have health problems ..
if you find grammatical errors have to be angry with GoogleTranslate! however, I am studying!!

Nilla

Quote from: RedKetchup on October 15, 2014, 03:19:34 PM
why do you have a status icon all over the place, over 90% of your pastures and orchards ?
something working wrong ?

Nothing is wrong

As you can see from the heading; this is a single-worker-game. There is only one worker of each profession (except these few exceptions I wrote about). The icons are shown on the pastures where the herdsman isn't just now. He will get to all eventually, mainly to slaughter. Now I have enough free labourers to transport the milk to the barns.

I let the farmers plant orchards in winter, mainly for wood. One forester cannot plant enough and the close by natural forests are mostly gone by now.

Quote from: assobanana76 on October 16, 2014, 01:23:28 AM
I would say that would then set the creamery!
5000 with only one employee ???
is a cheat !!
and certainly does not constitute a varied diet ..
you may soon have health problems ..

A cheat? Not really, just (mis-)using the programming and the fact that milk (and wool) is "dropped" by the animals. The milkproduction would be improved, if it was connected to the number of Herdmen. I do not know if this is possible, @RedKetchup.

Luckily in normal games this has no real effect on the gameplay. Normally there are enough workers.

RedKetchup

no it s linked to the number of animals and the time factor.
> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

Nilla

Welcome Jenser, the 200th citizen of Wilhowalla.

I am happy and surprised that I have reach the population of 200, never thought it would be possible.

But it is as far as I can go, maybe it has even gone too far already. I just made a rough calculation of my food-production and the things I can sell for food. The annual production was about 28 000 food value, but I needed 31 000 last year. So unless I find something more to sell (what I don't think is possible) I have to decrease my population. I will certainly not build any more houses and maybe even have to demolish some.

I have also made some peace with the mods (at least some kind of truce). The mods that do not "follow my principles of the game" has a hard start. First I had to change my own attitude. Tell myself not to be a stubborn fundamentalist, but give them a honest chance. These guys have worked hard and do earn my respect.

Principles? hm...... :-[

I find Banished  is a special game. Different from other strategy/building games, I have played before. The first and most important thing is that you can build everything from the start. Opposite to other games;  you do not have to unlock any new levels, products, buildings, raw-materials and so on, to get to the next level. It is from the first step you make, your own decision, what you build and in which way. The same, if you for some reason choose not to build some of the buildings, it is your choice. This makes the game in one way very simple but also very difficult. My humble opinion; this should be hard-coded, at least in the minds of the "modders".

The second very pleasant thing about Banished, is the peaceful  "utopia-socialist-equality-society"  (don't really know what to call it). No different classes of people, where some are living in nicer homes, eating better food, wearing finer clothes.......

A third principle, far from unique, but still an important part, is the trade-possibility (OK sometimes  a bit overpowered) You take raw-material A and B and make the product C, that has a reasonably higher value, than the input.

As I said, after putting these principles a bit away, I do appreciate the new buildings and resources. These guys are really excellent designers.
I am in love with the small city house and the flax-crop from the Town and Textile mod. As I started to produce that spicy-booze, the distillery from the Fountain mod  works excellent, making a huge profit (the fruity one works as well). Even that crazy inventor's has proved to be an excellent storehouse. ;)

To the pictures.

Picture 1
"Towncenter" .
There is a limit for the herdsman after all, not milk production,  but if I build too many pastures, the cows do not reproduce properly and produce very little valuable meat.  So I suppose the cows feel better if the herdsman work in the pasture.

Picture 2
Production menu and my favorite small house (the white one)

Picture 3
Food graph and some new buildings and crop. After I built that house close to the monastery, 1 monk produces 10 or sometimes 8 books each year.

Picture 4
How do you find my double root cellar?

Picture 5
An excellent store; only 60% full and more than 35 000 goods!!

Mahnogard

Wow, 200? That's great! A admire your accomplishment, because I don't think I could have made it work the way you did. Great job!

I like what you said about Banished being a special game, and the things that make it special. "utopia-socialist-equality-society" - in English, the closest word, I think, would be egalitarian: of, relating to, or believing in the principle that all people are equal and deserve equal rights and opportunities. I really love that about the game. When I first used the Fountain Mod, I tried building some of those new houses, and I found that it really bothered me that I ended up with one part of town that looked like a different class of people lived there. I decided I couldn't use the homes anymore unless I had the room and resources to give everyone those houses.

I do like those, and I will use them, I just need to rework my strategy so that I can use them in a way that makes sense for me. So I know what you mean about having to overcome or adjust my Banished principles to enjoy some of the mods and fully appreciate them.

I had a lot of fun with the Distillery. I don't know why, but giving the Bannies something besides Ale was a nice change and it made me happy. :) (I'm sure it made my Bannies happy too!)