World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on March 19, 2018, 06:36:11 AM

Title: STUPER TEST: Kooski
Post by: brads3 on March 19, 2018, 06:36:11 AM
       i upgraded the RK CHOICE and i ran tests for a few days.then decided to keep going with SWEDES. it reloaded and would play but the save icon was different. to me that means there is a conflict that will cause an error sooner or later.hence i had to start a new map.
            some mod order adjustments,upgraded RK CHOICE and KID's animal shed.RK above NORTH.this gives more start terrain options and the larger map without the CC terrains mod.

KOOSKI,4416739,valley,very large,fair climate and medium start conditions,disasters off. it will be interesting to see how much the NORTH affects climate or crop growth with it lower in the mod order.starts with only wheat.RED also gave me some iron.these bannies are educated.

            these bannies will have to work hard. the min river doesn't connect to the lake.a canal will be needed.

           1 reason for the switch was i like this grass terrain. it is a mix of light and dark grass patches.lot more variation to it than the plain verdant color.the deer are reindeer and i have seen no grouse or other animals.the laborers still won't harvest pine food items using any remove food tools.herb tool does not highlight ND herbs either.the crops make up for some of this since the wheat produces 700 on 10x10 fields.

         KID's nomad well brought a pair a year after it was built.it sends 3 more the 3rd year.a school and a multi-quarry are already being built.the quarry will provide the stone and iron for the canal.in year 4,the 3rd wheat field is plowed and 2nd animal shed is built to provide milk and eggs.a forester is started to keep the village woodcutter supplied.the well brings 2 more nomads.it is very consistent,bringing nomads every may.i hope it continues bringing small groups.once the village stable,the laborers can start digging the canal.

pic 1:map start
pic 2:start village set
pic 3:huge multi-quarry and school
pic 4: yr 4 progress and inventory
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 19, 2018, 05:53:11 PM
YEAR 5-10

      now the bannies can start digging the canal.an 8x classic stone gate at the lake and work east to the main river.the new nomad pair  builds a lighthouse to alert boats of the shallow water near the mouth of the small stream. in winter,they drop back to gather food and herbs.they collect stones from the forest to allow more foods to grow for the gatherer.
      once we got to the trade center,a raw material and building material markets were built. this should give us enough storage room to clear more land.now a CC grape orchard forester can be added along the road to the village.this will give us fruit.the gathering isn't strong enough even with laborers in the fall.a cemetary and hospital is added to the village to help our health.

     by the 10th yr,the poor bannies have worked hard. they have half the canal dug.the nomad well brings nomads every may.the largest group is 6.hence,each year more food had to be collected and houses built.with so many nomads our education level is very low.we struggle but survive.half the citizens are working to produce food.the last winter was hard and long. you can see by the time snow melted it is mid april.

pic 1: food outputs
pic 2: lighthouse west end of canal
pic 3: yr 10 stats
pic 4: production
pic 5: inventory
pic 6 citizen graph,improved health dropped education.


Title: Re: STUPER TEST: Kooski
Post by: Nilla on March 20, 2018, 04:48:42 AM
Oh,oh, it seems you were too busy building the nice canal and not producing food!  ??? How will this end?
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 20, 2018, 08:17:54 AM
yep,the food problem has a couple causes.education level dropped due to this nomad well sending nomads every year.if i knew it was so good,i would have waited and built it to bring nomads more in the fall than may. the foods of the pine and nat div mods have issues.when the laborers scavnge food they aren't picking them up.my mod order has brought a different challenge.i have tried a couple gatherers the last 2 games to find 1 that is better.also adjusted mod order on some but little affects.and all i have is wheat.no orchard seeds at start.
     the bannies work hard. i could "cheat" but chose not to. RED sent the merchant over dry land to the trade post,but i won't stock it til the canal connects to the main river.since we needed fruit,i can't build much near those forests. the canal started fast,but construction has slowed.
Title: Re: STUPER TEST: Kooski
Post by: Nilla on March 20, 2018, 01:10:04 PM
Well, I'm pretty sure Red is totally innocent in this case. Don't you know that the merchants also use the streams? If the stream isn't all too tiny at the beginning, you can put trading ports on lakes connected to the river over a stream. Like any other lake trading port sometimes a bug occurs and the merchant doesn't stop, but that's quite rare. I once put 68 trading port on one map, some of them were even on the stream, others on lakes connected to the river over a small stream. I've also seen, that merchants take a shortcut on a stream, to get faster to the end of the river.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 20, 2018, 01:21:36 PM
until now i never have luck with that.i have had to use lighthouses and other trade posts to pull merchants across lakes even.they would travel a straighter route from the river thru the lake and out the other side without sailing over to 1 side or other without more incentive.here the trade post is getting used earlier.
Title: Re: STUPER TEST: Kooski
Post by: RedKetchup on March 20, 2018, 01:34:53 PM
hehe

i didnt do anything to merchants ^^
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 20, 2018, 01:59:06 PM
anything goes wrong we blame the crazy guy that did the mod order.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 20, 2018, 02:00:10 PM
YEAR 10-13

     until we get the food up or finish the canal,we stop taking nomad helpers.even the quick hunter got hungry enough, he is now picking onions.Necora's gathering system has mixed effects.the gatherers are finding food earlier than with the North mod above the RK.output has increased slightly.pine and ND items are still being left.though it is hit and miss.fiddleheads from the pine mod, bird nests,and herbs from the ND mod are not gathered.yet the forester has cleared beaver lodges for pelts.it is strange how the mods are affecting each other.

      the merchant can travel the small stream. it is deep enough for his boat.the trade post can be stocked with wool,coal,iron,and some wool coats.not enough for seeds but will help our food.hopefully the merchants bring some,that is.
    our gatherer died of a weak heart in year 11.none have starved.
     4 nomads showed up in may year 12.food production shows +2000.they can stay. 1 goes fishing at the new east canal fishing dock.a new house and barn should make the far field more productive as well.our trades have brought in 1450 food so far.

pic 1: merchant did find his way up the small stream.
pic 2: east field and storage.
pic 3:  canal progress.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 21, 2018, 09:32:40 AM
YEAR 13-15
   
       I stopped this in late may.captain KIDD sent 12 more workers to settle near the canal.guess he wants them to start processing items and shipping lumber. with the food at 2800,i do wish he had waited til the canal was finished at least.
keeping them fed will be a challenge.many slept on the floor and we had a flu outbreak.we did manage our food and firewood well.the merchant brought another 300 food,sugar cookies and maple sap.2 more fields of wheat are ready for planting.
     in spring,we can start planting the apple-chesnut forest along the main river.in may before everyone has housing,captain kidd sends 10 more nomad settlers.don't care where they go but they got sent away.they were not ready to head back to the landing fort. they were afraid the crazy captain would hang them and their families.

      thatch, with this mod order, works as thatch or fodder.it is not overpowered at all.the laborers have to work to have enough for construction.it got used as the foresters cleared it.houses will burn it and some buildings require it for construction.regrowth is slow of thatch or trees.some places do grow back faster than others.strange as it is,bushes,thatch,and trees don't regrow much where the bannies walk near the village or buildings.as GRANNY would say it plays realistic.a fodder hut would boost it for a stables and would grow fodder and flowers.a thatch hut would grow thatch.a stables would use both for feed. granted with my crazy setup the outputs might be different than just the RK EC,but i do think RED's mod is affecting the outputs.there does seem to be less thatch than with just the ND mod.
      by no means is any of that a request to change any mods. it is purely observation and facts.as i said before there is give an take to playing this way.it actually makes it more challenging. the laborers are busier trying to find food.that is realistic though.i try to work with the terrain and whatever the map gives me.this map had a good start point and made sence to run the canal back to the main river.realistically,the bannies being new to this land wouldn't know what plants they could eat or would find available. people would learn that over time.this plays that way.

      finally, the fort sent sugarbeet seeds.a 3rd of our wool got shipped back to them.it will be good to have something other than wheat next year.

       i had hoped to finish the canal by now.slowed down due to needing houses a and stone shortage.the gatherers have helped improve the food.the educated children living at home in the village has improoved the field outputs.once the canal is finished,i need to regoup.more land to clear and houses to build.

pic 1: apple-chesnut forest.
pic 2: gatherer outputs have improved.
pic 3: production
pic 4: inventory,from south of the grape forester.
pic 5: 10yr food graph
Title: Re: STUPER TEST: Kooski
Post by: Gatherer on March 21, 2018, 04:04:57 PM
You don't have to accept every nomad group lol.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 21, 2018, 05:01:06 PM
I haven't. KIDD's well is consitant and powerful. i think i found a weird glitch i didn't see before.sent the workers to gather thatch. got logs all over.no wonder they seem slow,logs be heavier than thatch. oops LOL. wasn't like that in testing,musta happened when i enabled the North.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 21, 2018, 06:36:50 PM
how come inspector gadget @Gatherer  shows up now? he must work for the government. the bannies have been busy making wider roads and fences. they even made 1 to keep you from falling in the canal.probably not OSHA approved. ::)

i have a weird glitch. just to show new players how mods can be funny or what can happen when you add them. i said there is "give and take". sometimes we can find it and sometimes .....oops. the gremlins will jump out and grab you at will.
        i quick debug tested this setup and then enabled the North.in testing thatch is fodder but can be burned and is used in some construction.it is and clears as thatch. or umm did. it is also used as fodder and can be fed to the stables.the fodder hut planted normal fodder and flowers.
     today,the workers have been busy but taking longer than exected to catch up.think i found out why.the thatch, cleared using the clear thatch toolbar button, is clearing as logs. they are much heavier so therefore will move much slower.up til now there has been thatch cleared as the workers cleared to dig the canal. the foresters and other workers are reading thatch also.
   no @Denis de la Rive , i in no way expect anyone to fix it. it is a funny glitch.ask NILLA or Granny.i will have to investigate more. maybe i can fix it with mod order ,maybe it is just the clear thatch button. i wonder if the modders left me more traps.LOL

pic 1: gatherers fence so he doesn't get wet.
pic 2: yes, inspector we keep the kids safe from the quarry.
pic 3: note all these white logs where thatch has been cleared.
Title: Re: STUPER TEST: Kooski
Post by: Denis de la Rive on March 21, 2018, 07:10:36 PM
This must be a transporter accident, I'm from the Terran Empire universe.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 21, 2018, 07:21:15 PM
haha welcome to crazyville
Title: Re: STUPER TEST: Kooski
Post by: Denis de la Rive on March 21, 2018, 08:10:42 PM
Lord Snarky has a planet for people like you. ;)
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 22, 2018, 10:40:26 AM
i did find out what was happening. i added too many mods.caused a storage glitch that backed everythng up.the poor bannies were just dropping logs everywhere and they burned thatch fast enough that what they collected never registered to the inventory.more operator mistakes than mod related.sorry for the confusion.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 22, 2018, 10:41:49 AM
YEAR 15

      while the canal is being finished,the laborers clear stones from the new forest.the trade post is stocking iron ore and flour.soon, i can open the map more and begin to build.the villagers did move themselves and paired up with the new settlers. there are 3 16-17 yr old females that need houses.

     the set of 8 nomads will stay to help speed things up.they can start clearing more land and construction of a meat dryer.a soapiary is completed.the start village stretches to the west adding another animal barn for milk and eggs.the bannies are busy laying out roads and clearing thatch and stones.

pic 1:meat dryer
pic 2:soapairy
pic 3 west cow barn and apiary
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 23, 2018, 06:57:17 AM
year 16-18

      the crazy mess years.this is when i had a glitch cause storage issues and slow everything down.it took a few years to find and solve the problems.i try to play a year or so ahead of the posts not to confuse anyone but to buy time to fix issues or mistakes.did work out in this case.news travels out but with a delay.

    in may that crazy Captain KIDD sent more workers. a group of 14 arrive.we do have enough projects started to need the help.as soon as we are caught up we will need to increase our fod reserves.a boarding house is located near the twilight clinic.that way the nomads can be checked over to avoid disease outbreaks.
     there is a cost to playing this way. some of the give and take is certain buildings don't show in the toolbars.others have different building requirements.i have to pick and choose some.the  larger woodcutter doesn't show at all.the townhall and school are altered.not an issue as there are mods that can be used.just means i am lost.
   
    more markets and storage is completed.a holding pen is cleared near the trade dock for any livestock the merchants might be carryng.a RH blacksmith will make better tools for the quarry workers.a bigger school and park.finally the boardinghouse gets built
     RED's EC mod plays noticably faster than CC did.it can take off on its own,even with the bannies never stopping.as such barns and the canal storage is filling.

      the boardinghouse is empty and i fixed the storage problem.a 2nd worker sent to the lumbermill,should start using logs faster.now i can work to get the food count up.

pic 1: general store,a 1.06 mod piece.i am experimenting with a few 1.06 markets will report more later.
pic 2: sherbrooke school.
pic 3: west farm work shops and apiary.those  shop workers will be busy laborers.
pic 4:colonial boarding house
pic 5: nordic wharehouse,1.06 version added on.the larger storage space is needed to catch us up.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 24, 2018, 06:41:59 AM
YEAR 18-20

       in the middle of my mess,a merchant did bring some bison. a pasture is being cleared at the west farm.there they also produce butter and bread.with 12 crop fields,the food should recover.hopefully,we have a good year.
     it takes a year but finally we start to see progress.i even have time to add some decorations.the laborers have started clearing land along the canal.

pic 1: 3rd wood chopper,
pic 2 granny park playground
pic 3:bison pasture
       
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 24, 2018, 06:47:00 AM
YEAR 20 review

        population 143,72 workers,23 students,and 48 children.education 32% in 35 houses.many more have passed thru our town.only the gatherer died of a weak heart.good production is break even.radishes and sugarbeets don't grow very well here.it takes time for the gatherers to learn the new food plants and grow them.they worked hard but did help improve the health.the laborers lack knowledge and leave many plants unharvested.

       the canal is finished and connects the lake and main river.2 fishing docks,a grain mill,a trading dock,and a sawmill.a lighthouse to the west end and several markets to move goods. a mod glitch shut down the covered piles.this led to a slow down and work stopage.it took time to clear more piles and build storage.
       overall a nice recovery.no bannies were killed or starved.the start village stretches west and added a bison pasture.a town has sprung up on the south side of the canal.they can work to move and trade more goods.

pic 1: yr 20 stats,
pic 2: production
pic 3 inventory
pic 4: 10yr food graph
Title: Re: STUPER TEST: Kooski
Post by: Nilla on March 24, 2018, 10:02:45 AM
I would have been nervous with such a food graph but you seem to manage. :)

I don't know, if I'm right, but it seems like this town grows faster, than most of your other towns. Do you really accept all nomads from the well?
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 24, 2018, 10:16:26 AM
the well brings groups every year steadily.i don't accept them all.now it  brings large groups of about 10.want to get the food count up before taking more.still trying to boost it .the pine and ND items have issues. some gatherers did seem to pick them up but the clear food toolbutton does not.makes it more challenging.
      the game plays faster without CC.have issues due to some conflicts.  i had moved some mods in the order to fix issues from before and to try boosting the leather from hunter. that didn't work.TOM's tannery will solve that.keep adding notes and will adjust after this map. lot of trial and error.had to replay another year since i have salt conflicts.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 24, 2018, 05:38:06 PM
YEAR 20

       i added TOM's nordic tannery.normally i avoid adding or changing mods mid-game.since i had a save point ,i tried it.if it didn't work i just reload the save point.it is a double save point. saved twice,if 1 errors the other should work.enabled the new mod and made a new save,exit game,and completely reload.it automatically added to the bottom of the mod order.no issues.this mod works because it works with the items already in the game. it doesn't add a new item.
      if i were to do anything in the mod order to fix any glitches,most likely i would have a crash.i keep notes and after this map i can make adjustments.if i added a mod that adds items to the menu or changes the start,then it would crash. adding mods is risky.you will hear some players do this from time to time.usually they are experienced players and know what the mod does.i try not to recommend that to new players.there are so many mods,it is hard to explain how they might interact with every other mod.some require other mods to function fully. they might and might not work by themself.
   
      i have wool coats and lots of wool.the trade post has shipped both. the wool coats are trading at 40,very handy to gain seeds.there is pelts,furs,and deer hides saved.i saved leather from the hunting tower.there is lots of places to use the leather.the indians require it for tents.it can be tanned,cured,used for clothing,make saddles,etc.as the town grows,i will look at the textiles more.for now,the new tannery will be built.

       the CC orchard gatherer radisu is much bigger than the forester's.as i build closer to the forester i will cut down on the gatherer.as i build there i will need to increase the food.there is a reason for the madness in front of the school.over time it will look better.

       now this is interesting.a merchant must have got word to captain kidd.he sent 10 nomads with enough food for a year.half the coal,iron,and,lumber will be shipped back down river.since they brought their own food,we let them stay.
      2 narrow fields will square up the grape orchard.then hey can clear land near the small mine hill by the boardinghouse.a salt mine is planned and they left room for a marble quarry.
   our doctor tried to save their sick children. they were infected with measles.1 perished but the other survived.

     Kalvis stops with a mixed load on his boat.he drains our trading post but gives us pea and strawberry seeds.the laborers have some incentive to clear more fields now.the 2 narrow fields have new seeds and a wheat field is switched over to strawberries.

pic 1: nordic tannery
pic 2 salt mine has a flag issue due to my mod order.
pic 3:CC grape gatherer much larger than the forest radius,
pic 4:long fields to square off the orchard
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 25, 2018, 08:34:29 AM
YEAR 21

     i adjusted the foresters to plant more apples and grapes.there is enough chesnut trees  and this should increase our fruit as the grapes can be planted closer together
      now that the laborers are caught up and canal is dug,i want to give them some little projects to keep them busy.last year they worked to clear for the road around the mine hill.this year they can clear trees along the canal bank.

       a bakery was built that will give bread without butter.some clean up and more decorations.a double bridge is completed that gives access across the river.
       600 grapes were gathered.the long fields of peas and strawberries did better than the radishes and sugarbeets.a 10x10 field of strawberries actually produced 700.the bison breed slowly, but are up to 11.

YEAR 22

      ok,i tested both salt houses and neither will store salt.definetely a mod conflict.i can't salt fish.the marble quarry will be finished since it will trade at a hgher value.several fields are being cleared and laborers can do some clean up for the forest orchards.
     a grainary is completed.we acquire pigs and clear a pasture.it is small but will work.a safety fence will keep inspector Gadget-Gatherer from falling in the quarry.


pic 1: old bakery
pic 2: east double wood bridge
pic 3: long field outputs
pic 4:grainary and well
pic 5:mg garden center.was told i can't make benches there.got 1 without blocking the path and several outside it.
pic 6:small pig pasture.well has some weeds and a bench
pic 7: Gatherers safety fence keeps him from the marble and multi quarries
pic 8: an attempt to use the salt for fish.neither salt house would store it. mod order conflict.
Title: Re: STUPER TEST: Kooski
Post by: Tom Sawyer on March 25, 2018, 11:36:35 AM
Your salt issue is not clear. Actually it's flagged in the same way as CoalFuel.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 25, 2018, 12:10:55 PM
it is a weird conflict.i think both yuo and RED have it flagged the same.i wonder if inside the coding you use different terms or if Cc is affecting it.i plan to add some of EB's chain to cure leather with the salt. on the salt house,not sure which 1,it has the limit as salt not minerals.
   i think the nordic beehive doesn't like KIDD's sugar either. the sugar house will make sugar from  sugarbeets but it is worded different, like "processed sugar".i left the beehive on  a while but was showing it was missing material.

    it is interesting how the mods work sometimes. the North i play at mild.with RK above i play at fair. the fair plays tougher than i thought it would have.the crop production is lower andf the winters are longer.almost harder than a mild North climate.crop yields at 500 would be 1 thing,here they are closer to 400.what is funny is the 2 mods together change or offset the ND and pine mods.some items aren't collected by gatherers or the clear food tool. more challenging.

    thank you for the nordic tannery. i had tried moving mods in the order.RED's pastures do give leather but not the hunters. the hunting tower from his training camp mod gives leather and deer hides back and forth.odd as that is.you would think it would be either or not both. makes me wonder if sometimes the program reads his code and others uyour code.LOL it is a variety.
Title: Re: STUPER TEST: Kooski
Post by: RedKetchup on March 25, 2018, 01:07:09 PM
in RKed salt is RawMaterialFlags _flags = CoalFuel; AKA Minerals
Title: Re: STUPER TEST: Kooski
Post by: Tom Sawyer on March 26, 2018, 03:27:59 AM
The sugar issue is clear. I use RawMaterialSugar.rsc while Kid uses RawMaterialSugarRefined.rsc, so two different resources. And if your fair climate is tougher that Nordic Mild then I guess you are playing in Nordic Fair. If Reds mod doesn't overwrite this climate file and you picked fair then it was loaded from the next mod in your list which was probably the North. It might look confusing in your game because both mods are overwriting almost everything but all can be explained by the simple rule of "the highest file is loaded". There is no way to overwrite something from below. Also there has nothing changed in 1.0.7 as you suspected in another post. :)
Title: Re: STUPER TEST: Kooski
Post by: RedKetchup on March 26, 2018, 05:12:14 AM
Quote from: Tom Sawyer on March 26, 2018, 03:27:59 AM
If Reds mod doesn't overwrite this climate file

i didnt.....










yet :P
Title: Re: STUPER TEST: Kooski
Post by: Nilla on March 26, 2018, 05:41:02 AM
I would never use the mods in this way. I like trouble, and to solve problems, but not this kind. But still, it's interesting to read and I can learn things, I never would think about in my own games. :)
Title: Re: STUPER TEST: Kooski
Post by: Tom Sawyer on March 26, 2018, 06:39:43 AM
I see! So you are the one who is countering, hijacking and locking other poor little mods.^^
Title: Re: STUPER TEST: Kooski
Post by: Nilla on March 26, 2018, 06:43:08 AM
I thought you already knew that! ;)
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 26, 2018, 06:51:05 AM
it is fun this way,Nilla.each mod has a purpose. kinda like taking the best of many worlds and put them togetherit brings its own challenges since not everything will work or will work differently than intended.some i can control with mod order. it willt take time and several plays to figure those out.each game may have similar buildings but each game is different.TOM makes it more challenging since i can't debug test it.i debug test to check inventory for blank tags and adjust mod order then tun the North mod on.
   
       RED's crop production would be set different than the CC. so i knew the outputs and function would be changed. all without adding the North. a player would expect ,with the North below, the crops would produce per RED's coding.if the North climate over rode the mod above it, i would have thought the climate would play much harder. i can only report what i see. it doesn't seem to play a full level harder. more like half a level. like i get hard winters more often.the crops take longer to grow or harvest.i have cehecked on them a few times and sometimes the harvests start early enough that the fields should be cleared before snow starts.sometimes the farmers are still harvesting into november.
       in CC once it snowed,the crops would lose fruits. as they got frosted you could see the field % start to go down.say the field was partly harvested but showed 40%. once it snowed that bar would get smaller and smaller. the 40 would go down, and the longer it stayed cold the faster it would get smaller. that doesn't seem to happen here. whatever the field has for output stays on the field much longer.

    i will look at the summer temps.maybe it isn't warm enough.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 26, 2018, 07:36:15 AM
YEAR 23

      since the canal trader is busy with lumber and coats,a dock trade post is built near the start point for trading the marble. this will insure that 1 TP will move it.it is also closer so can move marble faster.

       the bison pasture does give leather.the mod order did help.even so ,our food struggles continue.there is 40% of our workers producing food.winters have been long.snow comes as harvest starts.some years it doesn't melt til april.the laborers have been sent repeatedly to scavnege.each year more fields are planted.education climbs back toward 40%.i did rotate crops to add more strawberry and pea fields.
       finally getting a good food trade adding over 4000 food,we can build a couple new houses.1 long field is switched to the new kale seed.the canal TP does ship marble but stocks it last.


YEAR 24

        2 DS hovels will house more farmers.a RK tailor can begin to make fur coats.with another good trade,food is finally up over 10,000.

pic 1:canal storage,the vendors switch around the markets to keep the storage from filling.
pic 2: CC dock trader
pic 3: RK tailor,
pic 4: DS hovels and more fields
pic 5: snow on the crops,in CC what is left on the fields would die off quickly.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 27, 2018, 06:26:13 AM
YEAR 25-27

      While the food is caught up,i made some adjustments.uptil now i've had 2 workers on all 3 gathering spots.i cut back to 1 each.to compensate the workers will clear 2 fields.i checked some old notes.the education level holding near 40% is not the issue.the climate is problemtaic. the yields are lower,but made much worse by the short growing season.i get about 1 good year out of 4.i'll keep experimenting with different crops as i get seed.so far wheat and strawberries are giving the most.hopefully, the crop rotations i made will help.
      there are 2 rowhouses being built for the mine and quarry workers.a well pump to pull water from the canal is alomst finished.as soon as those projects and the fields are cleared,i can expand farther.

      in order to open up the land to the east,an industrial market plaza is set and cleared.this will give the bannies space to store items as they clear roads and build.with some more markets,food and supplies can be stocked there.in time a group of nomads can work this area for materials.the materials can be moved across the river and processed, so better buildings can be built north of the canal.while the east is supplied,the start village will expand to keep fiid up.
     the gatherers dropped by 200 each but our food overall has produced better.the food limit had to be increased.snow started in early october but melted in early march.

      Nilla says i seem to play faster. there is several reasons.mostly RED's mod plays a lot faster.it has similar items and chains to CC,but a big differnce in file size.even with extra mods,it is about 1GB smaller.the bannies move faster.the North's calander in months took some getting used to.time seemed slower in the last game.RED's mod does other things that speed game play as well. the roads layout easier.i don't have to clear land then run the roads.with CC,to expand you had to work to get a road ran than clear and build.RED's mod saves a step. the builders can deal with the roads and the laborers can already be moving supplies for buildings.between TOM,RED,and NECORA, they have the wood per tree increased.there is no need to clear land for logs.though there are some conflicts, the mods work between them to bring many good points.it will take some time to get used to so many changes.

         another year of sending nomads away. i want to get a few things done first.more houses are needed and i would like to get the laborer count back down.another school is needed.a sweetpotato field is plowed.there was a reason for trying to get the sugarbeets producing,a sugar factory is built.we can make jam and supply a nordic beekeeper.we can make apple jam but no strawberry.2 EB markets will start stocking food,tools,and firewood near the industrial plaza.

        the merchants brought us red dairy cows and tomato seeds.for now a pea field is switched over.


pic 1:sugar factory
pic 2: canal water pump
pic 3: apple jam
pic 4: industrial market plaza
Title: Re: STUPER TEST: Kooski
Post by: RedKetchup on March 27, 2018, 07:54:40 AM
i am happy to hear all my optimizations pay and give real satisfaction :)
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 27, 2018, 08:58:31 AM
me like happy modders.lots more to test yet. gopefully production buildings will be tested soon.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 27, 2018, 02:30:39 PM
YEAR 27-30

      the nordic beekeeper needs sugar and the factory puts out refined suagr.slight difference but the beekeeper will have to wait. a DS bee shelter can be built on the other side of the grape orchard.

       27 new nomad settlers arrive in july. since food merchants have been coming by consistently we let this group stay. they begin work on a inn near the plaza that is already being stocked with materials.while the inn is being built the workers can clear land for fields south of the FO. forest
     with the inn finished,there is still homeless nomads. a boardinghouse is added across the river south of the canal.
with everyone housed,half the workers head back to clear a pasture for the red dairy cows that i had forgotten about. they were being cared for in the holding pen near the trade dock still.the other laborers worked to clear the clay and sand pits and a nordic mine. as they do the builders will build several rowhouses.

      an RH market will keep the quarry workers supplied.the plaza expands adding a school,office,clinic,RH tailor,and a nordic blacksmith.with the multi-mine completed,the mine plaza village is fully housed and functioning.
      there is a boarding house full of laborers south of the canal.they will need production buildings.the quarry boardinghouse has 2 families still.another stone quarry is needed there as well. i didn't get all the new nomads housed and working.there has been some stone shortages.

pic 1:thick apple-chesnut forest
pic 2: clay and sand pits
pic 3:growing market plaza
pic 4: south of the FO forest
pic 5:nordic mine,note the salt limit flag
pic 6: dairy pasture
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 28, 2018, 10:50:06 AM
YEAR 30 review

      population 232,45% educated,in 58 houses and 2 boardinghouses.inn is empty.huge recovery to food reserves. a third of our labor force is in food production and almost 20% is laborers. we gained pigs and red dairy cows and several crop seeds.the quarries ship marble.the new production plaza  mines iron and digs clay and sand.
     added a nordic tannery mod that processes deerhide into leather.had some issues trying to use salt.the nordic beekeeper needs different sugar.i found the workplace cannery makes strawbery jam not the colonial jam shop.there has been learnning and adjustments made for the climate.we are farher north than expected. our summers are cooler and winters are often long.more like southern canada.i need to test the salt more and try to figure out where that conflict is.otherwise the mod order functions quite well.

pic 1: stats,quarry village
pic 2: production ,mine village from main river
pic 3: inventory from above the lighthouse
pic 4: 10yr food graph,looking southwest from the quarry village
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 29, 2018, 11:36:28 AM
YEAR 30

      to test the salt further,EB's built to cure leather. oddly it does store the salt.the tannery worine.to add to the weird salt issue the industrial plaza is a 1.06 mod but storing salt that should be flagged mineral.i suppose the mineral flag took the place of coal.
     
     the bannies need a physcologist.instead of moving out of the boardinghouse near the rowhouses,they emptied out of the other boardinghouse near the canal.thereby moving from there clear over here.had i known they would do that i would have built the tannery near the canal pump.guess they don't want to work at processing the clay and sand.so much for that plan.i don't even know where they went. i only built 2 houses and 1 has a single male in it.maybe they packed up and left town. if you see them ask them why they didn't  leave me a note.

    oops. i tried to trade for sugar to test it with the nordic beekeeper. this caused a fatal error.restart the year over.oops. the error happened right as the trader dropped the sugar into storage.the beekeeper was enabled so not sure if it is when it is dropped or when the code pulls the keeper to pick it up.

     i fixed it,the merchant didn't bring more sugar.3 fields are cleared and the road now goes around the FO forest.
the swan tavern is added to the quarry village with some tables.2 of the new fields can be planted with roots for rootbeer.i am curious to see if that is edible or luxury item with the north mod.the workers cleaned up around the village.

     i did take 5 sugar in trade and the trader was able to store it in a pile.the beekeeper even picked it up and feeds the bees.hmmmm i guess it could be a stockpile issue  since it wouldn't store in 1 but did in another.i did have an issue before that RED's covered piles placed too easy but wouldn't store.i see RED mentioned he adjusted that in his masterpiece mod.this will take more experimenting.the specialized or better storage mods could be causing a conflict.

PIC 1:EB tannery does use salt and works
pic 2: 1 family didn't leave the closer boardinghouse.
pic 3: quarry village
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 30, 2018, 07:01:48 AM
YEAR 31


      checking on the outputs of the mine village,the sand already is over 400 stored and clay is almost 100.some coal is being traded.iron and charcoal are being used.
         the last family that didn't move will get a stone house and work to make glass.since the nordic glass maker needs glass,i will test RED's.the workers can keep busy cleaning up around the mines.

        with everyone housed,there is 29 laborers and 5 builders.i need to figure out where the workers are to get them busy and then start making more houses.the markets near the canal are staffed and 3 more supply the villages.small colonial houses will help move farmers closer to the fields.another plymouth harmonized house will house livestock workers for the dairy and bison pastures.

       i use 1 worker on the clay and sand pits,and 2 or 3 on the quarries and mines.part og this is due to population,part is need.the small mine village has enough work for the workers there.the mines also are known to have more accidents,though the safety mod helps lessen that.as the towns expand there is stone and ores collected.when i start to use more stone ,the quarry was built to supply more.with more workers in the quarry village and using stone faster,RED's quarry was added.with only 3 workers the marble is too productive. with an 11 trade value that is enough to keep trading posts stocked by itself.there isn't a need to send  7 workers to each mine.as time goes on and more materials are needed, the villages can grow and send more workers.not set up to be the most productive but set more on needs.

    i did trade for more sugar to see if the nordic bees need more feed to produce.the fatal errors are happening when the trader stores into a pile near the canal.setting the pile to destroy does not stop the trader from trying to unload to it.once he picks up the sugar he already has decided where to take it.i went back to just before he picked up the sugar,set the problem pile to destroy,and gave him 2 different piles. a general and RK mineral.he bypassed both and used a barn.took a few reloads but solved. i had the builders add a tiny stoage shed next to the trade post for future use.before the sugar could be used by the beekeeper, someone took it home.the beekeeper got 27 honey from the 5 sugar.

pic 1: mine and pit outputs.
pic 2:glass factory
pic 3: canal market stocked
pic 4: produce not being hurt by frost.lettuce should have frosted,should be losing tomatoes.the growth bar doesn't show damage due to cold.fields seem dependant on summer temts only. if it is warm enough, they grow.whatever is produced,waits for the farmers.some crops should be more affected by cold than others.

pic 5:nordic bees are fed
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 31, 2018, 06:23:46 AM
YEAR 32-33

      a precious mine will let us see if the mod order adjustments fixed the ore issues.work aalso begins south of the mine village on a maple forest.a pine hunter and trapper,pine storage, and some colorful pine cabins will keep the builders busy for the year. the precious mod does work, producing ores.the precious mine gets 11 rough gemstones with 2 uneducated workers.
     the pilgrim's rest near the orchard forest will make rootbeer. there is ale being stored in houses so the North mod has changed how it is flagged.

        the following year,a RK sawmill and a fur tailor is added to the new forest.since the RK sawmill only produces lumber,KIDD's sawmill will be used to cut firewood.

pic 1: precious mine,
pic 2: pilgrim's rest
pic 3: TK lumbermill and KIDD sawmill
Title: Re: STUPER TEST: Kooski
Post by: RedKetchup on March 31, 2018, 07:01:01 AM
my lumber doesnt make firewood because the work time of the lumbermill is alot more than the wood cutter time.
i wished i could make it drop both in same time... but nobody found a way to make it work
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 31, 2018, 07:09:28 AM
i remember Necora having that issue before too. it is fine just having lumber.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on March 31, 2018, 11:09:53 AM
YEAR 34-36

       A 2nd dairy pasture was started and a merchant brought more cows.to c,we need more thatch.a thatch meadow is built between the center lakes.soon we should havfor a creamery.
      to help supply logs to the mills,a vanilla pine forestor is build.an RK hunter cabin,pine trapper,gather,and more coloful cabins will keep the area fed.
        this goes slow due to a tool shortage.we are burning firewood fast and low on stone and iron ore.we have been using  the stone up with buildings.even with 3 blacksmiths putting out 3 different tool types,we fell behind.the smiths worked hard as the laborers gathered materials.there is 15 workers searching for tools continually for the year.a mini workshop is set at the forest mills to make stone tools.2 more workers are sent to the multi mine.more land is cleared to build our log reserves.

pic 1: new dairy pasture
pic 2: thatch hut
pic 3:trade values of diamond,gold ore,and silver necklace
pic 4 trade values of silver pgenning,gold bracelets,turquoise rings
Title: Re: STUPER TEST: Kooski
Post by: brads3 on April 01, 2018, 08:08:19 AM
YEAR 37-38

        while we wait for the blacksmiths to get more tools made,we clear land for fields.this will get the log count up for the wood choppers and give more food.onion,carrots,and cucumbers can be planted.with some trades,tool count picks up but in the process firewood drops.

         in spring of year 38,setup for a fodder meadow starts west of the FO forest.while the workers clear and plant,there will be extra logs and stone.we add a blackberry orchard.it appears unaffected by the forget orchard mod.it will just take a few years to produce.another RH blacksmith is built for the quarry village make rough tools.

         marble appears to be tagging as textiles.it shows mineral but textile limit is 4500 and keeps getting hit.this slows down the trappers.trading will be increased to ship more marble.this will increase our food,firewood,and tool counts over time.
        we recover nicely but progress is slow.

pic 1:blackberry orchard
pic 2:fodder hut
pic 3:marble quarry flag minerals but uses textiles.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on April 02, 2018, 07:06:35 AM
YEAR 38-39

       i want to build and test the salthouses again.not sure why they didn't work and the EB tannery does.a creamery can be added as well.still can not store salt.EB mod is way low in order and should have no affect nor should it work.could it be the bakery plus mod?
       more storages are added.a garden sorter and 4 fields are cleared for next spring.we took 11,000 food in 1 trade with the marble.

     there are a couple issues that require some mod order tweaking.i can move the CC add-ons lower.try dropping the marble mod but leave the precious above RK.with TOM's tannery, i can move the hunter mods back down. there are a couple to be removed; the 1.06 DS cart has issues with flour and sap and 2 pile mods.really isn't many conflicts that can't be overcome with the mod order.definetly like to solve the salt issue and be able to salt the fish.

pic 1:salt houses and creamery
pic 2:bakery plus code, on further testing this and the baker and miller mods were causing the conflicts
pic 3:veggy fields

         
Title: Re: STUPER TEST: Kooski
Post by: brads3 on April 03, 2018, 05:49:17 AM
YEAR 40 review

       population 315,in 83 houses.61% educated.we adapted to the climate.nomads haven't been accepted in many years. they now come with large groups of 45-50.more than there is boardinghouse space.the tool count is recovering.our trading has been increased.

              i did have plans to test the brickmakers and also expand north of the canal.the shortages have slowed expansion down.there is much more to test. the pine mod charcoal,the wineries,as well as the fodder system.
        the precious mine functions.i do wish there was an iron ore mine.the sand produces at 4 times as fast as the clay.there is already 505 glass and 56 glassware made.the cider and rootbeer are not affected by the north mod.ale is used by houses.it might be interesting to see if wine is wine or juice here.the mod order adjustments helped solve some issues but had no affect on others.i do think mod order will solve most issues.the only 1 i dont see a fix to is the items conflicts causing them  not to be collected from all gatherers or the clear buttons.that makes the games more challenging.
the climate can be adjusted. i actually perfer the north climates though the mild would be better.trade has some oddities. there are crops now and then with lower prices.most prices seem consistent.still wondering if TOM's trade system is working or what affects it has.

pic 1: year 40 stats
pic 2: production
pic 3: inventory
pic 4: 25yr food graph
pic 5: 10yr tool graph
Title: Re: STUPER TEST: Kooski
Post by: RedKetchup on April 03, 2018, 07:00:09 AM
know what ? i like alot this crop texture
Title: Re: STUPER TEST: Kooski
Post by: brads3 on April 03, 2018, 07:51:34 AM
do you mean the field texture? that is from the seasonFX mod.
Title: Re: STUPER TEST: Kooski
Post by: Nilla on April 03, 2018, 07:56:48 AM
I find that good, too.

I have a similar graph like you have for your tools. Uneducated are terrible blacksmiths! I don't know what recipes you´re using, the uneducated penalty in the North isn't quite as bad (even if it's cheaper to buy tools than the ingredients to produce them, there, too). If I calculate the numbers from Red about 1/5 of the amount is produced from the same number of people, if they are educated! Something to think about, when you take all your nomads! :)
Title: Re: STUPER TEST: Kooski
Post by: brads3 on April 03, 2018, 08:04:46 AM
this was mosre to do with lack of materials. i had 1 to stone,1 to rough tools,and 1 to iron. we used stone as fast as we found it and then the charcoal and lumber got the logs behind also.more blacksmiths and some adjustments did help. takes time to recover even with trading.
Title: Re: STUPER TEST: Kooski
Post by: Nilla on April 03, 2018, 08:21:29 AM
I was thinking about these cheaper tools in my settlement, too but decided to go for iron tools/no tools. I haven't calculated so I have no proofs, but when I tried these cheap tools to get out of trouble, they wore out so fast, that the troubles got worse. But maybe when there's many uneducated, it works better; not so much expensive material destroyed.
Title: Re: STUPER TEST: Kooski
Post by: Abandoned on April 04, 2018, 05:11:51 AM
 :) Hi @brads3 interesting experiment.  I saw some buildings for the first time that I have yet to try and first time I ever saw white logs.  ;D  And still learning something new, didn't know river boat trader would us a stream, must keep that in mine.  Good luck with this test.
Title: Re: STUPER TEST: Kooski
Post by: brads3 on April 04, 2018, 06:55:43 AM
i wonder if because of problems with bridges ,that we assumed they wouldn't use the streams. it is risky.