Author Topic: irrelevant: Gopher Prairie: extreme tenure, 2500 years  (Read 33726 times)

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Offline irrelevant

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Re: irrelevant: Gopher Prairie: now trying for extreme tenure, 1000 years
« Reply #180 on: September 15, 2015, 05:47:51 AM »
Interesting. One question: Do you cut with 4 cutters or less? As far as I have noticed the gatherers produce less if you cut heavily but not if you cut more careful with less foresters.

But sure, its like all other Banished production: the logistic is the most important part.

Im looking forward for your next report.
@Nilla that was with four foresters the whole time. I may repeat the experiment with two foresters at some point, but keeping the rest of GP running at the same time is such tedious work! It was way past time for me to start a new town (Beanblossom).

@xyris you're welcome! :)
« Last Edit: September 15, 2015, 05:56:16 AM by irrelevant »

Offline irrelevant

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Re: irrelevant: Gopher Prairie: now trying for extreme tenure, 1000 years
« Reply #181 on: June 17, 2017, 06:41:24 PM »
Here is the last save I have from this town.

Online brads3

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Re: irrelevant: Gopher Prairie: now trying for extreme tenure, 1000 years
« Reply #182 on: June 17, 2017, 07:00:49 PM »
that was an amazing town that went a long time.i hope to see more of what you come up with.glad to see you are still playing.

Offline irrelevant

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Re: irrelevant: Gopher Prairie: now trying for extreme tenure, 1000 years
« Reply #183 on: June 20, 2017, 11:08:40 AM »
that was an amazing town that went a long time.i hope to see more of what you come up with.glad to see you are still playing.
Thank you!

Offline irrelevant

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Re: irrelevant: Gopher Prairie: now trying for extreme tenure, 1000 years
« Reply #184 on: August 30, 2017, 04:56:18 PM »
Twelve hours unattended, just because.

Online RedKetchup

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Re: irrelevant: Gopher Prairie: now trying for extreme tenure, 1000 years
« Reply #185 on: August 30, 2017, 05:01:33 PM »
Twelve hours unattended, just because.

just because it has now .... over 1000 years ? lol

when you will have space crafts ? lol
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Offline irrelevant

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Re: irrelevant: Gopher Prairie: now trying for extreme tenure, 1000 years
« Reply #186 on: August 30, 2017, 05:17:19 PM »
Just because it's all set up and fine-tuned, and all I have to do is start it up before I go to work  ;D

My 6000 pop record got left in the dust, maybe if I get GP to 2000 years, I'll have something no one else will be able to beat....or even want to try!

Don't worry, when I'm sitting in front of my computer, I'm working on NMT crops.

Online RedKetchup

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Re: irrelevant: Gopher Prairie: now trying for extreme tenure, 1000 years
« Reply #187 on: August 30, 2017, 06:15:11 PM »
Don't worry, when I'm sitting in front of my computer, I'm working on NMT crops.

sweet :) i count on you to produce something like this http://worldofbanished.com/index.php?action=downloads;sa=view;down=2 for the new crops :)
btw, it reminds me to add those numbers for the vanilla ones :)
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Offline irrelevant

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Re: irrelevant: Gopher Prairie: extreme tenure, 1000 (or maybe 2000) years
« Reply #188 on: August 30, 2017, 06:22:07 PM »
@RedKetchup Yes, I am planning to do exactly this. It will take me a few days though. I still don't even have all the seeds purchased, and I want to grow all the crops for a few years to get a feel for them.

Looks like I still have five left to buy.

Offline irrelevant

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Re: irrelevant: Gopher Prairie: extreme tenure, 1000 (or maybe 2000) years
« Reply #189 on: August 31, 2017, 05:12:52 PM »
Year 1174.  Twenty hours unattended. The only tweaking needed after that time is to refill the vacant professions from the bottom of the sine wave, and split pastures to refill the ones that died from not having a herdsman.

Tomorrow evening I'll post a professions panel showing the vacant professions from the next bottom. Note here I've added four redundant herdsmen as a hedge against this, herdsmen is the one profession where unfilled jobs really hurts; when herdsmen say bye-bye, sheep die.  ;)

99% clothed? I've got 5000 coats in stock, if you're running around naked, that's on you.  :o
« Last Edit: August 31, 2017, 05:41:36 PM by irrelevant »

Online RedKetchup

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Re: irrelevant: Gopher Prairie: extreme tenure, 1000 (or maybe 2000) years
« Reply #190 on: August 31, 2017, 06:01:50 PM »
how comes with 900 laborers.... shepperds deaths havent be replaced ? lol
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Offline irrelevant

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Re: irrelevant: Gopher Prairie: extreme tenure, 1000 (or maybe 2000) years
« Reply #191 on: August 31, 2017, 06:11:20 PM »
how comes with 900 laborers.... shepperds deaths havent be replaced ? lol
The pop swings from ~2000 adults at the high to ~750-850 at the low, and I have 907 professionals. The laborers all disappear first, but after that it's random what professionals die. When the sine wave starts back up, in an unattended town, all the new workers are just laborers. 
« Last Edit: August 31, 2017, 07:06:00 PM by irrelevant »

Online brads3

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Re: irrelevant: Gopher Prairie: extreme tenure, 1000 (or maybe 2000) years
« Reply #192 on: August 31, 2017, 09:21:56 PM »
i take it you experimented and that was the best balance you found?i know many players have tried to find a stable population that self-maintains.

Offline irrelevant

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Re: irrelevant: Gopher Prairie: extreme tenure, 1000 (or maybe 2000) years
« Reply #193 on: September 01, 2017, 04:19:50 AM »
@RedKetchup Here's what happens, you can see all the laborers are gone, and we're not quite at the bottom yet.

@brads3 No, not really. In fact I would say that this town is far from ideal. But it was the one I used to get the tenure achievement, and then it just kept going.

Online RedKetchup

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Re: irrelevant: Gopher Prairie: extreme tenure, 1000 (or maybe 2000) years
« Reply #194 on: September 01, 2017, 07:15:54 AM »
ouch. thats really a bad curve that repeate all the time . nothing can be done to smooth the curve ?
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