World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on May 08, 2018, 10:55:23 AM

Title: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 08, 2018, 10:55:23 AM

i think i solved the excess nomad problem. the residence fix mod has been disabled.evidently it was conflicting with the older CC version.i did enable the more wood and stone mods.those will make the game progress faster.

Flens,297178555,plains,very large,fair,disasters off,medium  no starting crops

           since there is no seeds,these bannies have to set up a forest village.they decide on a village space and then begin work on a maple forest.the maple forest has an RK hunting cabin and some pine storage sheds.a KIDD's forester,hunter,and gatherer with storage is added to the east..the laborers continue clearing land for the village center.log cabins are used for the village.a tiny workshop will make the coats and stone tools.the tiny townhall and nomad well is added during the winter.
         in spring the maple forester begins planting.the 3rd forest,a pine is built.this will suppy better tools and turpentine to trade.the south forest will take time to get new trees planted and growing.

         i did find that KIDD's forest workshops work as nordic blacksmiths.they wouldn't work to make rough tools.

pic 1: map settings
pic 2: maple forest
pic 3: KIDD forest
pic 4: vilage townhall
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: Nilla on May 08, 2018, 12:12:03 PM
Good luck!
Do you still have some mixture of North and CC stuff?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 08, 2018, 01:06:20 PM
as to what? it is a combination RK,NORTH,and CC with additions. the CC is the 1.06 old the forge awakens frontier mod.it does help the RK mod.the way the CC moves the vanilla buildings on the toolbar fixes the lockout override the NORTH was causing.the NORTH blacksmith and townhall woud stop the RK'sas well as other buildings. i have more options to make glass and brick. i doubt all will work.i did move the CC sets between the RK and NORTH. i have RK buidings not vanilla but set under the toolbar per the CC.
       some stuff acts or plays as NORTH,some as RK some as CC.will take a while to get used to. the pastures all show as having no fences when layed out, but the CC transparent pastures build fences.some of the nat div plants arent collected under any gathering tool except the cear al.some buildings dont seem to use NECORAs gathering and collect nat div or the pine items.

        since i have iron ore, the nordic bloomery doesn't work.i dont have a lot of double tags.the eggs and flax per the pine mod but no new ones.there is 3 blanks tag items, in debug testing with the north off. whie mulberry,fodder, and 1 more.i have most crops except no corn.the my precious gold and silver ores work even from RED's random mine.
       i tried the older CC version to see if could get the fort parts to work better without causing fatal conflicts. did pick up some decorations but not as many as i had hoped.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 09, 2018, 07:27:39 AM
YEAR 3-5

       2 nomads arrive in may.guess it doesnt matter when the well is built.it is consistant at bringing them may-june.they head to the south forest to become the herbalist and trapper.for the herbalist i tried KIDD's nat div forest outpost.that seems to be paying off better.it collected almost 40 herbs in just a few months.
       the pine and maple trees start to produce by the fall of year 3.by then the bannies added a lumbermill and fur tailor to the townsquare.

       the following year,3 nomads arrive.a school and the pine kiln is added to the village.knowing we should continue to expand,a hardwood forest is planned to the north.a FO gatherer is added.we hold off on the forester to conserve iron.this will expand the village toward the river and trading.
        a market was built to increase our storage. a worker stocked it with a good mixture of goods.however,he didn't stock lumber.a pine material shed will be needed. we only need to store excess and then it can be pulled by a market toward the river and trading.our wood cutter has cut lumber in the summers switching back to firewood in the fall.

        i should explain these limits some since TOM gets confused.at start i add a zero to adjust several;logs,stone,minerals<iron ore>,and herbs.i then adjust the firewood down to 50.this forces the houses to burn thatch eary on.i leave the tool and clothing limits so those workers help as laborers.
       in this case since i went to forests early,i moved the firewood back up.the market isnt storing thatch and with the forests there will be more logs anyhow.thatch is under the construction limit.RED did make a woodcutter that will bundle the thatch so it can be moved by the markets and burned.normally the laborers can cut enough logs and find firewood to keep the town supplied.as they do that they clear thatch.here it makes sence to stock pile thatch and trade it or feed RED's stables later.lumber is easily controlled by switching the cutter back and forth.neither lumber or thatch shoud hit the 2000 limit.if they did i'd be out of storage and have an alert.i also ran the textile limit up<added the zero> for the trapper and hunters.this gives a nice stockpile to use once i get enough help for a trading post.
      the pine materials use the raw materials limit.they won't fill it since they will be processed instead.once things stock to a few hundred,i add the processors and everything will flow. to control things after the turpentine is built,i use the trade posts.i'll send half of the stock to the trader.i use coats to trade for seeds and will push those.this keep enough in stock to resupply the trading. just check and adjust inventory each year or so.
        this works for construction limit by shipping excess bricks,tiles,or lumber also.even if you dont ship the goods, the trade post is a handy wharehouse.if 1 building or chain is producing faster than another,you can move those items and open the limit up for the other.say store lumber and then the chain can keep making bricks.

pic 1: trapper and FO herbaist
pic 2: school and market
pic 3: forest out puts and the limit settings.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: Nilla on May 09, 2018, 09:57:24 AM
I will write a little in my blog, too about how I use to use the limits. (it will take some time, first I have to cook and eat dinner) As you might expect, I use them a bit different. ;)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 09, 2018, 10:32:48 AM
dinner? it is only 1:30.you mean lunch
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: Nilla on May 09, 2018, 12:45:43 PM
I live in Europe, it´s 21:45, dinner´s cooked and eaten, dishes done and kitchen´s cleaned, it´s time to play a little Banished. ;)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 09, 2018, 01:58:00 PM
hmm in school they said it was tomorrow over there, you sure you ate today or tomorrows dinner?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: Nilla on May 09, 2018, 03:11:22 PM
None of them. It was yesterday´s dinner! ;)


(No joke, we´ve passed midnight)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 10, 2018, 09:31:58 AM
YEAR 5-7

      The pine material shed is handy to store the lumber,thatch,and stone.i do wish i had another storage barn for that.there are many market options now, but the barns store general goods.part of my issue i admit is caused by my mod set up.RED's covered 'barn"piles do not work.i can use the piles and cover them either with RED's flat roof or KIDD's covers.there is options for food and textiles but less options for construction or other  materials.i always seem to be searching for a different storage option.having wrote that, i did notice KIDD's forester does store thatch and stone with the logs.

           2 more nomads at the beginning of june.1 heads to the new gathering spot in the north and the other becomes our medic.this will give time to build some stock up.the fur tailor is put to work making pelt coats and the clothing limit raised.the pelt coats can keep the bannies supplied while the leather or furs are traded.over time the laborers work to move rocks away from the forests so more food can grow.
     
         in year 6,we adjust the tailors to produce leather coats and send the workers to build the RK farm trading post.it will use some of our valuable iron.the 3 nomads will have to work it and fish the river.beside it,the bannies clear space for a holding pen for new livestock.
      to keep from using iron,they built the turpentine still.there wont be enough left for the maple boiler.the maple sap is not counted in the food limit since it is unedible.the maple sap is using no limit flag.

pic 1:pine clinic and pine material storage shed
pic 2: RK farm trading post.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 11, 2018, 09:47:46 AM
YEAR 7-10

     NILLA asked if this was NORTH plus CC. well it is not that simple.it is RK,NORTH,and CC but stirred together.the deer look like reindeer but harvest as deer only.the rocks are north.the plants are NAT DIV and pine with beaver lodges,traps,an bird nests.the thatch can be used as fodder.the toolbar is CC but the base buildings are RK with NORTH additions.

       2 nomads arrive in june.they build a cabin and will work the east forest.to let the pine boughs stock up,the kiln worker switches over to the turpentine still.the turpentine will be sent to the trade post.

       concerned about overstocking the storage,we need to expand.we start stretching roads past the forests to access more land.it wil be needed for farms once the merchants bring seeds.to the west,we plan for meadows.a graduate is now 16.she will become a beekeeper.a cabin,apiary,and large barn are built.
      well shed moved.ummmm but she took the neighbors husband and 1 twin with her.no new nomads arrived all of year 8 either.by the way,his ex-wife had a baby during the winter.we wondered if there was more to the drama then we were told.the merchant brought tobacco seeds.we ordered others but he takes no orders for potatoe or corn.he does offer many different berry and lettuce types thou.

        3 nomads arrive in year 9.the bannies are grateful. they will have extra help again.these become laborers.soon after,the merchant brought red friesian cows.4 will stay in the holding pen until next year.the fisherman will tend to them.

       during the winter,a pasture is cleared and materials hauled for a nordic house and barn.

pic 1:textures of stone,deer,terrain,and plants
pic 2:apiary with the large storage
pic 3:red cows in holding pen
pic 4 pasture,storage,and nordic house construction
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 11, 2018, 10:10:53 AM
YEAR 10 REVIEW

        population has grown to 48 in 12 houses.there has been several small nomad groups of 2 or 3.education level is stable at 44%.we aren't overstocked on onions.there is a better balance of the gathered foods.to conserve stone,we produce 2 kinds of tools.along with 2 kinds of coats.
        the pine forest brings in boughs for tools,resin for turpentine,flax, and some food.stones and iron ore are holding up the maple forest.we have cleared some of the rocks.we also need iron before we can boil the sap or work on the hardwood forest.

          even with the flax,we haven't hit the textile limit.the clothing limit has been raised to keep a supply of leather coats to restock the trading post.the fur tailor makes coats as the trapper brings pelts.1 trapper won't keep the pelts stocked.the fur tailor helps as a laborer frequently.the firewood and tools were recently raised to keep the logs moving and to get some reserve supplies built up.the woodcutter has cut lumber some winters.other winters he has helped as a laborer when we were shorthanded.the food limit has been raised 10,000 by adding the 1 in front. several years were close.we had over 5000 in storage before the houses restocked in the fall and again in the spring.raising the tool and firewood limits should give enough  for the laborers to start scattering them more.that way the outer barns have some supplies. as we expand more,this will help save the workers from walking so far.thatch does get used in construction of the wooden houses and other basic buildings;some barns,gatherer,and apiary.the houses still burn about 35 of it a year.combined with the lumber,there is half the construction limit.

pic 1: yr 10 stats,with pine and maple forest production.
pic 2: production,with KIDDs forest outputs.
pic 3: inventory and storage
pic 4: food graph
pic 5: citizen graph
pic 6: trade post and limits
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 12, 2018, 08:12:48 AM
YEAR 10-12

      BEFORE the farmers house is finished,5 nomads arrive.1 couple with a child and 2 males,1 teen and 1 middle aged.the cows are being moved to the new pasture.we have already planned another cabin to the village since there are twin 16yr old females.
       i send the workers to gather food when they arent busy supplying the builder.the fisherman goes back to his pier.a pine vanilla gathering hut is planned to the west.with so much flax stored,a loom is built to make linen.
      the nomad family moved into the nordic farm house with the teen male.Tanja moved into the new cabin with the 42yr old male.i talked her ex into going back to his wife.then 2 graduates could move.the builders still need to build 1 more cabin for the other 16yr old twin.the workers clear the cropfields in hopes that the merchant will return by spring.
       Erlena didnt want to move out yet, so the 13yr old left the farm and took over the village cabin.as more students will graduate,we will need more housing next spring.the new gathering hut has produced well.with fiddleheads,cranberries,and chanterelles,the pine vanilla was a good choice. will it work well once the fodder is planted?

       by march the seed vendor had not returned.we do need to get the food production up more.mostly vegetables.we also need 2 houses.we decide to expend and improve the meadow areas.another pine gatherer and a tower hunter are set to the north,a future thatch meadow.several FO. forest barns are added for the gatherers to use. this should make them more productive.
         due to the climate ,there seems to be a delay to the pine vanilla gathering.the 2 do not find food until may.the other gathering huts are.hopefully,they will work better once the workers live closer.
       a family of 3 nomads arrive in late may.46 yr old male and 16yr old female with a 3yr old.someone said it was her sister not daughter.their parents died in a sawmill fire.they did travel a long ways since.they took over a pine cabin  near the thatch meadow.
    Erlena moved to a nordic farm house.she will help move items between the farms and trade post to the village.

      the charcoal is down to 30 and pine boughs up over 250.a worker will make charcoal fulltime.so we don't overuse the pine boughs and run out of tools,i set the industrial fuel limit to 100.he will keep the turpentine still supplied but not get ahead of it.
       a butcher was added near the apiary.this will make venison sausages.the food adjustments paid off.we produce 2000 more this year than last.

pic 1: red dairy pasture and future fields
pic 2: future thatch meadow,hunting tower and gatherer
pic 3: meadow and northern hardwood forest gatherer outputs.note the 2 pine vanilla gatherers have more items than the FO gatherer.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 13, 2018, 05:57:38 AM
YEAR 12-15

       to move more logs,i sent a cutter to the sawmill.we can use the time to push lumber ahead.we add a construction pile to store it covered by RED flat roofs.his barn storage covers don't like me.the builder will work at extending the road around the future meadow.

         as expected in may,3 nomads arrive.they will add a tiny trader.this will help bring more boats and goods.maybe they will have news on the seed merchant.the livestock merchant has been by a few times  hauling deer.the new trading post can be stocked with linen.we swap the fur tailor to fur coats to trade as well.
       finally the seed merchant returns with vegetable seeds in december.a sorting shed and another barn are added to the farm.we will send 1 fisherman to the fields next year and plant both.

       we still have storage issues.left the market vendor on full time.he has pulled half the maple sap.yet the south pine barn and material shed are  full.our start pile remains full even with the lumber and firewood cutters.KIDD's forester is full also.another pine shed is built by the trapper.RED's forest storage is added to the village.there is room to store food and coats but not materials,logs,stone,etc.

        as the north merchant brings penning,i do try to take some in case we need it for trading later. it also keeps items moving.the penny is stored back in the small trade post for now.normally i have a lot of jewel or gem merchants. since RED tried to fix it,i actually think here i get more than before the fix. i am sure they come from the CC but they don't carry anything of use with them.before they would bringa better mixture of goods.not a complaint,i just dismiss them.

       with the 5 nomads,i consider some options.i could start a row of markets beyond the meadows that would move goods out of the forests.as more nomads arrive,they could use the markets for storage and begin some mining.they could expend the farms.we could process more trade items from the pine forest.
        since we are short on laborers,i decide to keep 1 family near the village and add a herbalist to work the hardwood forest and meadow.the other couple will build near the farms and our allow the fisherman to go back to his pier.they moved 4 to the village cabin and sent the other to live with Erlena.we won't need to finish the 3rd nordic house.everyone ins doubled and we aren't expecting graduates for a couple years.
       thankfully,the forest barn is storing the maple sap and thatch.it is a more universal storage barn.this will help as the pine forest hits the material limit.it needs doubled to 2000.

        the 2 vegetable fields produced over 400 each.the storage additions helped the food production, but the steady population growth eats the reserves just as fast.the last 2 sets of nomads brought diseases that have slowed us down. luckily our medic has been able to help everyone recover.
       the woodchopper is struggling to keep up so he gets a sawmill upgrade.with 2 more firewood sheds,he should have enough storage.the sawmill will have 2 cutters.
       
        in may of year 14,8 nomads waunder into town.a field is already being cleared.a tower hunter is added to the future fodder meadow and we expand the river fishing with a nordic dock.most of these nomads will have to increase our food outputs.we send bough tools to the tiny trader and increase the leather coats to the farm trader.
      spring did come early so we are confident on our food production to break even.the 2 fields produce almost 600 each,the 3rd later field gets over 200.the vegetables need to be sorted before they count toward the food limit.

       dalina brings a mixed batch of goods;salted fish,thatch,bison,ducks,and more red cows.he only has mulberry for seeds though.we take the 1000 salted fish and 3 bison.he takes orders for fruit seeds and chickens, but won't bring iron.it will take time to restock this trading post.

       i think i made some good adjustments.the pine vanilla gatherers are doing better.KIDD's tiny gatherer or FO gatherer doesn't seem to be collecting the pine items.the outputs to the FO gatherer are low,but the tiny is doing well.there is 3000 maple sap that we can't process and eat.the storage has improved.a forest storage near the trading might help.there are 2 carts there,a general and a workplace.there are crates added to the village, but they aren't helping with pine items except flax.with 3 fields,the food will improve.i think the nordic fishing pier will do better than the 2 tiny ones.

pic 1: lumber storage
pic 2: RK herbalist
pic 3: full storage barns and pile
pic 4: RK forest storage
pic 5: fields 3 and 4 and the nordic fishing pier
pic 6: bison trade at the general trade post
pic 7: sawmill and firewood storage
pic 8: maple forest output
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 14, 2018, 05:30:51 AM
YEAR 15-16

       the bison pasture is planned east of KIDDs forest along the river.a 16x30 will give them plenty of room.the builder works to extend the road.it will take some time to get the area cleared.10 nomads arrive to help us.to help our food situation,2000 maple sap is sent to the general trade post.hopefully we can trade it for grain.
       1 couple moves to the village and expands the beekeeping.while the pasture is being fenced,more fields are cleared and  foundations for 2 houses and a barn are layed out.the 2 new fields will plant newly aquired sugar beets.even with more builders ,the housing construction is slow.

         as soon as it was spring,the bannies went to work clearing another pasture to expand the dairy.a 16x16 would allow them to split the herd.there was still 1 family homeless.hoping to improve the fishing a RH dock would give them a fishing spot.the nordic pier was only slightly better than the tiny.
       in may of year 16, nomads farmers arrive. they will work east of the maple forest.each year our food has been tight to break even and we do need to get some reserve built up.with 5 builders and 10 laborers , i do think the construction will be better this year.
     
      finally, a seed merchant brings fruit seeds.we only have enough stock in the general trading post for 1 and 5 chickens.we chose the rasberry seeds,thinking they will produce well with our cooler summers.he will not take orders for any grain seed.

         construction ran into a problem,stone has been used up.the workers need to clear more rocks from the forests.the workers have clearerd 5 more fields,3 of which are being swapped to rasberry orchards.going into spring,there is 6 homeless.with almost 10% of our population on fields,we believe our food production will improve.

pic 1 trade port storage
pic 2: RK and KIDD apiary
pic 3: bison pasture and sugarbeet fields
pic 4: RH fisherman and the 2nd dairy pasture
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: Gatherer on May 14, 2018, 03:00:35 PM
Nice picture with the apiaries. It reminds me I haven't built RK apiary in a long time. I think I'll build one in my current town.

Also could you include education percentage with these yearly reports? It still amazes me how you can support the town with all those uneducated nomads. I wouldn't dare trying to play this way. You're a braver man than me...and crazier. ;D
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 14, 2018, 03:42:19 PM
i do reports with info menu's every 10 yrs and usually an inventory every 5. would you like the educatation on each day that i write? sometimes they are more than a year.
       lots has been testing different things to see what will work. i have RK,CC,and NORTH rolled into 1 game. it has the nat div and pine mods and several KIDD mods added. TOM changed the education needs for the NORTH,however i am finding that is not helping my game. education becomes a problem the more you get very low. as long as you make clothing ,firewood,and tools ahead, you don't see much issues except for food production. some food areas are more affected than others and some seeds are also. this map is set to fair and the climate difference has made the education affects more noticeable.
     i did the 20 yr review today. there is some explanations as to what led to food shortages.all in all i recovered and only lost 2 bannies.the nomads coming every year aren't educated. in trying to hold the population growth down with smaller houses the eduation did fall more too.the town didn't graduate enough students to overcome the drop from nomads.i don't normally like the education so low. it was a good test to see if the NORTH was helping it thou.
 
         there is a school,now 2 out there.there is 2 different apiaries as well. 1 is the RK ,other is KIDDS farm addon mod.the bees will have flowers to pollinate someday.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 15, 2018, 07:35:31 AM
YEAR 17-18

      only 6 nomads stop to visit.we need to get our food up and add more houses.our construction is still behind while we catch up stone.the rasberry fields will need a year to get growing.
       i realized we had a situation at the tiny trader.by storing maple sap,he was out of space.the seed traders don't take the sap.we will need to move the sap out and stock lumber to trade.then add a food trader to swap the sap for grain.
       the food situation has 2 problems. the summers are getting to 60 degrees but not much warmer. then snow comes in september.with all the nomads,our education level is down. the north system isn't helping as well as i had hoped.we lose 40-60% of the crops.we double the hunters at the south hunting cabin.

        to help our gatherers,we need to get more stone out of the forests. this means we need to open storage space.we increase the turpentine and leather coats and send iron ore to the farm trader and send logs to the tiny food trader.this should open some space.during the winter we will construct the thatch and fodder huts to use more materials.hopefully by spring, we have space to start hauling rocks.
      finally,a food merchant stops in the spring. even though he won't take the maple sap, he takes 285 logs and gives us almost all the food he has. we will need to find a better way to store the sap.we also trade lumber at the tiny general trader for tomato seeds.
      since the farm trader has the most room,we will us it to store extra maple sap as well as iron ore.the merchants bring deer and horses but seldom any seeds.we leave it stocked with leather coats but transfer the turpentine to the general trader.to buy seeds,the general trader will be stocked with fur coats.the tiny food trader can ship logs and any extra supplies.this way we keep the sap out of our barns and continue to move goods.

        to help our education, a school will be built closer to the farms.a granny walnut park will be built with it.the workers are already moving iron ore and stone from the KIDD forest.
       the rasberries do gow faster in the cooler climate.we harvest 1 of the 3 orchards at 75% in june.we also have had better weather,an early spring and a later winter.sugarbeets are over 500 each,vegetables average 500 each,rasberries fields are averaging at 500 each.a field of veggys in the north and a sugarbeet field are swapped to tomatoes for next year.we show a +2000 in food before taking another 1350 in trade.there is still 1800 veggys to sort even.
    we only lost 2 bannies to starvation.finally we have over 4800 food in reserve mid way through winter.we can  build the chicken pasture and more houses. we are back to 5 laborers and 1 builder.

pic 1: rasberry orchard
pic 2: tiny food trader,general trader,and RK farm trader
pic 3: rowhouse fishing pier,
pic 4:tiny school
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: RedKetchup on May 15, 2018, 08:56:36 AM
is " RK farm trader " still working ok ?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 15, 2018, 12:39:48 PM
seems to be working yes. the livestock merchant comes more often than the seed trader. he brings deer and horses more so than other livestock. but is any of that due to your trade post or my setup? you made adjustments cause of the gem and jewelry boats. with the my precious and CC mods,it seems like i get more of them. like my game worked backwards from your intentions. what is not suppose to be working with the farm trader?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: RedKetchup on May 15, 2018, 06:08:38 PM
Quote from: brads3 on May 15, 2018, 12:39:48 PM
seems to be working yes. the livestock merchant comes more often than the seed trader. he brings deer and horses more so than other livestock. but is any of that due to your trade post or my setup? you made adjustments cause of the gem and jewelry boats. with the my precious and CC mods,it seems like i get more of them. like my game worked backwards from your intentions. what is not suppose to be working with the farm trader?

there is no %% for telling the mod i want this one more often than the other.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 15, 2018, 06:41:32 PM
yep i just have bad luck.LOL i did get some seeds. the extra TP's have helped too.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 16, 2018, 02:27:16 AM
YEAR 19

       we continue adding houses and some storage.work begins on a market set west of the meadows.soon we will be able to open up more storage space.we only have 1 builder and 5 laborers so work is slow.
       the 8 nomads that arrive in june will be of help. they can begin to plant the meadows,as soon there will be storage for stones.we will expand by 2 fields south of the pine forests.to help,we trade 150 logs for 1350 food.
       once the fields are harvested,i increase the builders to 4 and send the laborers clearing rocks from the maple and pine forests.we trade for oat seed and smoked meat from the tiny general post for turpentine and some fur coats.2 fields will be planted with grain next spring.we will have a new orchard of grapes to plant also.

pic 1: thatch hut
pic 2 fodder hut
pic 3 market row with
pic 4: farm tiny school and granny walnut park
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 17, 2018, 04:05:22 AM
YEAR 20 REVIEW

        population 141,75 working adults in 34 houses with 32% educated.improved food reserves over 8000.we have a huge surplus of maple sap that needs boiled into syrup.we are also ahead on lumber.the bannies have worked hard to keep the pine boughs,resin, and flax from overstocking.there is a stockpile of textiles as well.we have plenty of pelt coats and trade fur and leather coats.

      finally, we have recovered from the food shortages.there were many years of breaking even.this was partly caused by slow construction due to the distance past the forests and storage issues.the education level dropped with each nomad group.we also had bad weather late springs followed with early frost and snow.the summers are cooler causing slower growth as well.the bannies have had difficulties in removing rocks from forests areas as well.
       some of this was due to the map start having no seeds.without crops,we had to rely on forests to produce food.it made sence to fit them around the village, since it left space toward the river for trading and farms.there is lots of testing to see how these mods work with this mod order. the gatherers don't all work the same way.some don't collect pine or nat div food items.hence there is less production.i have adjusted and using different gatherers.that is ongoing.the pine vanilla gatherers did get a better variety. the Forest outpost nat div modded gatherer isn't doing as well as expected.he is in a more open area,since the hardwood forest needs iron to build.overall they aren't collecting as much onions as i have seen in games before.i do think they are missing less food items now.
       lately,i have tried to change which nomad catcher i am using.the mini townhall is a 1.06 mod.the upgraded townhalls are easier to read the production numbers. i did find the conflict that caused huge nomad groups.the nomad well brings nomads in may-june regardless of when you build it.i did try to time it so they would come just before spring.then they could clear and plant fields. then they would have less impact on the food reserves.by cmoing after planting season,you take a loss in food for the 1st year.by taking every group, it compounds the issue.the well is very consistent bringing nomads every year and always may-june.i have only seen skip a couple years in several tests,like 1 out of every 15-20 years.it is not bringing huge groups no longer.not every group is larger than the prior 1 either.it can bring alomst 15 and the next year be back under 10. i think the best way of using it is to take the  nomads for 10 years, then every other group after 10 years.
if i delay it at the beginning, it will slow the town down too far.but after a few groups,you need time to catch  up the construction and food.i may actually need to take 1 out of 3 groups. this would give time to build houses for graduates and maintain the education level better.

       this crazy mod order takes time to understand and get used to.at times i feel as though the North has more affect than other times.odd as it may be,i sometimes think that in the same game.i can play today,save it,and load tomorrow and it seems as thou the weather or something is different.i know it isn't suppose to do that.there is ways to force the North to have more affects with the same mod order. if i set the north higher and reload the game and move it lower,it does change things.there is good and bad to this.each time you play it is like a different game.there is some inconsistancy to it.what i expect and what might happen changes with the wind so to speak.i do miss my notes from the comp crash.
        the education system of the North mod doesn't seem to work.with a fair climate, the education level does have a more extreme affect.at 30% or less it causes more losses.RED has lazy farmers. they move slower and harvest slower. they also stop and leave food unharvested. guess they dont like to work after a drop in temperature.they will stop and watch crops rot away.

        none of that is complaints or requests. they are observations.this mod order is"play at your own risk".
much of it is figuring out what will and won't work and also what will work better. storage is a beast.there is gains.KIDD's storage forester will store stone and thatch.RED's forest storage does store a mixture of goods.
      2 issues i have here is the pine items are picky about where to store them. they store in the pine material shed only.so that gets filled.the maple sap which is in-edible is storing in the market among other places.however,when i tried to uswap it at the trade posts,the vendors didn't want to put it in the carts or barns close by.this is 1 of those "change with the wind or each gameplay" deals.at 1 time they did use a shed nearby, but then next time they refused to.it took half a year to reset the trading posts with them carrying back and forth from the village. i find it unusual for the market to store in-edible food. this is partly why i pushed the population up and scattered workers. the more laborers are scattered the more they will scatter items.this can work to your advantage in moving toolsfirewood,food types, and coats.in this case i wanted to see what would and wouldn't store where.

        so yes there was some reasons for my madness.hopefully now i have the food shortage corrected and the storage problems solved for now.it will take time for 2 vendors to stock RED's markets.if the lumber and pine items will move,there should be more space.

         i will take a minute with the limits.we haven't hit the log limit,even with 3 forests.we grow enough to use logs and firewood steadily.with the flax,textiles did have to be raised.by now they are being processed more.the leather depends on the farm trader who doesn't bring seeds often.the livestock merchant brings deer and horses each year.the clothing limit has been raised a few times to keep the fur tailor working.construction was doubled to allow the lumber cutter to move logs. the pine forest did hit the material limit as the turpentine filled the pile and slowed down.the tool count was raised to use more pine boughs.the in-edible maple sap follows no limit.

pic 1: yr 20 stats
pic 2 production
pic 3:inventory
pic 4:25yr food graph
pic 5: 10yr education graph
pic 6:population graph and forest gatherer outputs
pic 7:forest storage
pic 8: village storage
pic 9: yr 20 limits and 25yr citizen graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: Nilla on May 17, 2018, 04:51:57 AM
Lucky you recovered from that shortage. Why don't you put more than 1 gatherer in the huts? Even if you might not collect 2X as much food with two gatherers, it will be 1,8 times or something like that. And you'll get it "for free", don't have to build anything or use any extra space.

I would put (at least a part of) all that maple sap into the trading port. At least as long as you're not sure about the food supply situation. It's been some time since I played Necora´s mods but as I remember, it was extremely unprofitable to produce syrup, better to sell the stuff as it is and let the neighbor village boil the syrup. If you have a well working village with surplus, you can cook it, just for fun.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2: Flens
Post by: brads3 on May 17, 2018, 06:06:05 AM
some of the gstherers don't use 2 workers and some the radius is too small for it. i did send lots of the sap to the trading posts.had to re-adjust what was in each a couple times to not overfill them.the merchants didn't want to take any.
      i ams till trying to get used to the storage. some items are very picky about where they will go. that overfills some barns. never saw RED's markets move the pine bough or resin. didn't have a merchant bring iron either.
   
      this mod order won't work as well as i hope.TOM and RED have locks that work against each other.i do miss my notes. i spent time clearing registry and redoing the mod order.didn't gain much. can't use NORTH above RK,i get 1 terrain that isn't dark.the CC verdant plains is the only 1 that will work but it isn't as good a grass texture as RED's or TOM's.  there is give and take to what will work. i try to have the CC influence the game less and the North more.
   
       this town did survive and overcome the food obstacles.once education drops below 30% it gets tuff to maintain food reserves. TOM's education system didn't work in this map.i moved the mini mod to find the nomad problem. that caused more food losses also.by redoing the registry and attempting the North above,it might impact the next.it is strange but there are days that i think the North affects climate more than other days in the same map.changes the growing season by 2 months at times.