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BRAD'S SETTLING of AMERICA SERIES: LANDING FORT

Started by brads3, May 19, 2017, 04:31:14 PM

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brads3

lol,RED. we call them settlers back in these old days.lol

brads3

  YEAR 20:
     during the winter a trader brought broccoli seed. we will plant these in the 2 farthest east feilds. the trader also brought an outbreak of mumps.

   population 159,79 adult,23 students,57 children.34 houses+barracks is full.
education 27%. very low on everything.biggest problems are food and logs.
   
    through our struggles we have gained some ground. our bison pasture is full. we have aquired pigs,dairy cows,and broccoli seed.we have over 1000 maple sap in stock.we are slowly processing iron.we have over 30 workers on food production. if we survive til fall, we should have enough food for winter.
     by summer,the TP was completed and we stocked it with everything we could find extra.flax,pearls,and reeds.a sap boiler was started and a turpentine still.
   as i walked around checking workers,i found we had several educated workers now on fields. hopefully this will help.a mini food market was built so the bannies could pick it up closer to the fields.
    all spring and summer,the laborers scavenged all the roots and onions they could. they collected from every bit of ground we had west of the forests.as harvest season started, it appeared our efforts had paid off.by fall we were confident enough to build 2 more houses. 1 to the east dock and the end production RH.
our new TP paid off also,a feeod merchant stop and traded us 850 potatoes for extra reeds and our flax.
  though the broccoloi grew quicker than the pumpkins,the yields were almost the same. none of our fields produced much better even with educated workers.the bannies were hoarding food in their houses and our barns stood empty.at least noone had starved this year.
      since our turpentine still did not like our firewood it was switched to charcoal and our sap boiler to firewood. the lumberyard was back to work to keep it supplied.   
     
      our barracks is full of settlers. they are anxious to head inland and discover what lies beyond our cover. do to our dwindling food supplies, we can not support more settlers. we have established a base from which more settlers can come to rest before venturing out to explore. they will leave healthy,clothed,and excited. i happily agree to escort them on the journey.

        though this town had its struggles, it never turned away any nomad settlers.end populatioon 169.it will be serve its purpose to launch more settlements.

pic 1: west edge of map.stats.
pic 2: over looking the farms.production.
pic 3: mini market
pic 4: center of fort.end inventory.
pic 5: far east docks. end production.

								

brads3

 i do want to add some notes on here. the food production issue has not been solved. i don't think BT changed the soil,at least not on purpose. it will take more testing and evidence to figure out. educated workers did not produce any better. 3 different crops + cherry tried,yet the same results.farms are lucky to get over 500.the limited space affected  1 hunter. that doesn't ecxplain all  of them.it is almost like all production of all mods was decreased by 50%.not just food buildings either. GATHERER mentioned it might be the layout of the storage. there are several barns in the farm area.distance is no greater than i have played before.even in the beginning with educated workers the fields did no better.as i checked markets as bannies began to starve,i noticed they were having trouble moving food. i had 600+food at times but had to locate it. i set up the mini food market to compensate for the other markets and hand food out faster. he ran to gather maple sap which is in-edible. the bannies would carry food from the west past storage barns to the center of the map.even though i was collecting food in all areas,it was not being utilized.KID"S flour that i had found to be in-edible on previous games,the bannies ate it up.
    could i have a mod out of order? i might think that if it was only 1 crop. or issues with 1 mod set.i will say the mini Th normally send a couple nomads ain the beginning of games. this time it sent every group over 14.the last one being over 20.that makes me wonder if the game registry has a bug in it.
it remains a mystery for now.

Whoyou13

Quote from: RedKetchup on May 25, 2017, 05:22:59 PM
Quote from: Whoyou13 on May 25, 2017, 04:27:20 PM
This series will make America great again, hahahahaha


i guess you won't accept nomads ? ^^

Maybe nomads will be the key long term goal for America?

brads3


brads3

i hope if modders read through here they take some notes. there are some mod ideas mixed in. these indians might bring ideas with them to0.

brads3

                                                     LANDING FORT REVIEW


          this map seemed to give larger nomad groups.by year 10,there were 3 sets of 14 each.happening so early,we would need logs and food built quickly at the same time.these larger groups brought the education % down below 30% at times.this impacted the food more than i expected.limited map terrain ment the radius circles were half in the mountains. this affected the hunters and foresters.logs and food was always in short supply on this water map.

        fort walls started being built in year 8. by then there had been 2 sets of nomads.a maple and pine forests were being worked.9 crops were planted including 2 orchards.in year 14, a trading post was ready to ship furniture,candles,and coats.
mining started in year 17.production area is started, including processing iron and furnace fuel by yr 19.added a 2nd general trading post in year 20.it would send a veariety of excess goods and import food.
         the fort walls,needing cannons for the end corners,never did get finished before the fort started to send settlers inland.this map did push to use tower hunters to hunt the edge mountains and the CC dock mod to use the ocean waters for food and logs.

          the map worked for 20 years ending with a population of 169 and a low education rate of 27%.there was 34 houses and a full barracks.other than needing more supplies to build more of the fort,LANDING FORT was ready for settlers to pass through it.there was a variety of livestock acquired . they can breed and the offspring can be sent to establish new settlements.this was a mild climate map but had a serious food production problem.this did improve on the next mmap so we blame it on the salt water and ocean air.the high nomad count was most likely due to the waterworld map.those maps are tricky.sometimes they give no nomads or as in this case the groups are larger.

         the nat div mod takes some adjusting to. you start with fewer trees so have to use them wisely before getting foresters started. the thatch is another limit flag so it can slow the forester from planting if he can't remove and store it.it was interesting to see how much that mod affected this map. this mod combined with some others does bring a nice realism to the map.


      storage system problem #1. the dock wood finder storing food,beeswax,etc.#2 the industrial plaza does not store pine items.