World of Banished

Sightseeing => Village Blogs => Topic started by: Nilla on August 22, 2014, 01:18:20 PM

Title: Nillas isolated town Loomfield
Post by: Nilla on August 22, 2014, 01:18:20 PM
I have followed Red Ketchup's latest blog here on this page and I find it very nice and interesting. We play this game in such different ways. So I thought it might also be interesting for other people to see how I developed a settlement. (If not, at least I practice English writing, I am Swedish and I learned English in school a loooong time ago)

My latest towns were very much based on trade, so this time, I will do one with NO TRADESMAN. I do not have a super-computer (or maybe I am not patient enough to go on playing, as it is getting very slow and boring). That is the reason I choose a medium map. For sure, I can reach a bigger population on a big map, before it is getting too slow, than I think is possible on a medium map,  but I really want to play to the limit.
 
Do I have a goal, a prognosis on what I can achieve?  1000? For sure, I donīt think that would be a problem. 1500? Yes maybe. 2000? I donīt think so. I will go for it, but I donīt think it is possible. We will see.

First problem; Finding a good map-seed. And in this case it is really hard. I will have no tradesman, but  I need sheep, one vegetable and one grain. I have now tried a lot of maps and only found 2 with these resources from the start.  No one of them is really good. But as I said; I am not a very patient person, so I have chosen one of them.

Seed 861625685
Medium
Valleys
Fair
On
Easy

Do I have any plans?  This planning; that is what I admire by Red Ketchup. I couldnīt do that, and I do not want to do that either. Of cause I have plans, but I do not lay them out. I let them grow as the game develops. I will have a lot of farming. That will be the main food resource, that poor people will have to mainly feed on corn and squash.  And also a lot of fish, unfortunately there are 3 lakes. I donīt really like orchards (haven't looked yet what I can plant) but I sure will have to have some fruit as well, if I like it or not. I will need wood for heating and building, so of cause I will use the forest for gatherers and hunters. As I said I have sheep. I will try to balance the hunters and the herdsmen so I can produce enough warm coats for the people, but not too much. As well as I cannot buy anything, I cannot sell anything neither, and I do not like my barns full of wool or leather .

I have some plans for later as well, but that can wait.

Let the game begin.
Title: Re: Nillas isolated town Loomfield
Post by: RedKetchup on August 22, 2014, 01:45:29 PM
I cant wait to see your blog and your city development :). Also, dont worry, your English is perfect :) (I am French). For sure i will follow your blog with care :)

Good luck Nilla. Be your town prosperous and have alot of children :)
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 23, 2014, 06:37:50 AM
I started the game yesterday but I was too lazy to write.

The picture shows how I usually start a town. And I can proudly say; in this town no child grows up uneducated.
(http://)

The fields north, are not meant to be used for a couple of years, but I always try to think a bit ahead. In fact; to be ahead of the development=playing Banished successful. If you start to construct the fields when you need them, you are too late.

I made one small mistake at the start. Look at the red circle. That poor sheep! I built the pasture too small :-( It stayed there near the house of the herdsman, summer, winter, rain and snow . Maybe it was the pet-sheep of his children, but I never saw anyone playing with it, or perhaps it is the mean father-sheep, necessary to be kept apart from the mother-sheep and their lambs, who knows. The good novel-writer of you could probably make a nice story about this. Anyhow; after a couple of years as the essential buildings were finished, I felt pity for it and built a larger pasture across the river. All sheep swam gladly to their large new residence (why use a bridge?) But I am not sure it felt at home among the others, look at the last sheep picture.


Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 23, 2014, 06:42:07 AM
The new pasture is ready
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 23, 2014, 06:46:16 AM
At the beginning I want to expand fast=have a lot of babies. Before the town hall is built, I look a lot into the houses in order to have a new house ready when a young girl leaves school.  Here you can see odd things.

Brother and sister moving in together, yes. Teacher and student, of cause. Both at the same time (Brother the teacher and sister the student), for sure. Happened in this settlement.  But I would like to know: "What is wrong about Ennie?".

Ennie and Berryl grew up next doors. As Ennie left school I built a house for him to move in with Berryl . Beryl moved in there, oh yes, but not with Ennie. She choose the 13 year old student Aman.  Maybe Ennie will wait for one of his sisters to grow up (or maybe they arenīt his sisters, look at the age of the mother. They do have children early but at the age of 7!?). So I built a couple of new houses right away. The first one the sister Thalie took, with her mate the student Napoleonel and then,  finally at the age of 23, Ennie moved out! But do you think he moved in with one of the adult young females? No, the only one who wanted this strange guy, was the student Alley. No babies there for a while.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 23, 2014, 06:48:42 AM
Anyhow the years went on, the settlement celebrated its 10 years. I build farms in the north and northwest (again some prepared for later).

South of the starting position, next to the new pasture, I built a small settlement beside the quarry. I think I ought to call it Cougar Town!
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 23, 2014, 06:50:54 AM
At this point there are a couple of decisions to make, important for the whole game and the endplay: Do I build graveyards or/and churches? Stone houses or wood houses or maybe a combination? Here I cannot buy any stones and quarries are a not very nice, so you got to use the stones with care. As I said I want to test the limits So I consider the life of the last 500 Bannies more than the life of the first 500, if you understand what I mean? That is the reason I decided; no graveyards, no churches only stone houses.

Churches and graveyards make the people happier and more productive, but they need a lot of space. In the endgame I will have a lot of people so I could put more people than necessary on every production plant but the space will be rare.

Now I have a lot of Wood. I definitely do not need any stone houses now, but later I will need the woods for farmland and houses, so I plan to heat with coal, and that will be much easier in stone houses.

Now I want to play again, I reached 20 years yesterday. Letī s see what the next 20 will bring.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 23, 2014, 07:01:07 AM
By the way I forgot to tell what happened to Ennie and Alley. I kept an eye on them all time. They lived together, got a bunch of kids. Once as there was a couple of houses more then families, she kicked him out, but I forced them together again ;D

As Ennie died at the age of about 80, believe me or not, Ally got a considerably younger man and ---- moved to Cougar Town.
Title: Re: Nillas isolated town Loomfield
Post by: solarscreen on August 23, 2014, 07:19:30 AM
Nice! Thanks for posting!
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 23, 2014, 11:55:09 AM
30 years has gone, everything goes as planned, some minor issues with the food supply.

The first drop - fire on the market. About 1/4 of the supply gone.  :(

The second drop - not enough attention on the food production and several bad harvest due to bad weather in a row. But now I have everything under control.
Title: Re: Nillas isolated town Loomfield
Post by: RedKetchup on August 23, 2014, 01:53:48 PM
wow already year 30 ? thats going fast ! what speed you mainly play ?. i cant see the first picture of your post (the 3rd post of the topic)  it says : '' h t t p : /// ''

but..
good work, keep it up *thumbs up*
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 23, 2014, 04:54:36 PM
Quote
wow already year 30 ? thats going fast ! what speed you mainly play ?. i cant see the first picture of your post (the 3rd post of the topic)  it says : '' h t t p : /// ''

I have much time to play. I am an old sick lady and cannot do so many other things anymore.

Generally i switch between 5X and 2X. And remember, I never halt the game to plan in advance  ;)  It is almost better for me to play 5X. I have noticed that I build too much if  I play slow. But if you like to notice funny things, it is hard if you play fast.

I will give the picture another name, and save it again. I have called it something with får (=sheep in Swedish) and the letter å might cause some problems.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 24, 2014, 04:54:31 AM
This picture illustrates a couple of things;

1. Look at the education; 99%. It is good BUT I had 100% right from the start and all the way until now.
A new school built too late :( . That is a real good example of what I mentioned in may short reply yesterday: When I play slow, I always give too many building assignments away. I even think I had 2 schools in commission, but none of them was built in time, because there were many other things to build as well, probably also a lack of stone. You can definitely see that I have played 2X-speed for a while; no stones, 56 projects for 20 builder, hm...... Thatīs me playing 2X.

2. Farming.
In this game there is a lot of farming. Since I first played Banished, I have thought a lot about, how to get as much as possible from the farms. What size is the best? How many farmers on each field. What form of the field? Which direction? How can you use the fact, that they always start to work in the southwest corner and that they donīt walk through a planted field, but through an empty field. I have made a lot of experiments. Conclusions? Not really :( . Other things are more important (weather, housing, barns...) so I build my fields as I please. They walk through orchards, so I use them to make the access to some fields easier. I also always "micromanage" the field, changing the number of workers. I often build fields for 2-3 workers . At the start, when I have few people, I want to get as much as possible from each farmer, 1 farmer works on these fields. Now the population is more balanced, I have increased the number, so there are mostly 2 workers on these fields. Later in the game, I must get as much as possible from the land, and I will have more workers then I need (at least I  hope so) I will increase it to 3. In a good year, 1 farmer will get maximum harvest, but there is a difference if the weather is not perfect.

3. These pots left on the fields. I donīt know why they leave them there. I have enough of free workers, there are barns, not full to the top, and the markets are not so far away. If I use the priority-tool, they are gone fast, but if I forget...... nothing that year :-(
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 24, 2014, 05:28:07 AM
Of cause I didnīt only build 3 years yesterday ;). In fact I have reached year 41, about 900 inhabitants, no big problems, almost a bit boring at present. Luckily, I play disasters on, so sometimes there is a small fire, but the well was this time almost next door. Just that one house burned. Not much excitement.

I must confess, I have a little problem with the food supply. They are not starving (at least not yet) but I like to increase the stored food, but that is more difficult than I thought, without a tradesman.

And sometimes the frost comes early. As I stopped playing last night, it was that way. I will survive this year, but two or three such bad harvest in a row........hm........  YES--- excitement.
 ;D

What about my prognosis from the start (1500-2000 Bannies)? Yes it hasnīt changed. I have built about 2/3 of the map, so 1500 will probably work. And to get there (and I hope a bit further) will for sure not be boring!
Title: Re: Nillas isolated town Loomfield
Post by: irrelevant on August 24, 2014, 05:37:41 AM
2. Farming.
In this game there is a lot of farming. Since I first played Banished, I have thought a lot about, how to get as much as possible from the farms. What size is the best? How many farmers on each field. What form of the field? Which direction? How can you use the fact, that they always start to work in the southwest corner and that they donīt walk through a planted field, but through an empty field. I have made a lot of experiments. Conclusions? Not really :( . Other things are more important (weather, housing, barns...) so I build my fields as I please. They walk through orchards, so I use them to make the access to some fields easier. I also always "micromanage" the field, changing the number of workers. I often build fields for 2-3 workers . At the start, when I have few people, I want to get as much as possible from each farmer, 1 farmer works on these fields. Now the population is more balanced, I have increased the number, so there are mostly 2 workers on these fields. Later in the game, I must get as much as possible from the land, and I will have more workers then I need (at least I  hope so) I will increase it to 3. In a good year, 1 farmer will get maximum harvest, but there is a difference if the weather is not perfect.

I also have put much thought into farming, and also like you I have not reached many conclusions, other than to try for as near 120 tiles as possible in every case.

Like you I use one farmer per farm early on, and at some point I will go up to two. Using a single farmer does require some micromanagement during harvest, mostly shutting down bean fields when they are done and reassigning the farmer to help harvest a corn field.

3. These pots left on the fields. I donīt know why they leave them there. I have enough of free workers, there are barns, not full to the top, and the markets are not so far away. If I use the priority-tool, they are gone fast, but if I forget...... nothing that year :-(

I rarely get this, but I see it a lot in other peoples' screenshots. Maybe it has to do with how I arrange my fields, with rows of houses and barns separating them. You can see that in my Sink Mill blog if you are interested.

Also I surround all fields with dirt roads, this may help as well.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 24, 2014, 06:58:14 AM
Quote
I rarely get this, but I see it a lot in other peoples' screenshots. Maybe it has to do with how I arrange my fields, with rows of houses and barns separating them. You can see that in my Sink Mill blog if you are interested.

I have watched your blog, some times and you build beautiful. You might have a point about the barns, you have so many more than I use to build. At harvest times my barns are mostly so 80-90 % full, perhaps thatīs too much.

Now I must tell you something:

This game has a soul!!! I am certain of that!

I did just complain that it was a bit boring , didnīt I? And what happens?

A small fire, not very interesting but this time 3 houses gone. Fire is out and than the gong starts, bim, bim, bim, bim, bim,,,,,,,,,(i donīt know if you have it that way,too, but when there is a special occasion, tradesman come, accidental deaths thereīs a gong)  People are dying, dying, dying, dying.........WHAT IS THAT?  No starvation, no plague, tornado!!!!!!
Townhall gone, doctor gone, one barn, houses, about 80 people and......... a lot of sheep (3 pastures) gone!

Why did I complain?  :'(

But now the strangest thing; as I just started to take care of the destruction, there was a thunderstorm (here in life). We are living "in the middle of nowhere" and the power connection is a bit unreliable. Power gone for 1 second or two, computer off. So I have to start the game over again, I am really excited to see if the tornado comes again!
Title: Re: Nillas isolated town Loomfield
Post by: RedKetchup on August 24, 2014, 08:16:45 AM
there is alot of action :)

keep it up, you are doing great :)
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 24, 2014, 08:58:22 AM
Just played a little more. A short update;

Fire immediately, in the same area as the first time, but not the same building. NO TORNADO!  :-\

Just reached the 1000 Bannies after a god harvest. I will play more tonight.

A small Quiz: guess what speed I was playing lately.
Title: Re: Nillas isolated town Loomfield
Post by: RedKetchup on August 24, 2014, 11:28:00 AM
2x ? ^^
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 24, 2014, 01:47:27 PM
WRONG!!!
There are plenty of stones and only 10 building missions ---------- 5X  ;D
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 25, 2014, 03:06:59 AM
As usual, I went on building last night and now I look at my screenshots and will try to tell you something about it, but there isnīt all too much to tell. I went on building the same way as I have done all the time, most farms and slowly I have filled the map almost completely.

First picture, idling at the well. Not much work in winter. But I also wanted to show the food diagram.

I have increased the stocks of food to a more comfortable level. I will try to keep it this way, as long as I can.  I have also built less houses, than I did at the start. At the most, I had about 150 families more than houses. Now as the town reaches the age of 60 years, it is getting more balanced. I have built more houses now, but in the period of "building-stop", there were less babies, which also means less families now. I had to "pay" this with ― star. Children who cannot move out to found  their own families are unhappy and so are the parents, who have to live with their adult children for years and years. (I can understand that. I have adult children myself. Love when they come to visit, but if they were living here all the time, I would be unhappy too). And now the happiness increases again slowly.

I have slowly started the conversion from heating wood to heating coal. I have built some coalmines, but not increased the number of woodcutters.  I have never done this before so I have no idea, how much coal I need. I usually build some coalmines to support the wood, if I trade a loot whit wood. Just in case the traders are too eager, collecting too much.

I have also lost ― health-hart. I suppose it is because there isnīt enough fruit. I donīt like these orchards, never build them, if I can buy the fruit. They are too undependable! As I seldom build any, I have only little experience, to get as much fruit as possible. I have looked and made some experiments with the number of workers, without any success. Does anyone know any "tricks"? Maybe I will chop them all down and plant crops there instead. Donīt know how it will influence the harts, weīll see later.

I now have 1370 Bannies, enough supply  and still some "virgin land" in the south, so 1500 will be no big problem. But than............ let the fun begin! ;D
Title: Re: Nillas isolated town Loomfield
Post by: RedKetchup on August 25, 2014, 11:00:39 AM
yeah, fruits are kinda a necessity. I think if you dont plan to regulary buy those, we need to use some % of the workforce to make those even if they are ugly, and totally non-productive. in my last map (present map) i m kinda experimenting a 3x5 (15) grid of 14x14 squares. I use one for market, 4 for houses/industries, some are dedicated to pastures, some to crops, and some to orchards. it s a test. I know the best for them is a 4,7,10,13 by 7.9.11.13.15 but i dont mind to lose 1 row. so far works fine, but i wont really see it till i reach high pop with it.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 25, 2014, 12:55:41 PM
I thought I had put my town to death!  :(

I made a mistake. And one thing about Banished; Mistakes are often punished, real hard. ( By the way; I love that!)

Look at the picture, and it didnīt end until it reached the bottom, real fast. At most about 70 workers had no tools. 

2 reasons I think;
1. As I produce a lot of coal for heating, I have many miners and I have the impression that miners and quarry workers need more tools the others. As I increased the number of miners, I didnīt increase the number of toolmakers enough.
2. I made steel tools. The Bannies used the coal for heating. No coal left for the toolmakers. Productivity broke down. (I think we all know this, stupid beginners mistake)  :-[  >:(  :o

So I have built a couple of toolmakers and  changed the production to iron tools (maybe I will change the production summer- steel tools, winter - iron tools) . And now I have 100 tools in my store!!!!   :D

Crisis might be over..... for this time......

By the way I have reached  1630 inhabitants.  :)
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 26, 2014, 03:47:06 AM
Quote
Crisis might be over..... for this time.....


I was wrong, crisis was far from over!

My God, they need a lot of tools! And now I have iron tools.  :( OK my blacksmiths do produce now, but of cause everyone need a lot more iron tools than steel tools, so there are still not enough. I doubled the blacksmiths but it is still not enough. As I didnīt plan for this high demand on tools, I have no real good positions for new ones.The only real good thing to do, would be to go back to an earlier save, before I built so many coalmines, but......

....I HATE THAT!   >:(

When I make such mistakes, I let the disaster come: Let half of the population starve to death and then I can go on; replan and rebuild.  (I know Iīm a mean person :-[ )

But they do not even want to do that!

I let the game run, with not much care for almost 10 years. They froze in the winter and starved in spring and early summer, but only few starved or froze to death. The lack of tools became bigger for each year, but it seems that the farmers are not so much less productive without tools. Somehow they manage to survive. I show you my last screenshot. I let run for some more years after that, same result.  The population didnīt reduce much, I think it was 1580 something as I turned off, in year 74 or 75.

So for now I will finish this experiment. It made a lot of fun! It is such a big difference, not having the nice tradesmen, "bringing all the goodies"! You have to go back to the basics of the game. The trading ports are so "powerful" and make the game so much easier.

I will sure try this again soon (but perhaps first something else in between) Probably on a new map, but maybe I will go back to an earlier save. We will see. If I do I will continue this blog.

I recommend all of you good players;
Try one with no tradesmen, try to "beat" this: 
Population: 1663
medium map, fair climate
NO TRADESMEN
(that was my biggest save, maybe I had some more later, didnīt notice, I was busy doing other things)

I am sure some of you good planners can do better, because here youīll need a lot of planning.
Title: Re: Nillas isolated town Loomfield
Post by: RedKetchup on August 26, 2014, 09:34:57 AM
so sad to see it failed.
yeah TPs are OP and allow you to skip most of mechanics till you hit a big high pop. lack this ? or lack of that ? no worries, i ll place orders to merchants ^^

i already have one without TP i m playing time to time but it s hard to have focus to play , my 5000pop emptied my energies ^^
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on August 26, 2014, 11:30:41 AM
Quote
i already have one without TP i m playing time to time but it s hard to have focus to play , my 5000pop emptied my energies ^^

No wonder ;D
Title: Re: Nillas isolated town Loomfield
Post by: RavenSteele on August 27, 2014, 10:49:18 PM
Very nice town!

Though I'm beginning to realize I build much, much slower than all of you ;)

I'm lookin' at you @RedKetchup & @irrelevant haha
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 18, 2014, 11:17:21 PM
Very nice thread, and well done getting that high pop on a medium map without the merchants. I couldn't agree more they are OP. But it also means people can stretch the game as far as possible and get these wacky high population numbers, so that's a good thing I guess. More variety.

I'm surprised you got by with so few barns, though. Feels like I'm putting down almost as many barns as farms, and it's still a struggle as they keep filling up. Didn't you lose a lot of food when farmers had to walk far to deliver the food? Logistics is important in this game.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 19, 2014, 04:50:47 AM
Thank you!

The things with the barns.... and also markets. i do not have a lot of those neater in this game, specially if you compare to @irrelevant, who makes a lot and lot and lot of those.

In this case I build on a medium map, space is rare, so I have tried to build exactly as many barns as I need, not more. That means I want them to be full to 90-95% at harvest-times. Mostly this is the case. I usually check it very carefully. Sometimes if there are several good harvests in a row, there might be full barns and the farmers must walk a bit longer, to deliver their products, but I let that happen. It is seldom and if it happens, I have a lot of of food and can spoil some, If I had built much more barns I would have spoiled more, because there would have bin less fields. But of cause it is fragile.

By the way; empty barns are no god neither, specially the way I build with not so many markets. Many of the houses get their food-supply from barns. Too many barns=empty barns at harvest times and the farmers (and other people living a bit away from the markets) have to walk far to get their supply. As i said fragile.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 21, 2014, 02:49:56 AM
As you commented this old blog @Pangaea I got a bit inspired to make another try on this non-trading-project. Though i have decided to start from scratch and look for a new map. No idea if it is better, but I am not so fond of building on the same map more than once.

I will still try this coal-heating project and plan it better from the start, also a lot of toolmakers.

I have just started the game and will tell you a little more, when i have built more.
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 21, 2014, 06:35:41 AM
As you commented this old blog @Pangaea I got a bit inspired to make another try on this non-trading-project. Though i have decided to start from scratch and look for a new map. No idea if it is better, but I am not so fond of building on the same map more than once.

I will still try this coal-heating project and plan it better from the start, also a lot of toolmakers.

I have just started the game and will tell you a little more, when i have built more.

Sounds interesting, I look forward to reading more about it :)

Won't it be difficult to heat with coal though? You need so much of it. Forests steal space, though, so I see why you want to try the mines, as they have a smaller footprint in mostly unusable space.

Good luck with it :thup: (I really miss the thumbs up and thumbs down smilies :D)
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 21, 2014, 12:13:57 PM
yes, it is interesting with coal as heating, but it is also really hard, because the mines need a lot of people and as i noticed the first time, the miners need a lot of tools. I am far from sure if it will work.
 
Today was a really rainy and cool Sunday. What is than better than a nice calm Banished game?

Have already made 25 years. :) Nothing special happened; a small tornado came but in an area I havnīt started to build anything yet, but a tornado sure makes everything flat.

This time my people have to feed mainly on corn and pumpkins!!!! Seems very american, both no real domestic grain here in Scandinavia. But so long they havnīt complained all too much ;) As long as they become fish and berries and mushrooms(!) and ..... and... and.... ;)

Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 21, 2014, 02:46:53 PM
25 years already? Wow, you're a quick one, and a quick grower too I see. Almost 300 pop already.

Hopefully the tools and coal situation will go better this time. What will you do different?
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 21, 2014, 04:38:04 PM
Until now I do not much different, except plan for more toolmakers between the planned coalmines and markets.

In that other game I had one toolmaker on each market. As coal was used for heating, they didnīt make much steel tools and as I changed to iron tools the miners needed new tools so fast.

Now I plan for two toolmakers somewhere between each market and and the coalmines, close to the stockpile used by the mines. Than I hope the blacksmiths will get some coal before the vendors, and if there is no coal at the stockpile, they may get it at the market, where they also can get iron. Weīll see later if it works.

I went on a bit tonight, just reach 500, everything goes smooth.

I looked a bit more on the students. Now I am pretty sure, they donīt change schools. If they have started to go to one school, they stay at that one, even if you build one closer. I studied s student who was 12, as I built a new school, almost next doors to where she lived, but she went on to go to the old one, all the time. it wasnīt very far away but the new school was closer.

Look at the picture; I am surprised; 3 marketplaces on one pictures and several barns. Must have bin inspired by irrelevant. ;) But in fact I donīt really like it. The barns are sometimes empty, too many! But next year I will start some of the fields that are built and than I hope it will be better.
Title: Re: Nillas isolated town Loomfield
Post by: irrelevant on September 21, 2014, 04:46:23 PM
LOL, I like your markets. ;)

I'm surprised those barns are empty, with all those farms and orchards.

That reminds me, have you ever studied the orchards at harvest? I have a recollection of vendors coming out of the orchards with barrows full of fruit, taking them straight to the market. Have you ever noticed this?
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 22, 2014, 12:55:50 AM
I'm surprised they are mostly empty too. There aren't that many of them and you have lots of farms. But the key must be to not wade in food. It's probably more efficient to produce roughly what you eat. But the issue, or worry, I have with that is that as you rely more and more on farming, the food supply goes up and down like a yo-yo, and it can be nervy to see those food stores quickly fall towards nothingness.

Speaking about orchards, we set up a small plot behind the house. A juicy peach should be healthy. Or a few, as it may turn out!

(Yes, that is one patch, 30x40 big. With everybody we could spare chipping in, 13 farmers were able to empty the trees, I think.)
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 22, 2014, 03:01:14 AM
I'm surprised they are mostly empty too. There aren't that many of them and you have lots of farms. But the key must be to not wade in food. It's probably more efficient to produce roughly what you eat. But the issue, or worry, I have with that is that as you rely more and more on farming, the food supply goes up and down like a yo-yo, and it can be nervy to see those food stores quickly fall towards nothingness.

Speaking about orchards, we set up a small plot behind the house. A juicy peach should be healthy. Or a few, as it may turn out!

(Yes, that is one patch, 30x40 big. With everybody we could spare chipping in, 13 farmers were able to empty the trees, I think.)

First you must not forget that the people also store a lot of food in their houses, so temporarily the supplies can go down without crisis, but I know, I sometimes take some risks; two really bad harvests in a row might cause problems.

And yes......that "nice little orchard" looks great, but I doubt it is very efficient. ;) go on tell how much you harvest there.

By the way @irrelevant I havnīt noticed that the vendors get the fruit directly from the orchard, I have noticed that there are many boxes of fruit everywhere in autumn, more than pots on the fields. That might be the explanation; the farmers donīt bring them to the barns, they stay somewhere until the vendors come. I will keep an eye on it.
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 22, 2014, 10:40:48 AM

First you must not forget that the people also store a lot of food in their houses, so temporarily the supplies can go down without crisis, but I know, I sometimes take some risks; two really bad harvests in a row might cause problems.

And yes......that "nice little orchard" looks great, but I doubt it is very efficient. ;) go on tell how much you harvest there.

That they do, and in a big town it is a lot combined. I wouldn't rely on that though, and without "grain stores", one bad harvest could be enough for a spiral of death. I'm probably a bit paranoid about the food situation though, and like to keep increasing it as the city grows, and take a decrease as a sign I need to build more farms  :-X

I glued on the latest numbers to the orchard screenshot. It's just a village I started in quick fashion to check out the creamery, but the field actually worked out allright that last summer when I managed to put 13 people on it. 5200 isn't to be sneezed at, but it would probably be more with more farmers tending it. 30x40 is the equivalent of 20 15x4 fields, which in theory can collect 10,400 fruits or nuts. So in that sense 5200 is only 50%, so poor. Just confirms what we know really, that big fields aren't very efficient. Stick 20-25 farmers in there though, and they may have been able to get out everything.

Btw: I just discovered the 100x button in the ModKit version of the game. Holy smokes! The game lags something vicious when moving around the map or trying to do something, but it sure does go fast :D
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 22, 2014, 02:30:49 PM
First i want to show you my empty barns:Picture from yesterday evening. Harvest done/almost done, barns in the northern farming area between 0% and 87% full.

Today I went on playing. First everything went well, the northwest side of the river is full and i have moved across the river. I will now make a brake- I have a little over 1300 Bannies, do not build so many houses anymore so the speed of growth is reduced. Luckily it is reduced, as you may understand, if you read more!

In the year 44 one bad harvest, early frost. As we all know, it happens now and then, no big deal. Luckily the next year was good, so I could regain the 10 000 food, that was consumed more than the production the year before. Next year bad again, cold spring. Oh, o,h oh, now itīs getting tough! Stored food getting down under 10 000 in summer.......What happens next year?Aat least a warm spring, but than! Frost in autumn ! Again 10 000 less produced than consumed. Stores almost empty before the harvest begins this year. All new prepared fields are working, this time it must be an "all time high" harvest.............

but look at the picture........

What did I write:
Quote
but I know, I sometimes take some risks; two really bad harvests in a row might cause problems.

True! But what about 4 bad harvests in 5 years?





Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 22, 2014, 02:46:33 PM
Ooof, that looks like a bad ride. How did it go?
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 22, 2014, 02:57:03 PM
No idea, havnīt played more. But Iīll let you know.

By the way, I like to manage crisis .... :)

Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 22, 2014, 03:50:52 PM
crisis over for this time. I had started so many new fields, that the harvest, where you can see the crop freeze, gave a decent food excess. :) And the following year was quite normal and with all those new fields; this time "all time high" harvest :)
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 22, 2014, 04:44:49 PM
I like that spike, and food count is looking good again. You are up to a lot of people too I see, and the tool and clothes situation looks good. Hope it continues like this :)
Title: Re: Nillas isolated town Loomfield
Post by: irrelevant on September 22, 2014, 06:36:52 PM
I think when you start many new farms, it can take 2-3 years for the farmers to get themselves sorted out and start working near where they live. I saw this in Sink Mill. I'd create a big swath of farms together with houses and barns, and they would all start working at once.

The first year the new farms would be awful, either mostly get hammered by frost or not even fully planted. The next year would be better, some farms functioning normally, some still garbage. The third year the new farms would mostly be functioning what I considered to be normally. Sink Mill had several years where many farms came online at once, and each time the next year I thought, "oh hell, this is a disaster." But it always sorted itself out.

I think it just takes a few years for the farmers all to agree on which fields they each would work on. It takes farmers longer than other producers, I believe, because where other producers shuffle jobs to work nearer their housing a few times per year, I believe that farmers only do this one time per year, at the start of early winter after the harvest is finished. To do this at any other time would totally disrupt the farming cycle.

Just a theory which I happen to believe strongly.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 23, 2014, 03:09:09 AM
I think when you start many new farms, it can take 2-3 years for the farmers to get themselves sorted out and start working near where they live. I saw this in Sink Mill. I'd create a big swath of farms together with houses and barns, and they would all start working at once.

The first year the new farms would be awful, either mostly get hammered by frost or not even fully planted. The next year would be better, some farms functioning normally, some still garbage. The third year the new farms would mostly be functioning what I considered to be normally. Sink Mill had several years where many farms came online at once, and each time the next year I thought, "oh hell, this is a disaster." But it always sorted itself out.

I think it just takes a few years for the farmers all to agree on which fields they each would work on. It takes farmers longer than other producers, I believe, because where other producers shuffle jobs to work nearer their housing a few times per year, I believe that farmers only do this one time per year, at the start of early winter after the harvest is finished. To do this at any other time would totally disrupt the farming cycle.

Just a theory which I happen to believe strongly.

You might be right about that theory. I have noticed that, too. And if the frost comes early, new farms are not giving much. But in this case all the new farms gave enough to get out of the crisis. The important thing is what are carried into the barns (by the way I had one full barn last harvest!!!) , not what is lost on the fields. :)

But what is about quarries? I donīt know what to do?

As the food crisis was over, I wanted to expand again, building new houses. But I had never stones enough. I have 3 quarries but the production; real miserable. Reason? Look where the quarry-men live? The other 2 looks about the same. These seems to be the last ones that have priority to houses. The farmers live close, as I can see, and that is good. The miners and the craftsmen also live close, even the vendors. There are builders and laborers (!) in the houses close to the quarry. I havnīt really noticed this before, I usually donīt build any ugly quarries, if i can buy the stone.

I have now reduced the number of workers in the other plants, close to the quarries.Weīll see what happens now. Have anyone else seen this too, and have other hints on what I can do to solve this?
Title: Re: Nillas isolated town Loomfield
Post by: assobanana76 on September 23, 2014, 05:00:36 AM
to solve this kind of problem I I reset all the professions (except teacher !!!) by moving all such workers.
then reposition them in the work and magically change jobs based on the proximity of their home to the workplace!
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 23, 2014, 05:07:11 AM
to solve this kind of problem I I reset all the professions (except teacher !!!) by moving all such workers.
then reposition them in the work and magically change jobs based on the proximity of their home to the workplace!

Thanks, thatīs a good idea. But I īll better wait until directly after the harvest, do not want to mix up with the farmers or maybe exclude the farmers, too. First reset everyone except the farmers and see what happens.
Title: Re: Nillas isolated town Loomfield
Post by: assobanana76 on September 23, 2014, 05:09:23 AM
to solve this kind of problem I I reset all the professions (except teacher !!!) by moving all such workers.
then reposition them in the work and magically change jobs based on the proximity of their home to the workplace!

Thanks, thatīs a good idea. But I īll better wait until directly after the harvest, do not want to mix up with the farmers or maybe exclude the farmers, too. First reset everyone except the farmers and see what happens.
when you re-move the people at the workplace u must give priority to farmers, miners, blacksmiths, etc. .. before jobs that have homes in the vicinity .. then all the others ..
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 23, 2014, 06:02:58 AM
De-assigning all workers (except teachers)... that's a really good idea :) I'll try that if I run into similar issues.

Like you @Nilla I try to buy the stone and iron I can from merchants, as I think mines and quarries are ugly as sin - particularly the quarry. If you're lacking stone, iron or coal due to lack of mountains to mine it in, there is a couple of mods than can work around that, but it's strictly speaking cheating as it will make them infinite (both the infinite mod and the delete-able mod). I see you were playing without mods, but just thought I'd mention it.
Title: Re: Nillas isolated town Loomfield
Post by: assobanana76 on September 23, 2014, 06:10:07 AM
De-assigning all workers (except teachers)... that's a really good idea :) I'll try that if I run into similar issues.

Like you @Nilla I try to buy the stone and iron I can from merchants, as I think mines and quarries are ugly as sin - particularly the quarry. If you're lacking stone, iron or coal due to lack of mountains to mine it in, there is a couple of mods than can work around that, but it's strictly speaking cheating as it will make them infinite (both the infinite mod and the delete-able mod). I see you were playing without mods, but just thought I'd mention it.
well maybe unlimited mines / quarry may seem a bit like cheating (but I use it because I play with a small map and objectively not there they would be more than two ..) but the mod that covers the mines / quarries and it does  land in order to build I not think it is really cheating .. ..
in fact, the cave is filled and the mines are closed ..
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 23, 2014, 06:18:18 AM
I'd like to agree, and perhaps do, because they're so bloody inefficient anyway. There is a reason people prefer to buy their goods from merchants instead. Both mods do make them infinite though, but it's either that or sooner or later run out completely of stone, iron and coal -- unless you import it yourself. No other goods operate like this. Everything else you can make yourself (provided you have the seeds or animals), in effect for eternity. Food, wool, fish, deer/venison (I think), wood, firewood. But not stone, coal and iron. The buildings also leave horrible footprints. So I did include the deletable mines and quarries in my recent game. Not built a single one yet as it's just easier to rely on imports, but if I were to play an isolationist game I'd probably use the mod, even if it does make the game a little easier by being able to empty one mine, remove it, and build another one in the exact same spot and have it full again.
Title: Re: Nillas isolated town Loomfield
Post by: assobanana76 on September 23, 2014, 06:26:50 AM
I'd like to agree, and perhaps do, because they're so bloody inefficient anyway. There is a reason people prefer to buy their goods from merchants instead. Both mods do make them infinite though, but it's either that or sooner or later run out completely of stone, iron and coal -- unless you import it yourself. No other goods operate like this. Everything else you can make yourself (provided you have the seeds or animals), in effect for eternity. Food, wool, fish, deer/venison (I think), wood, firewood. But not stone, coal and iron. The buildings also leave horrible footprints. So I did include the deletable mines and quarries in my recent game. Not built a single one yet as it's just easier to rely on imports, but if I were to play an isolationist game I'd probably use the mod, even if it does make the game a little easier by being able to empty one mine, remove it, and build another one in the exact same spot and have it full again.
oh .. I thought that there rebuild it after it has been deleted it is not possible .. but it can only build buildings ..
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 23, 2014, 06:31:03 AM
Not entirely sure what you mean by that.

I have not tried the Unlimited mod myself. But I've tried the Deletable mod. It works so that you build a mine, and can work on it till it's empty. Then you delete it, just like normal buildings. It takes a little time, then it's gone, but it leaves no footprint. At that point, you can build a new mine there, at the exact same spot if you wish, and once re-built, the mine will again be back to 100%. So the mod is in effect also infinite resources. I pointed that out over at banishedinfo, but I'm not sure if anybody noticed. Saw somebody asked if the two mods could be combined, but the deletable one in effect already is infinite resources, so...
Title: Re: Nillas isolated town Loomfield
Post by: assobanana76 on September 23, 2014, 06:41:32 AM
Not entirely sure what you mean by that.

I have not tried the Unlimited mod myself. But I've tried the Deletable mod. It works so that you build a mine, and can work on it till it's empty. Then you delete it, just like normal buildings. It takes a little time, then it's gone, but it leaves no footprint. At that point, you can build a new mine there, at the exact same spot if you wish, and once re-built, the mine will again be back to 100%. So the mod is in effect also infinite resources. I pointed that out over at banishedinfo, but I'm not sure if anybody noticed. Saw somebody asked if the two mods could be combined, but the deletable one in effect already is infinite resources, so...
in fact I did not realize this thing .. are identical except that one requires the demolition / reconstruction ..
might as well leave it unlimited then! :)
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 23, 2014, 09:51:07 AM
As i said, i play wit no mods and i have 4 such useless holes and another 3 quarries in action (on a medium map). How many do you need to fill a big map? Terrible. Donīt really like these mods that are making the game easier, but for the quarries, they are perhaps more to be considered to belong to the category; "making it look nicer". A demolished mine does not look that bad.

Mod master @RedKetchup: couldnīt you make a mod where an empty quarry could be filled with water and used as a pond for fish or craw-fish?

Back to my NewLoomfield

Sorry, the reset of the professions didnīt bring any change to the better. But sometimes it is sorted out very well for the quarries, without doing anything at all, picture 2,4. But after a while, itīs the same again, picture 1,3.5.

I have now studied, where the people live and how they change professions a bit closer. I now have a theory, a bit different from yours @irrelevant, but it seems to fit on the situation here:

In spring and in autumn, the living space are optimized for the farmers, that they have the shortest distance to walk. In winter and summer (even if the farmers work on their fields sometimes, in summer, picking weeds or something, it seems not to be considered so important), the priority order is different and the quarry-men often (but not always) live, where they are supposed to.  It seems like the workers at the quarry are considered quite unimportant. The miners and the vendors may also live far away sometimes, but as I see it, not so bad as the quarry-men.

I think, mostly we donīt really notice this, because it works pretty well, if you build in a normal way, mixing houses and working places in a reasonable way. But as the map is getting full, it is easier to get it unbalanced. I think especially here with mines and quarries, that are empty, where 15 working-places suddenly disappears. Not making too many building commissions, will probably also help, because it seems, like builders are quite high priority and can mix things up.

As I was studying this, the population grew slowly and I have reach about the population I had as I stopped my first attempt (about 1650). I am partly heating with coal, I have enough steeltools. Sometimes in spring, the toolmakers stands still for a while, having no coal, but I also make some iron tools, just in case. The map is not quite full yet. I have just built my last market place down in the south west corner . So maybe this time I will make the 2000. If only I get enough stones!
Title: Re: Nillas isolated town Loomfield
Post by: rkelly17 on September 23, 2014, 10:34:36 AM
As i said, i play wit no mods and i have 4 such useless holes and another 3 quarries in action (on a medium map). How many do you need to fill a big map? Terrible. Donīt really like these mods that are making the game easier, but for the quarries, they are perhaps more to be considered to belong to the category; "making it look nicer". A demolished mine does not look that bad.

I know you don't want a mass of Trading Posts cluttering up your river, but I found that, in the end, making ale and selling it for stone at 8 or so trading posts was better than constantly having to find new locations for quarries and housing for the workers to work them (not to mention all the poor stonecutters who die horrible deaths). It is a choice and we each decide which problems we can live with and which we can't. I opted for more trading posts than I might otherwise prefer.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 23, 2014, 12:09:26 PM


I know you don't want a mass of Trading Posts cluttering up your river, but I found that, in the end, making ale and selling it for stone at 8 or so trading posts was better than constantly having to find new locations for quarries and housing for the workers to work them (not to mention all the poor stonecutters who die horrible deaths). It is a choice and we each decide which problems we can live with and which we can't. I opted for more trading posts than I might otherwise prefer.

In normal games; if i do not buy anything else; I buy stones, but in this game, the whole thing is the no-trading-port-idea, so I have no other option, now as all the stones that are lying around are gone. I also want to try the limits of the map. That means I need stonehouses, because I will not produce more wood/coal for heating as necessary.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 23, 2014, 03:12:53 PM
So now I will stop for today. I have just reached 1900 people so the 2000 are in reach...... BUT....

I am sure in trouble, food is just enough, not more and (luckily!) so far not less. In summer the stores are more or less empty. I even had 1 starvation death! I think it was someone from a new house, finished in early summer, finding no food, before the harvest began. :( But as long it is just one...

I have no land left to build new farms, so I am stealing land from the forests. I have also started to cut down some low-productive orchards. But I am not sure, if it is the right thing to do. I havnīt built many new orchards the last time, so I do not have enough fruit. Although I have herbalists in every forest, they do not find enough herbs to compensate for the missing fruit. I donīt know, how much the lower health of the people reduce the productivity, if I must pay/overpay, what I win when i replace orchards with fields.

The heating works. Last year I heated about 40% with coal. But it sure is insane; 9 woodcutter making more heating-materials than over 200 coal-miners! But no tool problems so far.

It is for sure economic totally insane to produce coal for heating, but in this case;

if I had no coalmines I must have had more woodcutters.................
and they would have needed more logs................
and that would have needed more forests............
and that would have needed more land....................
and in that case I could not have built so many fields...................
and there would have bin no 1900 Bannies without bigger problems
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 23, 2014, 03:36:42 PM
Looks like it is going much better this time, congratulations. Have you lost many people in the mines and quarries btw? I hear they can have a high death toll.
Title: Re: Nillas isolated town Loomfield
Post by: irrelevant on September 23, 2014, 04:00:57 PM
@Nilla  you have done incredibly well to have reached 1900 on this size map with no trading! You are quite a good problem-solver.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 24, 2014, 04:06:45 AM
Today is an ugly cold and rainy autumn day. I sit in my computer-corner wrapped in a blanket with a cup of hot tee and have played a couple of more years, and YES!

I made the 2000!

Bin really happy.

Food.............still barely enough but only 2 more starvation-deaths.
Heating.........last year about 60% coal but I have plenty of wood, so I just started one woodcutter again
Herbs...........bad, lost another ― star
Tools............getting down, I have built more blacksmiths making iron tools. I suppose it is soon about 50-50 irontools - steeltools. In spring the steeltool-makers do not produce anything
Population-growth........itīs getting slow now (I am glad). I think I will soon reach the maximum.
Stability..........?????? I will go on and see.

I have found a trick (maybe everyone else know already, but I didnīt) If a field with a lot of crop, got an infestation, demolish it and let the laborers clear the area. The crop will be collected. You can see the pots on the picture.
Title: Re: Nillas isolated town Loomfield
Post by: irrelevant on September 24, 2014, 04:46:12 AM
Congratulations! It's a good feeling.
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 24, 2014, 09:06:05 AM
Over 2000! Many congratulations, well done.

Is it actually possible to have a stable population in Banished btw? I remember this was discussed way back, and many people experienced the up and down curves when not enough houses were available. Perhaps it's easier to keep stable with such high populations, as there will still be a lot of deaths and births, but the little 100x thing I did with only 60-ish people, went in cycles and at worst was down to 17, before popping back up towards 80, and then the downward spiral re-occurred.
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 24, 2014, 12:12:00 PM
Looks like it is going much better this time, congratulations. Have you lost many people in the mines and quarries btw? I hear they can have a high death toll.
yes there are always:      ..........was crushed by a rock or...... died in a cave in    much more work-related deaths than for other professions


Is it actually possible to have a stable population in Banished btw? I remember this was discussed way back, and many people experienced the up and down curves when not enough houses were available. Perhaps it's easier to keep stable with such high populations, as there will still be a lot of deaths and births, but the little 100x thing I did with only 60-ish people, went in cycles and at worst was down to 17, before popping back up towards 80, and then the downward spiral re-occurred.

it is not possible to have a stable population even if it is large (unless maybe if you work a lot with tearing houses down, using boardinghouses.......). As i speak of stability, i rather mean sustainable, able to support the population over these cycles.

@Nilla  you have done incredibly well to have reached 1900 on this size map with no trading! You are quite a good problem-solver.

Yes problem-solver, that was my profession for many years. So I may agree on that, but artist, as you call me in that other thread, no, I cannot recognize this.  But thank you anyhow; a compliment from you,,,, kind of like that. ;)

Congratulations! It's a good feeling.


But unfortunately the good feeling did not last long. I saw it coming. If you survive so many years with just enough food, the crash will come, sooner or later, hard or worse..... one bad year is manageable, but two bad years in a row........ no. But this time I only killed 1100 (my personal record is 1700)  :'(

I went on playing for some years, it might be possible to rise the settlement again, but I am not so sure. I have closed a lot of houses, also closed some fields. I let the farmers farm spring-autumn and mine in winter. Still there isnīt enough to heat with and not enough iron for tools, so I am afraid, this settlement will also "fail" on tools. I suppose this job-changes are not very efficient. The mines produce very little. Unless I forget to change back to farmers in time, the farming works decent, I manually start the harvest early and that helps.

I will probably let it run until the tools run out or if I am extremely lucky until i can turn the disaster, but here I am quite pessimistic.

I have asked myself the question, would it have bin possible to build this settlement with ~2060 Bannies and then letting it survive? Could I have made anything different? Would it have helped if I had built a bigger store? I suppose I could have built more fields faster and less houses an so a lower population growth. I am certain that it is not possible to have a large surplus in the end but i should have tried it a little longer. 

Sometime I will sure give it a third try! It is a very interesting task. I recommend all of you to try it!!! It is Banished in its basics!!


 
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 24, 2014, 01:04:49 PM
Wow, quite a fall off the cliff in the graph :(

It's actually tempting to try an isolated town, as I don't like how the trading mechanic in the game works and how you are sort of forced into (ab)using it to import raw materials and food to sustain a (normally) unsustainably high population. It means I have to use mines and quarries, though, and I don't like them at all either :D

Playing the game as an actual town of banished people is intriguing, though, so perhaps I'll give it a go.

Isn't it difficult without animals to provide you with warm clothes?
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 24, 2014, 02:00:13 PM
I started easy so i had sheep
with leather from the deer, I could make some worm coats and some wool-coats, i think so about 50% of each.

And that is the first obstacle, finding a good map-seed, with one grain, one vegetable and sheep

By the way, as I thought, ran out of tools in the year of 80.
Title: Re: Nillas isolated town Loomfield
Post by: Pangaea on September 24, 2014, 03:37:34 PM
Okay, with sheep it's a bit different. Figured it would be very difficult to keep up with leather supply when practically the whole map is full too, but with wool at least you have a non-forest resource, and the warm coats last longer too I think.

Tools again, eh? Must be really heard, though, when you can't import iron or coal to make tools with, or tools themselves I suppose. Looks like you've hit the limit of what is possible while being self-sustained.
Title: Re: Nillas isolated town Loomfield
Post by: RedKetchup on September 25, 2014, 07:41:31 AM
congratulations on your 2000 :)
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 25, 2014, 10:51:33 AM
Thank you @RedKetchup

By the way I will give it another try to reach the 2000 and live!

I have bin thinking a little bit; I am quite sure, it must work. In the "endgame" I didnīt really produce too little food. The problem was, I hadnīt any store too "eat from" in the bad years. So I have started an earlier save, with about 1000 people, before my first food-crisis. I will now produce more food and let the population grow in a more moderate speed.

Iīll let you know if it works.
Title: Re: Nillas isolated town Loomfield
Post by: RedKetchup on September 25, 2014, 05:44:31 PM
alright.
Title: Re: Nillas isolated town Loomfield
Post by: irrelevant on September 25, 2014, 06:07:38 PM
Thank you @RedKetchup

By the way I will give it another try to reach the 2000 and live!

I have bin thinking a little bit; I am quite sure, it must work. In the "endgame" I didnīt really produce too little food. The problem was, I hadnīt any store too "eat from" in the bad years. So I have started an earlier save, with about 1000 people, before my first food-crisis. I will now produce more food and let the population grow in a more moderate speed.

Iīll let you know if it works.
This is really good thinking @Nilla. I bet it works. You might want to build a couple more barns though ;)
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 26, 2014, 02:07:15 AM
Quote
I bet it works. You might want to build a couple more barns though

Not really ;) but i will fill the ones I have!

Yesterday almost 1900, much more food than my first attempt. Some barns are even full at harvest time!!  ;D  Enough? I donīt know, yet. I donīt dare to take so much space from the forests this time, because I now have problems with heating, what I didnīt have the first time.

It is so fragile! More people producing food, thatīs good BUT.......

....... there are not enough people left for coal-mining. And if I reduce the laborers too much, there will be less produced in the plants, not at the market-places (I notice this especially for logs, but I suppose it is the same for the other forest-work-places). And if there are not enough logs for the woodcutters, thatīs bad.

I try to micromanage, and reduce the laborers in winter, when the farmers, can do the "carrying-around", but changing professions often, messes the housing up, inefficient, too.

INTERESTING, INTERESTING  but difficult! :)
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 26, 2014, 12:07:01 PM
YES

It did work out! It was a real struggle but I am sure now it is sustainable!!!

The population went on to grow (almost 2100 at the most)................
I had enough coal-miners and free laborers...........
so I had more coal and more logs............
this solved the heating-problem........
as I had enough coal, I could produce only steel-tools..........
that solved the tool-problem............
as i had enough fuel, i could "steal" some space from the forests and make more fields and more pastures..........
this solved the food- and clothing problems

Now the population is decreasing .......
that solves all problem anyhow!

I  show you the graphs of the different products. As you can see, there are smaller or bigger problems everywhere (maybe food was the least problem this time) ;)

Suppose this will be my last entry for a while; Tomorrow I will go to warm and sunny Spain for 10 days :)
I hope, that will be medicine for my old and hurting bones!
Title: Re: Nillas isolated town Loomfield
Post by: RedKetchup on September 26, 2014, 12:48:24 PM
sweet , happy for you :) profite these sunny days :)
Title: Re: Nillas isolated town Loomfield
Post by: irrelevant on September 26, 2014, 07:56:42 PM
@Nilla  It's fun that we each killed 1100 bannies on the same day! ;)

Excellent work figuring out what you needed to change and having the grit to go way back to change it. The graphs are impressive and speak for themselves.

I've never built any mines or quarries but I'm thinking I may need to in Gnaw Bone. I'm not sure I can get all 3 achievements with all wooden houses. But I'd need to quarry stone to build enough stone houses to make a difference. And in that case I'd need steel tools, so I need to mine coal. I might have to mine iron as well.

Or I could limp along with all wooden until I get to 300 pop and then I can build TPs. If I remember to leave room for them!
Title: Re: Nillas isolated town Loomfield
Post by: Nilla on September 27, 2014, 01:20:11 AM
I suppose you cannot even build enough wooden houses and support for 300 without quarries on a small map @irrelevant . There are too little stone lying around.

By the way, I hope that second barn really hurts! ;)

I approve with all of your other decisions, not the second barn!!!

If I start a game hard, I do not build any barns until I have everything else fixed.

By the way. If I have a little time before I leave, I have an idea for may NewLoomfield;

I have really now idea how much the bad health and the bad happiness have an influence on the productivity. To find out, I will build some cemeteries, and some trading ports just to buy herbs.  Change nothing else and let the game run.
Title: Re: Nillas isolated town Loomfield
Post by: irrelevant on September 27, 2014, 05:25:35 AM
By the way, I hope that second barn really hurts! ;)

I approve with all of your other decisions, not the second barn!!!

If I start a game hard, I do not build any barns until I have everything else fixed.

Hah! That made me laugh.

What can I say, I just like short walks for my guys. All that farming has sunk in.