World of Banished

Conversations => Challenges => Topic started by: kee on March 02, 2015, 02:24:28 AM

Title: The perpetual flowerchild commune challenge
Post by: kee on March 02, 2015, 02:24:28 AM
EDIT: A few tweaks to the text to reflect that it's an open challenge.

Quite a while back I experimented with having only boarding houses as housing for my little test subjects. http://worldofbanished.com/index.php?topic=382.0
That village reached about 250 souls before I gave up on it (a save went bad and it was quite a while back to the last one. Autosave is a fine thing).
I've recently started an other little commune and managed to throw together a boarding house first year without ever building a standard house. They survived the first winter hand to mouth and then developed a healthy surplus of food. The evict everyone trick seems to be working now as well. Perhaps it can be seen as a form of maypole dancing. Perhaps even the landlords daughter will pay the pub a visit.
Anyways, I thought this might be food for a challenge:
You shall build a thriving community with boarding houses as the only housing

Use any map seed
Any size
Any terrain
Any climate
Starting conditions hard (no houses, remember)
Disasters on (hey, a little randomness and chaos never hurt, right?)
Mods who alter the behavior of births, deaths, boarding houses and nomads forbidden.

Lets say we play to year 50.
There are several goals to measure how well you've done:
*Number of banishims
*Hearts and stars- these should be both over four (four and a half and five is your target)
*Percentage educated- which means that nomad acceptance for number of banishims will make this one suffer
--------------
* For those who want to do this really really hardcore you must meet the criteria for 'one with nature' -400 banishims without ever building a field, orchard or pasture. UPDATE: To make things interesting enough, only one tradeport is allowed for hardcore.

The scoring is computed as follows:
Population value is the total population
Education value is population X percentage educated
Stars value is population /5 (max stars) X achieved stars
Hearts value is population /5 (max hearts) X achieved hearts


Discover the micromanager within. Give this challenge a try.

PS This is an open challenge- find a new way of maximising your commune? Want to add multiple entries? Do post it and your score- I'll try to keep an updated scorecard. DS
Title: Re: The flowerchild commune challenge
Post by: Nilla on March 02, 2015, 02:50:05 AM
Thank you @kee, you're challenges are great!

I know I tried this a long time ago but I didn't build very much. But this time I will give it a real try.

I have a question to this "one with nature" -"hardcore" variation. What about trading ports? To my opinion, the easiest way to support a settlement is with trade. The "one with nature" achievement is one of the easiest. I suggest that if we really want this variation be a bit harder; only one trading port is allowed.
Title: Re: The flowerchild commune challenge
Post by: assobanana76 on March 02, 2015, 02:53:34 AM
.. but I always knew in the boarding house the citizens would not reproduce ..  ???
Title: Re: The flowerchild commune challenge
Post by: Nilla on March 02, 2015, 02:56:23 AM
.. but I always knew in the boarding house the citizens would not reproduce ..  ???
Than you know wrong @assobanana76, they act as any other family, reproduce as usual. The only difference is they do not form new families without "help".

help= fake demolish the buildings
Title: Re: The flowerchild commune challenge
Post by: assobanana76 on March 02, 2015, 02:59:22 AM
for real ??  :o
think that was the main reason why I've never built one!  :-\

what I have to "pretend" to demolish?
the boarding house? and then what happens?
they return in forming new families?
Title: Re: The flowerchild commune challenge
Post by: Bracken on March 02, 2015, 05:31:12 AM
Maybe I'll give it a go, depend how much time I have.  You know you start without any houses on Medium setting as well as Hard? It's only Easy setting that provides you with houses.
Title: Re: The flowerchild commune challenge
Post by: kee on March 02, 2015, 07:34:46 AM
@assobanana76 In order for them to form new families you mark the house for demolition, watch them wander around thinking of a yellow house, then remove the demolition order. New families will form, producing new children. Without this trick the grown children in a family will not find a partner and produce children on their own. Lesson to the mothers out there: No grandchildren for you if you keep listening at the door!
The trick even works on normal houses if you'd like to see some new family arrangements.
Title: Re: The flowerchild commune challenge
Post by: kee on March 02, 2015, 07:44:18 AM
@Nilla You are right. I think we should take on board that prerequisite. Will edit the post. It's either that or not allow any trading in orchard, field or pasture products- which would be even more hardcore come to think of it.
@Bracken Hm. Forgot that. Anyways, I like the look of the cart and part of the challenge is to get that boarding house up before they freeze to death first winter, which would be easier with the materials available at medium.
Title: Re: The flowerchild commune challenge
Post by: Bracken on March 02, 2015, 09:22:04 AM

@kee Fair enough
Title: Re: The flowerchild commune challenge
Post by: Nilla on March 03, 2015, 10:30:00 AM
I've started a game with only boarding houses. Survived the start with only small problems, even got the school ready in time for all children to be educated. The boarding house has a very big store. So if you haven't started a game yet and want to give it a try: No panic if the stores of food and firewood are empty.

But I am not sure I like all the the micromanagement. It would be OK if all possible new couple would be established, if you fake demolish the building once. But no, many young people, I try to throw out from mum's care, often need several attempts, before they find a partner and that's quite annoying.

I have played 15 years now, we´ll see if I make it to the 50.
Title: Re: The flowerchild commune challenge
Post by: solarscreen on March 03, 2015, 02:27:31 PM
Let me know who your winner is and I will post in the Champion Post and add them to the Champions group.
Title: Re: The flowerchild commune challenge
Post by: kee on March 03, 2015, 02:30:46 PM
So far we only have one taker.
I am trying to build a community myself at the moment and have found one weakness in my masterplan:
I've placed the school too close to two boarding houses. A bit sloppy marking when "demolishing" and I render the whole boiling to doofus prime.
Title: Re: The flowerchild commune challenge
Post by: salamander on March 03, 2015, 04:09:19 PM
So far we only have one taker.
I want to give this one a try after a bare 'pass' on your first challenge.  Hopefully, I'll have some time over this coming weekend and next week, which is our spring break.

I am trying to build a community myself at the moment and have found one weakness in my masterplan:
I've placed the school too close to two boarding houses. A bit sloppy marking when "demolishing" and I render the whole boiling to doofus prime.
Afraid you've lost me on this one.  ???
Title: Re: The flowerchild commune challenge
Post by: kee on March 03, 2015, 10:08:31 PM
I bloody well marked the school for demolishing, didn't I. Even if retracted immediately all students are kicked into adulthood without education. Big productivity hit.
Title: Re: The flowerchild commune challenge
Post by: assobanana76 on March 04, 2015, 02:42:01 AM
@assobanana76 In order for them to form new families you mark the house for demolition, watch them wander around thinking of a yellow house, then remove the demolition order. New families will form, producing new children. Without this trick the grown children in a family will not find a partner and produce children on their own. Lesson to the mothers out there: No grandchildren for you if you keep listening at the door!
The trick even works on normal houses if you'd like to see some new family arrangements.
I will not attend to the challenge because I have little time to play but I will create a vegan commune in my Las Vegans!
one of the blocks (12x12) will be dedicated to it with a lot of fences, crops and orchards!
unfortunately a boarding house is huge !!
it will be a little tight in a 12x12 (like the rest of the map), but I will try to do anyway a nice thing!
Title: Re: The flowerchild commune challenge
Post by: salamander on March 04, 2015, 04:24:28 AM
I bloody well marked the school for demolishing, didn't I. Even if retracted immediately all students are kicked into adulthood without education. Big productivity hit.
Ah ... I get it now.  I was focused on why having the school near the boarding houses would be basically bad, not on the nearness making the demolition tricky.  Thanks.
Title: Re: The flowerchild commune challenge
Post by: Chon Waen on March 05, 2015, 04:55:11 PM
Interested in doing this challenge, and I have a list of mods that i generally use on a day-to-day basis that aren't in your list of specific restrictions, but can be unbalancing.

I will list em, please let me know if any of these are on a general "don't use in challenges" catagory.
NewMaps v4
Mushroom Fix
Busy laborers
Small well
Better schools (50 pop)
Chapel enhancement (250 pop)
Fishing Dock +25%
Jamie's Monastery
Slink's small markets
Specialized trading posts
Sawmill
Storage mod
More Iron per Ore Lump
More Stone Per Rock
More Wood Per Tree
Fast Road Mod Test
Tree Growth and Life
Stop Burning Coal

Thanks in advance!
Title: Re: The flowerchild commune challenge
Post by: kee on March 05, 2015, 11:01:21 PM
@Chon Waen Any mod that isn't purely decorative will also change the balance of the game. What's important in this challenge is how the population reacts to only using boarding houses and, since tot. pop. and % educated is among the targets, how the mods affect productivity and fecundity for educated, stoopid and nomads. I'm not familiar with all your mods, so you'll have to assess them yourself if you think they affect these parts of the game. (eg any mod that gives more nomads or educated nomads would ne a nono, a mod that lets new families form in boarding houses without micromanaging is nono, a mod that lets people live til 100 and have children all the time nono etc). Pick mods at your discretion.
Title: Re: The flowerchild commune challenge
Post by: Nilla on March 08, 2015, 04:30:04 AM
I have finished this challenge. What can I say?

It's a brilliant idea. Some new intriguing problems to handle. But for me, it was also a boring and frustrating game. I like problems, to find solutions, to test and develop, but I get frustrated, if I find no real solution.

I decided to make it the suggested "hard core way"; one with nature. Just for fun; to really test the "one with nature" way, I built no trading port. That was not the problem; that part of the challenge worked well.

What was the frustrating problem? I've wrote it before: I don't like that it's not enough to "fake demolish" the boarding house once, to get all possible young couples. You have to do it several times. There were always singles, that were really unwilling to move out. I found that quite annoying, and for me; too boring to try, as the number of boarding houses grew. At the beginning, I made a lot of experiments; how to demolish, how long to wait before undo the demolishing and other things. I saw no difference, so I developed a strategy; every summer I made a big demolishing than I left it. Not perfect, but perfect for me; I got a nice, slow, steady growth.

The second new problem connected to the boarding houses and a full educated population, is the location of the schools. I am pretty sure; if a student once start attending one school, he or she will go to that special school all the time. Not like the adults who change professions and mostly work close to their homes. It seems like the people move around a lot, when you fake demolish their homes. I followed some individuals, but found no way to control where people lived. To minimize the average way to the school, I decided to build all schools quite at the center of the map. But also this way, the students often stayed very long at school, I saw 25-years old, still at school! Of cause, this also contributed to the slow population growth.

Numbers:
Population after 50 years: 620
Number of boarding houses: 44
Educated: 100% from the first child
Happiness: 4˝ star (very close to 5, the full stars were shown briefly from time to time. I think the reason is the old children living at their parents. There were enough graveyards and other "happy-making-buildings")
Health: 4˝ harts (very close to 5 harts, like the stars, sometimes all harts were shown briefly, I suppose it is hard to keep 5 harts steady with no grain)
Food and other supply: Enough of everything all the time.
Disasters: One tornado in a not developed corner of the map, nothing else.
Mods: none

First picture
Main and starting area with schools, mines and quarries

Second picture
The second, very typical town center. The school was located before I found my school strategy.

Third picture
A later, more distant town center with no hunters. I didn't want to flood the place with too much leather, so fish was the main protein.
Title: Re: The flowerchild commune challenge
Post by: kee on March 09, 2015, 03:00:44 AM
Well, @Nilla , your boredom has set up a benchmark for the rest of the takers for this challenge.
The first village I tried to have only boarding houses in I also went for a once per year fertility feast called "the Yellow House" and left it at that. Enough new pairings to make for a steadily increasing population ensued from that.
Keeping health at five stars is difficult with a increasing population and not enough variation in the diet. Back when I tried to increase my mountain men settlement to meet isolationist and one with nature I had five hearts most of the time though. Perhaps the mountain air agreed with the bannies, or else they grew some very potent herbs. That village died around pop 200 because I hadn't paid attention to the tool situation.
Title: Re: The flowerchild commune challenge
Post by: rkelly17 on March 09, 2015, 08:18:07 AM
The second new problem connected to the boarding houses and a full educated population, is the location of the schools. I am pretty sure; if a student once start attending one school, he or she will go to that special school all the time. Not like the adults who change professions and mostly work close to their homes. It seems like the people move around a lot, when you fake demolish their homes. I followed some individuals, but found no way to control where people lived. To minimize the average way to the school, I decided to build all schools quite at the center of the map. But also this way, the students often stayed very long at school, I saw 25-years old, still at school! Of cause, this also contributed to the slow population growth.

Yes, once someone starts at a school they will stick with it until they graduate unless that school is closed or loses its teacher. In that case the students will either fill in available space at other schools (if there are available spaces) or go into the workforce as uneducated. I noticed that when a new couple includes a student, the student will continue on at the original school even if s/he has to pass multiple other schools on the way. I noticed as well that when I build @RedKetchup's college it sucks teachers and students out of nearby schools even if I have already added extra teachers to the pool--this is what says to me that students will change schools if the school they attend loses its teacher. By the way, the behavior of the college is not unique to it. Any new workplace with multiple empty slots will take workers from established workplaces even it that leaves the established workplaces with no workers.

Theoretically you could move students from one school to another by momentarily removing the teacher from the school you want vacated--but this is risky: You would need to make sure that there are enough slots in other schools and you would probably end up with some students studying a distance from home.
Title: Re: The flowerchild commune challenge
Post by: Nilla on March 09, 2015, 09:02:01 AM

Theoretically you could move students from one school to another by momentarily removing the teacher from the school you want vacated--but this is risky: You would need to make sure that there are enough slots in other schools and you would probably end up with some students studying a distance from home.

Maybe this would have been worth a try, with a lot of spare schools. After the big "scuffle" of the living space, the schools could be closed one by one. I assume that the students, whose school was shut, would enter the closest available. As you said; maybe a bit risky, but I think possible. @irrelevant (and the rest of you trying this challenge) this would be something for you to try.

@kee, hm........ benchmark....... With a bit patience and more work with the population, it wouldn't be all too hard, to get a higher population. About the harts; if you look at the graph, I had 5 harts in the middle of the game. I think I lost that last ˝ hart, as I started to build some boardinghouses not directly close to the market. Sometimes the people got their food directly from the barns and I must confess, there are mostly venison and fish (and some onions, mushrooms and roots). Most of the berries are at the markets. I don't think people could visit the herbalist oft enough to compensate for 2 missing food types. This could also be something for you guys playing this challenge to concider.
Title: Re: The flowerchild commune challenge
Post by: Demonocracy on March 14, 2015, 07:22:03 PM
Hi guys!

Unfortunately, I had the same idea as @Nilla , so I kind of feel like I've repeated the same.  What was even more  unfortunate is that @Nilla rocked my socks off!  He had 600+, and I was able to eke out a mere 400 after like 3 tries at this.  (Great job, @Nilla --you are the boss!)

@kee , you were right when you talked about micromanagement.  It never took just one pretend-demolish.  Every other season I was pretend-demolishing just to get the population up.  Even then, sometimes it took two or three or even four tries at it.  Goodness!  Thank you for the challenge.  It's funny--I've never actually won one, but trying for them keeps me engaged in the game.  So really... thank you!  I've noticed you've come up with several so far.  Please keep them coming!

I'll not win this one since @Nilla has totally set the bar, but I  appreciate the fun and opportunity.

Thanks guys!  Happy Banishing!  =)
Title: Re: The flowerchild commune challenge
Post by: kee on March 15, 2015, 02:26:16 PM
Okay, we now have @irrelevant @Chon Waen @Bracken @salamander trying to beat @Nilla and @Demonocracy at a very decent second place. Any more takers? Anyone not going for a hardcore win?
Title: Re: The flowerchild commune challenge
Post by: Chon Waen on March 15, 2015, 02:37:25 PM
Sorry guys, I am going to take a pass on the challenge for now.  I have been concentrating on my own side projects for my games, and haven't even started this yet!

My apologies.
Title: Re: The flowerchild commune challenge
Post by: irrelevant on March 15, 2015, 06:54:30 PM
Year 50 - pop 484

I really enjoyed this challenge; again, out of the comfort zone makes things interesting. I talk about my mistakes in my blog, but here I'll just list the achievements:

pop 484 in 36 BHs
100% educated
99% clothed
Four and a half each of hearts and stars
Just one tailor, one smith, one tavern, one quarry, and one iron mine for the whole game
Never a farm, orchard, or pasture
Never a TP (although I did have the footprint for one for a few years, to get some nomads)
Title: Re: The flowerchild commune challenge
Post by: salamander on March 16, 2015, 04:40:23 AM
I hope you're patient, @kee ... I'm only at year 28.  :-[
Title: Re: The flowerchild commune challenge
Post by: Brugle on March 16, 2015, 08:17:24 AM

Theoretically you could move students from one school to another by momentarily removing the teacher from the school you want vacated--but this is risky: You would need to make sure that there are enough slots in other schools and you would probably end up with some students studying a distance from home.

Maybe this would have been worth a try, with a lot of spare schools. After the big "scuffle" of the living space, the schools could be closed one by one. I assume that the students, whose school was shut, would enter the closest available. As you said; maybe a bit risky, but I think possible. @irrelevant (and the rest of you trying this challenge) this would be something for you to try.
One way would be to build enough extra schools to hold all of the students--their locations don't matter.  (For example, with 106 students in 8 villages each with a school, you'd need 6 more schools.)   After each "scuffle" (while paused), open the extra schools, add the extra teachers, close the original schools, open the original schools, reduce the teachers so that only the extra schools are staffed, restore the teachers so that all the schools are staffed, close the extra schools, and remove the extra teachers.  (This assumes that students are each assigned to the school closest to home when their school closes.)
Title: Re: The flowerchild commune challenge
Post by: irrelevant on March 16, 2015, 08:22:34 AM
@Brugle that sounds like a winner. I'm going to test this tonight.
Title: Re: The flowerchild commune challenge
Post by: Brugle on March 16, 2015, 09:31:41 AM
@irrelevant I just ran some simple tests.  A school is not immediately staffed if a teacher is added then the school is set to work, but is immediately staffed if the school is set to work then a teacher is added.  I modified reply #28 so its procedure should work.
Title: Re: The flowerchild commune challenge
Post by: rkelly17 on March 16, 2015, 09:39:34 AM
@irrelevant I just ran some simple tests.  A school is not immediately staffed if a teacher is added then the school is set to work, but is immediately staffed if the school is set to work then a teacher is added.  I modified reply #28 so its procedure should work.

I've noticed that fields work the same way, so the principle may be universal.

Title: Re: The flowerchild commune challenge
Post by: irrelevant on March 16, 2015, 09:41:36 AM
@irrelevant I just ran some simple tests.  A school is not immediately staffed if a teacher is added then the school is set to work, but is immediately staffed if the school is set to work then a teacher is added.  I modified reply #28 so its procedure should work.

I've noticed that fields work the same way, so the principle may be universal.
Yep, all production structures work the same way, click "work," then assign staff.
Title: Re: The flowerchild commune challenge
Post by: salamander on March 16, 2015, 11:28:12 AM
Seems like you're looking for an extra number of schools equal to the number you actually need.  Do you think this would work with fewer than that 2x number of schools?
Title: Re: The flowerchild commune challenge
Post by: irrelevant on March 16, 2015, 11:33:16 AM
I don't see how it could.
Title: Re: The flowerchild commune challenge
Post by: salamander on March 16, 2015, 01:00:37 PM
That's kind of where I am on this.  It's a great idea ... keeping the students in the closest school ... but I don't see a practical way to do it.  If you go in a 'circle' closing each school, and then the next, followed by opening the original, etc... there's always going to be some students that never attend the school closest to them.  The alternative, having twice as many schools as you need doesn't seem practical as far as resources.  @Nilla's having schools in a central location may be the best solution.
Title: Re: The flowerchild commune challenge
Post by: Brugle on March 16, 2015, 01:05:48 PM
Seems like you're looking for an extra number of schools equal to the number you actually need.  Do you think this would work with fewer than that 2x number of schools?
Fewer schools may be needed.  irrelevant's Bugtussle has 8 villages, each with a school, but only 106 students.  To use this procedure, the schools would increase from 8 to 14.

Depending on the extra school placement, a more complex procedure might allow fewer extra schools.  Assume that the extra schools are placed so that for every student, either the closest or second closest school is an extra school.  For example, say that Bugtussle has 4 pairs of villages, with each pair a long distance from any other pair.  In that case, building an extra school between the villages in each pair would satisfy the assumption, with 4 extra schools.  Then the procedure is to repeat this (for each original school, open the extra schools, close the original school, open the original school, close the extra schools) until no students change places.
Title: Re: The flowerchild commune challenge
Post by: Bracken on March 16, 2015, 04:30:56 PM
I didn't do it ultra hardcore. Still can't beat @Nilla

Pop: 604 in 38 boardinghouses
98% educated
99% clothed
Disasters: 2 crop infestations, 2 orchard infestations, 1 pasture infestation, and an outbreak of mumps
5 stars
5 hearts
Mods: None


Picture 1: Southend (south half of main area)
Picture 2: Centreville (north half of main area)
Picture 3: West Village (small offshoot to west)
Picture 4: Farmington suburb (offshoot to north east)
Title: Re: The flowerchild commune challenge
Post by: irrelevant on March 16, 2015, 09:05:38 PM
Check my Bugtussle blog for the results of this test. :) Worked right good.
Title: Re: The flowerchild commune challenge
Post by: irrelevant on March 16, 2015, 09:09:37 PM
I didn't do it ultra hardcore. Still can't beat @Nilla
@Bracken good work; nice looking town! Yeah, @Nilla is a monster. ;)
Title: Re: The flowerchild commune challenge
Post by: Nilla on March 17, 2015, 04:53:30 AM
@Bracken good work; nice looking town! Yeah, @Nilla is a monster. ;)

Agree on the congratulations to @Bracken but if I'm a monster what is you? You "beat" me on your second attempt, didn't you. I'm glad you did! Congratulations!

By the way; maybe I should replay my last 10 years, as well and try that ingenious "trick" with the schools. ;)
Title: Re: The flowerchild commune challenge
Post by: irrelevant on March 17, 2015, 05:50:50 AM
@Nilla I redid those last ten years for purposes of experiment and research, not for competition.  :)


By the way; maybe I should replay my last 10 years, as well and try that ingenious "trick" with the schools. ;)


That ingenious "trick" that you came up with! Do try it! I want someone else to see firsthand how tedious it was  ;D

@kee My entry in this challenge remains my original town.
Title: Re: The flowerchild commune challenge
Post by: Nilla on March 17, 2015, 07:31:38 AM
No, no it wasn't my idea. it was @rkelly17´s.

And I will not go back to that game, I only tried a joke.  ;)

Title: Re: The flowerchild commune challenge
Post by: kee on March 19, 2015, 05:26:59 AM
To be honest I'm very impressed with you all. I felt I had to play a bit as you were pitching against each other, no hardcore or anything, but even though I came up with the challenge I still haven't beaten @Nilla .
Title: Re: The flowerchild commune challenge
Post by: kee on March 23, 2015, 03:23:11 AM
@Nilla Hardcore
Stat                                          Value
Population after 50 years: 620    620
Educated: 100%                        620
Happiness: 4˝ star                    558
Health: 4˝ harts                        558
@Demonocracy Hardcore
Stat                                          Value
Population 402                           402
Educated 100%                          402
Happiness 5                               402
Health 4 1/2                              362
@irrelevant Hardcore
Stat                                          Value
population  484                         484
100% educated                         484
Hapiness 4 1/2                          436
Health 4 1/2                              436
@Bracken Normal
Stat                                          Value
Population  604                         604
98% educated                           592
5 stars                                      604
5 hearts                                    604

Hardcore scorecard so far: 1 Nilla, 2 irrelevant, 3 Demonocracy
Normal scorecard so far: 1 Bracken (overall score lower than Nilla)

This is the values I've seen so far- Population, percentage educated, hearts and stars were the parameters to strive for.
Population value is the total population
Education value is population X percentage educated
Stars value is population /5 (max stars) X achieved stars
Hearts value is population /5 (max hearts) X achieved hearts

Does anyone have any problems with this way of grading your efforts?

And, mpre important: Are there any more takers who haven't finished yet?
Title: Re: The flowerchild commune challenge
Post by: Nilla on March 23, 2015, 03:27:27 AM
Code: [Select]
And, more important: Are there any more takers who haven't finished yet?
haven´t you seen @salamander´s blog?
Title: Re: The flowerchild commune challenge
Post by: kee on March 23, 2015, 04:09:32 AM
Ah, yes. Had forgotten about that one.
So, Salamander is still pending. Who else? The activity on this challenge has waned a bit, so I think we can say that any new tskers will have to announce their intent before easter. Any objections?
Title: Re: The flowerchild commune challenge
Post by: salamander on March 23, 2015, 04:23:00 AM
I would like to finish the challenge -- I'm currently in year 38.  But as you may have noticed, I'm both a very slow player, and I like to have fairly large blocks of time before I get back to the game.  Unfortunately, my schedule this semester means that really only happens a couple of weeknights and on weekends.

I feel bad about taking so long, when everyone else has already finished.  @kee, if you feel you need to call the challenge over, I understand, but I would like to be able to finish it, if possible.
Title: Re: The flowerchild commune challenge
Post by: kee on March 23, 2015, 04:38:59 AM
I'm not calling it quits, just drawing the line on new contestants entering. Do please finish your town, it's looking promising.
Title: Re: The flowerchild commune challenge
Post by: salamander on March 23, 2015, 04:48:01 AM
Thanks ... I appreciate you giving me both some more time and the comment about the town.  This has turned out to be a really interesting challenge in many ways.

And, for what it's worth, apologies to everyone involved for taking so long.  I appreciate your patience.
Title: Re: The flowerchild commune challenge
Post by: salamander on March 29, 2015, 10:12:01 AM
Thanks again to everyone for their patience in giving me the time to finish the challenge.  More details on the last several years of the game and screenshots can be found in the town blog thread at:

http://worldofbanished.com/index.php?topic=809.msg14762#msg14762 (http://worldofbanished.com/index.php?topic=809.msg14762#msg14762)

Here's the summary of the town as of early spring year 50:
Map: medium valley map with a mild climate, disaster on, hard start
Total population: 725 (503 adults, 93 students, 129 children)
45 boarding houses containing 285 families
100% clothed
99% educated (a leftover effect from nomads and a mistake in destroying BH's -- got a school without meaning to)
Health: 5 hearts
Happiness: 5 stars
No farms/orchards/pastures
Other buildings: 21 gatherer huts, 15 fishing docks, 10 hunter cabins, 7 woodcutters, 16 forester lodges, 5 herbalists, 2 blacksmiths, 4 taverns (berries), 4 tailors, 11 markets, 4 hospitals, 5 chapels, 10 active schools (plus 6 more for shuffling students), 1 trading post (finally had to build one in year 42 for food and stone).
No mods

This was a really enjoyable game.  Thanks to @kee for coming up with this challenge, and to @irrelevant, @Nilla and others for their advice and insights throughout.
Title: Re: The flowerchild commune challenge
Post by: kee on March 29, 2015, 10:23:05 AM
Consider me awed and congratulations with an entry that, barring new entries, seems to win the lot.
I'll post the tallies as soon as I finish work this evening.
Title: Re: The flowerchild commune challenge
Post by: kee on March 29, 2015, 12:47:20 PM
@Nilla Hardcore
Stat                                          Value
Population after 50 years: 620    620
Educated: 100%                        620
Happiness: 4˝ star                    558
Health: 4˝ harts                        558
------------------------------------------------2356
@Demonocracy Hardcore
Stat                                          Value
Population 402                           402
Educated 100%                          402
Happiness 5                               402
Health 4 1/2                              362
-----------------------------------------------1568
@irrelevant Hardcore
Stat                                          Value
population  484                         484
100% educated                         484
Hapiness 4 1/2                          436
Health 4 1/2                              436
----------------------------------------------1840
@Bracken Normal
Stat                                          Value
Population  604                         604
98% educated                           592
5 stars                                      604
5 hearts                                    604
-------------------------------------------2404
@salamander Hardcore
Stat.                                     Value
Population 725.                  725
99% educated                     718
Hearts 5.                              725
Stars 5.                                 725
-----------------------------------------2893
Hardcore scorecard so far: 1 salamander, 2 Nilla, 3 irrelevant, 4 Demonocracy
Normal scorecard so far: 1 Bracken (overall score lower than salamander)

This is the values I've seen so far- Population, percentage educated, hearts and stars were the parameters to strive for.
Population value is the total population
Education value is population X percentage educated
Stars value is population /5 (max stars) X achieved stars
Hearts value is population /5 (max hearts) X achieved hearts
Title: Re: The flowerchild commune challenge
Post by: kee on April 06, 2015, 06:45:11 AM
I've been asked if we could keep this challenge as an open one- and just update the scorecard when someone posts an entry. Well, so be it, I'm updating the first post a bit to reflect this and post how the score should be tallied.