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Village Blogs / Re: BRAD'S SETTLING OF AMERICA SERIES 2: Arnetto
« Last post by brads3 on Today at 07:29:42 AM »
YEAR 5-6

      the 2 nomads in year 5 will add a tiny iron mine.the iron will give me some building options.i have a plan to send workers to collect the stone and iorn ore. there is lots more of it then trees around store, it i added Slink's industrial old mod but works quite well.beside it,i build the stone gatherer.this will give the bannies time to clear logs and food. with heavey rocks out of the way,it will be easier to clear fields later.the mineral,clothing and tools are raised.this way we are ahead on supplies.the bannies will help each other when they get caught up.

      in year 6,the 2 nomads will move near the stone gatherer.1 is able to start clearing stone.once their house is finished,the iron gatherer can be built.
       a merchant brings friesian cows.we take 4 and pass on the berry seeds.the cows will stay in the holding pen while a 30x30 pasture is fenced.

       the education level did fall below 50% with the last nomad group.the nomads were sent to the quarry and mine.there is children growing up that aren't educated either. 1 has took over a wheat field and that is down 100.2 took over making clothes and tools but they can keep up.even if the uneducated workers move a little slower,the marble and iron will pay off.the blacksmith and tailor spend most of thier time helping as laborers.wanting to conserve the stone,we are using iron ore tools.there may be productivity losses if you figure in the materials. as long as everyone has a coat and tool and is busy,we don't worry.

pic 1:tiny iron mine
pic 2:dense forest 5 yr growth check
pic 5:yr 6 stats
pic 4:stone gatherer and Slink industrial market
Mod Discussions 107 / Re: EB Mods List - Updated Sept 17 2017
« Last post by Hawk on Today at 06:35:40 AM »
You're quite welcomed!  :)
Mod Discussions 107 / Re: EB Mods List - Updated Sept 17 2017
« Last post by River on Today at 06:07:39 AM »
Thank you!
Mod Discussions 107 / Re: EB Mods List - Updated Sept 17 2017
« Last post by Hawk on Today at 06:01:29 AM »
That hut or tent what we call "Same kta" looks great. I had to look up your name "goahti" and that's the name of the building in the language of the North Sami people. I would keep that name. It doesn't take much of the difficulty away from the "survivor" start. When you once know, how to make it, the biggest thrill is gone. My guess is that "Ironman" on harsh with "survivors" will have enough of this "thrill", you speak about, even if you can build these "Sami tents" as Google translate says in English.

I may have some new findings. I haven't played much this weekend. The children were here, but they are gone now, so I can continue the latest "start up game". I'm pretty used to starts now. ;) Maybe this one is even a "keeper". I was curious on this "min food for happiness" thing, so in this game I really try to give my Bannis as many different kind of foods as possible. I buy as much different kind of food I can afford, also salt and sugar and make salted meat and jam. In other games I normally salt, smoke or roast meat, here I try to make all at the same time. It doesn't always work, but often they have more than 4 different kind of food in their homes.

Look at the picture, what happened! I'm surprised! I didn't know, that you could reach 5 stars without church and without inn. OK, it's just one person and it's not all the time. But this is new; I haven't seen it before. I'm curious to see what will happen, when I build a church and an inn.

This game is "Ironman" with a "Shepherds" start. I've cut in the settings. Same mods as before.

Mod Discussions 107 / Re: EB Mods List - Updated Sept 17 2017
« Last post by River on Today at 05:42:22 AM »
Where can I get that "More Terrains" mod?
Mod Discussions 107 / Re: THE NORTH 6
« Last post by Voeille on Today at 05:07:28 AM »
Id also like if you made all the buildings with grass roof separately, they look so good! Im already using the cabins and that tiny storage shed.
Yes, you can play with changed happiness in every other scenario @brads3. Just use one of the citizen mods. Would be interesting how it works in CC with luxury items and so on. I guess it can be fun to play. Only with too large detraction circles it will be hard to make people happy. Same in vanilla where 30 tiles detraction around a mine is way too much because every detraction circle removes one of the 5 happiness aspects.

How the min/max food values work, I don't know exactly @Nilla. I guess it defines a range to give them an additional bonus but it is a very small effect. I just increased the max value because I have already about 50 food items and wanted to keep Lukes idea working.

How "work for happiness" works I also don't know. The only logical case for me is that it's an amount of work cycles they have to do when idling before going back to work. It can be tested but I did not yet because I'm actually satisfied with the current 10-30% difference of productivity.

I made changes of veges and chapel and also want to add the goahti as a survival item for early game. It will be easier to get a viable start as Survivor in harsh climate, even in Ironman mode, where in current version it always ends in a "last man standing" scenario. It will somehow remove this thrill but also the frustration and that's good. I finished my old sketch and have to make textures now. Then I will upload this balancing hotfix. Here the blank model as a little heads-up. :)

Mod Discussions 107 / Re: THE NORTH 6
« Last post by Tom Sawyer on Today at 03:54:34 AM »
I can make a single mod for quarry recultivation. But can be that it will not really match the vanilla terrain and not updating an existing quarry.
Mod Discussions 107 / Re: EB Mods List - Updated Sept 17 2017
« Last post by huyle on Today at 01:36:38 AM »
you can check my screenshot
and can my people put out the fire by using water from the irrigation?

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