Good morning.i messed with this late last night.not even sure i should post it as it is didn't go very well. it looks more crazy than sence this morning. someone might find it informative.who knows,it might be worth a laugh or two at least.
@irrelevant and i have gone back and forth with his super long map discussing ideas to make a town stable and function on its own.he has found a better balance than this test will.
EXPERIMENT:can abanished town be created to stay at a stable population and maintain itself.
THEORY: with a certain % of the bannies set to laborers,% to food production,and a % to city services the city should hit equalibrium and maintain or play by itself. there should be only a slight curve to the population due to die offs,which the laborers count shoud replace so no workplaces ever stop functioning.
TEST: using 100 bannies to give a nice round number and % numbers to work with, 25% to laborers,40 % to food 10 each protein,frui,veggy,and grain,
2 to tailors,wood choppers,and blacksmiths. to maintain education 2 to schools. to maintain health 2 herbalists and 1 hospital with doctor. a forester to supply logs and something to supply iron. to keep goods moving,2 market vendors. the extra bannies can be used to process food and in case more supplies are needed.
mod adjustments: i disabled the NMT and CC as well as the proper time mod so the game runs more vanilla. since i am not trying to expand i disabled the more wood and stone mods.to keep the game mechanics vanilla,i also disabled multiple starts.all other building and graphic mods i left alone. this should give a clean test and % numbers should work for any game.
to get a quick test,i used the debug to give seeds and orchards and build everything.this way i could increase the population to 102 since it increases at +4 and stocks for the start.
map settings: 609127375,valleys,small,fair climate,disasters off,medium conditions.
the setup took longer than i expected.50 houses,a forester region with hunter,gatherer,and herbalist. a iron supply field using the renewable resource mod,2 fishing piers,hospotal and cemetary,and over 30 orchards and fields.i say that cause i think i put too many out.the 50 houses i mixed from various mods.then to keep more bannies working,i added windmills,a bakery,jam shop,smoke shed,butcher,ketchup factory,and the pilgrims rest. this left 32 laborers and 2 builders.
some bannies tried to live as singles.i added a boardinghouse to solve this.1 child birth death took it down to 101 bannies.over the first 5 years i had to make several adjustments. i tried to get the population of laborers down to 25. i also needed more firewood so a larger wood cutter was set near the forester pile. log and iron markets would help supply the blacksmiths.since food was being produces too quickly,i cut the food workers down twice. i also had to add more forests to supply logs.
by year 8,there were enough die-offs to empty the boarding house.now i could let the game run by itself.at year 25,the town failed completely.all remaining bannies froze due to a lack of firewood. even as old people died,the population could not maintain itself. children didn't replace the old bannies fast enough so over time there wasn't enough laborers to replace needed workers.with food reserves well stocked,the town survived with fewer and fewer bannies until they ran out of firewood. the population had spiraled downward for many years.
ok. test failed. i had some issues with this test. it has been a long long time since i played without NMT and CC.by using a small valley map,i was cramped on space.so used to using the CC flatter maps.i had trouble trying to keep log count up. with the mountains, i didn't have space enough to use 2 vanilla foresters.i think i needed more bannies set to services. 2 or 3 foresters with 2 bannies each would have helped.
the game aging and using an age mod has been a debate since the game came out.to me it doesn't make sence that the bannies are at 1 speed and the game functions at another.crops grow at 1 year but bannies age at what 8 years in 1.yet the same bannies do not eat food at the faster speed. they eat food at 100 per year regardless.they even breed at a different speed. if the bannies are to be sped up and die faster,than they should breed and eat food at the faster rate also. this is wacked out and doens't make logical sence. since building and work is done based on a calendar year so also the bannies should function the same.
the population dying and speed and births happening at another does cause issues.this may be the reason LUKE did it.i can't think of any other logical reason to develop the game this way.without constant work,the towns are set to die faster than the population can grow.using vanilla time maskes the challenge harder and maybe impossable.
this should be re-tested with a larger map. 2 or 3 more forests should be used.this will mean more deer hunters and markets also.an iron mine would have used more workers to help keep the laborer count down.with CC,the mines have to be dug deeper in several stages before they go unlimited.to counter the bannies aging all at once,the town should be built in stages.30 bannies and run 15 years,then add 30 more and run another 15 years.this staggers the population of children. hopefully that would give a better balance to the population.food workers needs to be adjusted from 40 down to 30. enought to feed 200 bannies total.it should also be tested under both aging scenarios.not that i like that theory.