Author Topic: ageing mods  (Read 2161 times)

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Offline markfamily

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ageing mods
« on: January 15, 2018, 12:36:23 PM »
I have played with a few aging mods like realistic aging and one to one aging stable pop etc. Has anyone got any recommendations of others I am looking for one that slows the population explosion down and not make you rush the midgame.

Online smurphys7

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Re: ageing mods
« Reply #1 on: January 15, 2018, 02:01:26 PM »
What is the mid-game rush?

Offline markfamily

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Re: ageing mods
« Reply #2 on: January 15, 2018, 02:12:46 PM »
The part  where loads of babies are born as your population increases

Offline galensgranny

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Re: ageing mods
« Reply #3 on: January 15, 2018, 02:45:59 PM »

Offline Nilla

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Re: ageing mods
« Reply #4 on: January 15, 2018, 02:50:04 PM »
I have tried several "real time" aging mods. It looks like you want one that slows the population growth down. I don't really think any of the mods, I tried helps much. You can avoid those where the childbirth age starts early and continues long. The best I can think of is @torgonius "real time aging". Itīs quite similar to @kidīs proper time, but the age as women donīt get babies anymore is lower. (as far as I remember)

But for a slow growth, and few babies, I would rather try to use houses for smaller families. That's the best way to regulate the growth and of cause, build less houses than families.

Offline brads3

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Re: ageing mods
« Reply #5 on: January 15, 2018, 05:17:47 PM »
are you all aware of the changelog for the 1:1 mod? there is 14 options to that mod. https://banishedinfo.com/mods/view/27-one-year-is-one-year-Update-26-17091434#changelog

the easiest way to slow the population growth is to stop building houses and stop accepting nomads. if that isn't helping enough ,i would suggest looking for an age mod or option with a lower max age.then the children would be replacing existing workers sooner.it is hard to see it since the game doesn't show you the numbers. you need an amount of children equal to the number of bannies in the death range.this is the age at which they die +/- x amount of years. in the propertime i use this range is 30 years.+/- from year 75. so if you graduate bannies at 15-16,you need half as many children as old bannies. notice i said children which includes students.
    as i said the game doesn't show all these age ranges. it counts all adults the same but there is 3 brackets plus the children. child-bearing ages,non or post-child bearning,and those i call old inside the die off range.

       what we need is less houses.instead of moving all children out to new homes,you need about half the houses having children and the other half working on retiring.does anyone play that way though?

Offline Turis

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Re: ageing mods
« Reply #6 on: January 16, 2018, 03:57:41 AM »
I do with the North mod for that reason and lack of food.

Offline markfamily

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Re: ageing mods
« Reply #7 on: January 16, 2018, 12:08:10 PM »
Thank you all for the tips, I think you are all right and I build houses to quickly if I remember on my last play through I had about 500 adults and 700 children which just meant fighting with food growth.

Offline Anjell

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Re: ageing mods
« Reply #8 on: January 31, 2018, 04:40:18 PM »
I use the Immortal Aging Mod from CC so my bannies DON'T die of OLD AGE but they will die of accidents, disease, starvation and freezing.
As long as you don't build too many houses you will have constant adult workers for farms and production buildings.

Keep in mind THEY DONT DIE EASILY. So you have to provide plenty of food to them. It's a Challenge!!!

Offline grammycat

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Re: ageing mods
« Reply #9 on: January 31, 2018, 07:56:06 PM »
If you use Steam, there is one there named Slowage which slows aging to 2.5 instead of 5 for every year.  I use this one myself and it works well.
 http://steamcommunity.com/sharedfiles/filedetails/?id=391031511&searchtext=slowage

Offline child_of_air

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Re: ageing mods
« Reply #10 on: February 09, 2018, 02:21:47 PM »
Although the real-time aging mods take some getting used to, I actually quite prefer them. This is a matter of preference but I like to see my bannies progress in their lives, instead of have it be over too quickly. Also, as previously mentioned, it allows me to focus on building a town rather than just creating housing just to keep the population going. I play with the game on X5, for few seasons, then slow it down to X2. I can't imagine playing the game on X1, too boring.

Offline oldgraywolf

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Re: ageing mods
« Reply #11 on: February 26, 2018, 03:01:57 PM »
So for someone new, been playing vanilla a couple of weekends, would you suggest this to slow the game down or try to just regulate with building homes? I do sometimes struggle with population swings but I'm getting better. The 1:1 aging sounds the best for me but I'm still looking around.
Thanks.
« Last Edit: February 26, 2018, 03:05:05 PM by oldgraywolf »
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Offline brads3

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Re: ageing mods
« Reply #12 on: February 26, 2018, 03:20:18 PM »
age mods will slow the population growth considerably since bannies will bar children and age on a year to year base instead of the vanilla speed.to me it makes sence to have the bannies living and functioning the same as crops grow.more of a balance approach. this will benefit the food graph and slow the need for food. less population growth means less food. it should give you more time to look around and expand and build since you won't be struggling to keep up on the bannies needs. the 1:1 mod has several options in the comment section depending on where you loaded it from.the propertime mod is similar but with some nice changes. the school age is about 10-16.and then they graduate school,move into their own homes and pair up.this makes a smoother flow to the population.
     as you get more used to the game,there are options to add more bannies with nomads.different mods work different on those.experiment and try some things. add a few mods here and there.

Offline Nilla

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Re: ageing mods
« Reply #13 on: February 26, 2018, 04:07:19 PM »
Since you are new to this page @oldgraywolf, you don't have to be surprised; @brads3 and I often disagree. So this time too.

A real time mod do slow the game, and the flow of the game, at least at the beginning/mid game but it doesn't slow the demand of food; It's quite the opposite: You need to produce more food and other resources, because the ratio children+students/adults is higher in a real time aging mod. Each adult have to support more children.

Personally I find a real time mod is too slow. I use to say; there's a reason why Banished has this weird 4 years aging in one year; and that is to create a good "flow" of the game. I only play a real time mod in combination with some special nomad attractor, that sends you a lot of nomads.

But this is the good things with Banished; we can play it in different ways. Some people play real time 1X others "vanilla" speed 10X. Everything works.

In your case I would try a real time mod and see if I like it. There's no right, no better way. Find out what makes you the most fun.

Offline oldgraywolf

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Re: ageing mods
« Reply #14 on: February 26, 2018, 04:27:45 PM »
Well, thanks to both of you. Some disagreement is almost always healthy.  ;D
 I do want to try a few different things, right now I'm just looking and reading while trying to figure out in which direction to go first. There seems to be quite a few different mods and styles here so I'm slowly taking it all in.
I'll probably stay vanilla for another week or so and make sure I've got that down before going with any mod.
Thanks again, very supportive on this site so far. I wasn't sure what to expect with the game being a few years old. Nice to see.
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