Author Topic: Pangaea - Langtvekkistan  (Read 18764 times)

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Offline Pangaea

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Re: Pangaea - Langtvekkistan
« Reply #30 on: September 19, 2014, 06:56:09 PM »
Year 35

The population has finally gone up a fair bit after heavy house building. Currently 368. Have stopped accepting nomads - turned down 31 - trying to finally get education to 100%. Pastures have expanded up north, and a somewhat awkwardly positioned market is there too.

The main change has been in the south close to the farming areas. We built another trading port there, supported by a market. I'm basically trying out what the better players are doing. There are two woodcutters and three alehouses. I'm trying to support them as best I can with orchards, but as we know, that is slow work. What do you think about that area though?

We do have ~40,000 more food in the three trading posts, but food production/consumption has steadied now, with an increased population, so it's probably time to expand the farms again.

Very interesting posture by that cow.... :o

Edit: Added a picture from the hillside orchards. I like that look from the better fields mod :)
 
« Last Edit: September 19, 2014, 07:02:45 PM by Pangaea »

Offline irrelevant

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Re: Pangaea - Langtvekkistan
« Reply #31 on: September 19, 2014, 07:12:31 PM »
Looking good; tons of food. Hillside orchard looks great! One of the few mods I want, along with @RedKetchup  fences and forever trees and irrelevant's crop tweak. Oh, and the whole milk thing, tired of hearing "baaaa! baaaa!"
« Last Edit: September 19, 2014, 07:17:12 PM by irrelevant »

Offline Nilla

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Re: Pangaea - Langtvekkistan
« Reply #32 on: September 20, 2014, 02:43:57 AM »
I think it looks great too.

I have a "trick" or "method" or whatever to call it. with food supply. Always a little bit ahead but not all too much overproduction, suppose you other players do something similar:

I look a lot at the production menu at the town hall, in fact this menu is the reason I try to build a town hall soon. Always comparing produced and used food and keeping an eye on the yearly consumption. I always try to have a one year production of food in the store and also trying to keep the production a bit higher than the consumption. If you buy much food it is harder, but also in this case; the average store, is the amount used the last year.

If I use this method on your settlement; you have too much food, that also explains that you have a "problem" with over full barns. If I would go on building your settlement, I would had kept the stores on that level for a while, prepare the new fields........ but only expand slowly and if the graph "turns down".

Offline Pangaea

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Re: Pangaea - Langtvekkistan
« Reply #33 on: September 20, 2014, 03:23:32 AM »
Thanks @irrelevant and @Nilla. As you, I love to watch the Town Hall a lot too, for consumption, but also to keep tabs on the "for ale" situation. I do get a little worried when we eat more than we make, however.


45 years.

10 years on, and we're closing in on 600 people, much bigger than my other villages (which doesn't say much, in fairness). Expanded the farms and orchards a good bit, but the last few years the food situation is plateu-ing again, or more likely in decline, so I have to do something about that. Plenty of food, but it's better to stay ahead of the curve.

1st picture: Basically the above. Population keeps rising, and next I want to expand the farms again. I'm just not sure where, as there are highly needed foresters in every direction.
Have kept producing steel tools and warm coats, and buying the odd shipment of steel tools as they come. Over 1000 of each now.

2nd: Got a scare with students, so set up four schools. Otherwise this area hasn't seen all that much the last decade. The main housing region.

3rd: Pleased with this market region. Probably looks like I've set up for FireOP-trading, but due to sticking to the better-looking wood houses, people are tearing through the firewood faster than I like. Until very recently we were practically empty at the end of each winter, and that was without any firewood trading (or very little). Supplies go up and down about 4000 between summer/winter.

4th: Have set up some more farms here, supported by a market. It's not the best map seed as there are mountains most places, but down south is a decent open area, so I may have to relocate the wood-hub from there too. Wood-supply is quickly becoming an issue, though it's mainly the end product.

5th: This is west of the city centre (you see some houses to the right). It's probably the best place to expand into as it's relatively flat. Maybe the best approach is to push the forest-people out and lay down farms. Will wood supply still be okay even if the foresters keep getting pushed towards the ends of the map?

Offline Pangaea

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Re: Pangaea - Langtvekkistan
« Reply #34 on: September 24, 2014, 12:14:08 AM »
After some days just messing about with mods and starting umpteen new maps, it was time to sit down and play again.

55 years.

10 more years have passed, and things are really moving now. The pastures up north have expanded, and we're still blowing through the wool, so it probably has to expand some more. I've also included the Longer Living Orchards mod. They kept dying on me, and I got fed up of it. Needed to cut down the current trees and delete-rebuild the orchards, but now it seems to work much better :)

Population is almost up to 900 now, and there are plenty of kids and students. Think we had a baby boom of sorts after a big expansion. Food had been stable for a long time, but is now in tailspin, so I've hit the alarm button. Farms are going up west of the town centre. Think I'll farm the lot over there, as it's the best flatland left.

With a sad heart, the process to upgrade houses to stone has begun, first with the town centre. We had so much stone laying about, but we've blown through almost the lot now, and with little surface stone left, we have to rely on imports. It was a needed change, though, as it was becoming difficult to just keep supplied with firewood-fuel, never mind anything for trades. Since the change to stone houses, we have managed to build up a solid stock, though.

The food situation does look out of control in the picture below, but it should also be said that we have 8 alehouses that pumps out a whole lotta booze, and I've been buying plums and peaches with venison and other food sorts, so some of the decline will be due to this.

Almost forgot, but we are putting the chickens through a training exercise now. If they can't jump up to the trough and feed themselves, they get to feed us.

Offline Nilla

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Re: Pangaea - Langtvekkistan
« Reply #35 on: September 24, 2014, 03:49:04 AM »
Good luck with the chickens!!! Didnīt know there was a profession animal-trainer in Banished. Probably one of the latest mods.

It looks real good. No panic with the food. Time to do something! Yes! More farms! Yes! But you have so much stored food so you have time enough.

But I am not so sure I like the look of those dense, orchards, with all trees look the same. The bad productivity nerves me, too, but the "original" look a bit more like life.


Offline irrelevant

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Re: Pangaea - Langtvekkistan
« Reply #36 on: September 24, 2014, 04:52:17 AM »
A very nice-looking town! I agree with @Nilla, you are out in front of any food problem you may have. Farms come online pretty quickly.

Although the screenshots with no UI panels are more pleasing, it would be helpful if you would leave the jump map up, so we can see what we are looking at. Just a suggestion.

Offline Pangaea

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Re: Pangaea - Langtvekkistan
« Reply #37 on: September 24, 2014, 08:54:15 AM »
Thanks @Nilla and @irrelevant (that popup thing works with the default skin, at least now). Hopefully the food situation isn't too bad so I can get it under control. Many farms are already up, and foresters are being pushed further into the wild. It's been a worry to see the food stockpile dwindle like this though, we have lost about 100,000 food over the last 5 or so years, or 50% of the storage.

Good idea with the map and perhaps some other UI panels. I'll keep more of them in the shots next time, especially the map so it's easier to see where they are from.

I actually quite like the orchards this way. Perhaps a bit too much monoculture as I'm mostly growing peaches and plums to help supply the ale making, but I've mixed them a bit and it helps to get some green into the town. They wouldn't look so crowded with bigger individual fields, but I've made them 15x3 so one farmer can handle each field reasonable well. Have started to put 2 farmers on the new 15x8 cropfields, though, as there is manpower to spare and we now desperately want the food we can get. Think it was overall a mistake to change the crop size to 15x6-ish way back when. One farmer can handle that most of the time, but 2 on each of those very quickly adds up when you have so many fields.

The productivity on the orchards isn't too bad now with the mod that means they live 20 years instead of 8. Crops are still better of course, as a farmer can tend bigger fields without too much hassle, but productivity on orchards are in effect up due to giving fruits 90% of the time instead of just 75% (grow 2, live 6, die and grow 2, ad inf, on average)

Offline Pangaea

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Re: Pangaea - Langtvekkistan
« Reply #38 on: September 24, 2014, 07:25:21 PM »
Year 60

Have passed a 1000 citizens!! Woop. 8)

Food situation was getting out of control last, so fixing that has been the main priority. Can't say I have it under control yet, but we're not about to starve either, and I hope the graph will stabilise soon. The last spike looks more promising. Population has kept rising despite barely building any houses, so the hill keeps rising. Bannies must work!

We have expanded westwards and torn down whatever forest dwellers roosted there, and farmed what we can. There is a little more space beyond the market up by the mountain, and I'll farm what can be farmed, as this is the best flat area on the map. Should probably have come here sooner, but for some odd reason it was difficult to cut down all that lovely forest :D  :'(
Have also put at least two farmers on all fields now, as there was enough free labour, and we need all the food we can get our hands on.

We're still producing less than we're using, but this last 1-2 years I've tried to not swap food for ale-input, so hopefully that will help. Don't think these numbers take into account what you import, but exports go in the "Used" column. Bit of an oversight there, though I suppose it's nice to have a factual overview of what we produce.

Oh yes.. 130 nomads stopped by, and we sent them packing again. We have enough food issues as it is, thanks. Two people sadly died to starvation too, as they somehow got trapped between a market and a barn, and there were two 'red' squares between them and the market. No idea how they managed to get there. The first deaths that aren't due to old age or accidents.


Offline Pangaea

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Re: Pangaea - Langtvekkistan
« Reply #39 on: September 28, 2014, 08:09:21 PM »
70 years

We have fully exploited the best flatland, and will need to head into the forests again soon. The food situation is back under control. The last two harvests were terrible, we lost sooooooooooooo much food :( But @Nilla's eyes will bleed at seeing so many barns, some are close to empty too!

The population has basically come to a screeching halt around 1100, but the last 2-3 years I've built many houses again, so over the next 10 years the pop will hopefully bloom.

Animal Farm up north has expanded yet again (no sight of pigs!), I quite like to specialise the town a bit, but I've been sloppy with houses there, and another market is needed as well. Several of the latest markets are awkwardly positioned, but it's a case of trying to squeeze as much as I can out of the good land that is left, and markets steal so much of it.

I've traded away a lot of wool and hide coats as the price is good, but lately the coats are going down despite no trading, so I'll need to get that under control, or start importing them. The tool situation is pretty stable, despite producing steel tools with intermittent releases of coal in warmer weather. Otherwise I'm trading a lot of ale, in addition to some firewood here and there. Foodwise I try to swap out venison, mutton and some beef (we have little) for fruits.

The last picture is an overview of our main food producing area. Thankfully disasters are off, because if a hurricane or fire had ravagaed this area, we'd be in serious trouble.
« Last Edit: September 28, 2014, 08:11:51 PM by Pangaea »

Online RedKetchup

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Re: Pangaea - Langtvekkistan
« Reply #40 on: September 28, 2014, 08:36:15 PM »
congrats for your 1000 :)
(even 1100 ^^)
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Offline Pangaea

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Re: Pangaea - Langtvekkistan
« Reply #41 on: September 29, 2014, 06:08:51 AM »
congrats for your 1000 :)
(even 1100 ^^)

Thanks :) It's been a slow ride, but it's by far the biggest town I've had, so it's been fun. Still only have three trade ports, and it's annoying when the livestock and seed merchants drop by, especially when it's 2/3 (thankfully not been 3/3 yet).

Offline irrelevant

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Re: Pangaea - Langtvekkistan
« Reply #42 on: September 29, 2014, 06:21:31 AM »
@Pangaea Looks great; congratulations!

Offline Pangaea

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Re: Pangaea - Langtvekkistan
« Reply #43 on: September 30, 2014, 06:52:50 PM »
80 years

Doesn't feel like I've done much these last 10 years, which a look at the previous overview shot confirms. Population has increased with about 260, but I've only built 27 new homes. I have built another trade post, and the idea was to use it for temporary storage, but the silly boat people are more than a little intent on traversing up the very narrow stream. Still, I'm mainly storing coal up there. Apart from that, the main development has been to lay down stone roads absolutely everywhere. Well, the lazy builders haven't gotten their fingers properly out yet, but in time they will get there, I'm sure.

As expected the population did rise on the back of all the houses I built up to year 70, but expanded farms also meant the food situation is better now, and our stores have increased with roughly 100,000. The last couple of years we're losing food again due to the higher population, so I've just started to plan out where to expand the farms.

In the south, a full-blown forest node has been erected, while the previous one is getting torn down, to be replaced with more farms and houses. Up north-east, Animal Farm is being expanded eastwards. The landscape is tricky, but Better Fields mod lets me get a little bit more out of the mountainous land. Think I'll pasture as much as possible, while farming elsewhere.

The cemetary has expanded as well, and I hope this will be enough for quite a while. We now have 703 final resting places, which really ought to be enough I would think? Currently 463 are taken, so it should be enough for at least 2000 pop.

Right now Langtvekkistan has 8 hospitals, which have barely been used. However, in the last ten years we did have an outbreak of Mumps, which lasted a while without any casualties, and a very small outbreak of Dysentery. Pretty sure we went at least 50 years without anything. Prior to these two, the only excitement was a disease after one of the first batches of nomads aaaaaages ago.

I'm starting to reach the boundaries of the map now, but I hope it's possible to get to 2000 pop :) 1415 currently.

Offline irrelevant

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Re: Pangaea - Langtvekkistan
« Reply #44 on: September 30, 2014, 08:11:36 PM »
@Pangaea I'd say you are doing exceptionally well, particularly so for having so few TPs (not sure how many you do have, but with 80 traders, it can't be very many)! This is a very good-looking town, and coming along very nicely for not relying heavily on imports.

Could you talk about your trading? How many TPs, what is going out, what is coming in? What has changed re: trading since year 70?