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.
Population after 50 years: 620
Number of boarding houses: 44
Educated: 100% from the first child
Happiness: 4½ 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: 4½ 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.
Main and starting area with schools, mines and quarries
The second, very typical town center. The school was located before I found my school strategy.
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.