World of Banished

Conversations => General Discussion => Topic started by: Rayden on February 26, 2015, 03:00:35 AM

Title: Crops problem
Post by: Rayden on February 26, 2015, 03:00:35 AM
Last night something weird happen to my game. I'm on year 93 and suddenly all my crops stopped growing. I noticed my food resources start depleting quite fast, but as I was having a great demand for houses (nearly 200 kids in school and many on an advanced age) and every house I built got filled up immediately, I didn't notice that as a problem. I built another fishing dock and another four 11x11 crops to cover the demand. Only when the resources went bellow 10000 (four years passed in the meanwhile) I start digging why and then noticed that all crops where not growing and after I had consult the production for the previous year it showed "0". But the 4 newly crops and 1 orchard seemed ok except for 1 crop that did not grow anything either.
After looking around the forums for a clue, I tried to unassigned my farmers, all of them (203) and assigned them again so the game could reset the professions and assign jobs to laborers living closed to fields, just in case. Didn't work. Then I tried to change type of crops, didn't work either. Tonight I'm going to try to delete all my crops and build them again to see if it works. One note just in case someone asks, there were plenty of farmers on fields, I could see them working the land but nothing got planted, yield 0 all year round.
Does anyone heard or experienced something similar?
Title: Re: Crops problem
Post by: assobanana76 on February 26, 2015, 03:12:09 AM
never heard such a thing ..
Title: Re: Crops problem
Post by: Nilla on February 26, 2015, 03:29:30 AM
You mean nothing is planted on the fields? That's weird. I have only noticed this, if there are pots left on the field, but I suppose this will not be the case here, not if no field is planted. Not bad weather eather, not that bad and not several years in a row.

I once had something similar, but that was only one field, the others worked perfect: The beans on that field wasn't harvested at all the first year. Couldn't explain why, the farmer lived directly at the field, no full barns. The beans didn't die during the winter and the same beans weren't harvested the next year eather. I deleted the field and changed the crop to something else. It went well for a couple of years, than the same again. I couldn't explain why. (I changed the field to a graveyard and although I supposed that no grave would be established on that spooky place, it worked normal).

I'm sorry this is no help to you. I think the idea deliting the fields and building them new is good. That's what I would have done. Another possibility is, if you have a save before the trouble began. Start that one and see if it happens again.

I hope you let us know if you find the problem. If not, maybe you could show us some pictures.



Title: Re: Crops problem
Post by: A Nonny Moose on February 26, 2015, 07:05:15 AM
I've had some crop failures but nothing so spectacular as this.  Did you have a drought?  It almost sounds as if your farmers went elsewhere to work.
Title: Re: Crops problem
Post by: Rayden on February 26, 2015, 07:16:34 AM
Quote from: A Nonny Moose on February 26, 2015, 07:05:15 AM
I've had some crop failures but nothing so spectacular as this.  Did you have a drought?  It almost sounds as if your farmers went elsewhere to work.

Or a strike  ;D
Title: Re: Crops problem
Post by: RedKetchup on February 26, 2015, 09:37:22 AM
wow never saw a such stike neither ! i never saw a 93 year neither lol ! thats sounds strange. have a save to share?
Title: Re: Crops problem
Post by: A Nonny Moose on February 26, 2015, 12:31:35 PM
Or maybe, due to over-farming, you've created a dust bowl.  Pack up your Oakies and head for California.  (If you don't understand this, there is a novel by John Steinbeck, "The Grapes of Wrath".)
Title: Re: Crops problem
Post by: Rayden on February 26, 2015, 02:16:34 PM
Well I gave it a try and found something else strange. I deleted one of those crops and despite it disappeared I couldn't build anything on that empty space, nor crop or pasture even any buildings. I'm adding two save games, one from yesterday (game year 93) faulty, and another one from before yesterday (game year 91) that seems to be alright, at least it run for a complete season and crops kept growing. I also tried to delete the same crop and rebuild it on that same empty space. Even if it got planted a bit later than the normal, already on spring season, it gave a full crop tended almost entering winter season.

Good save - https://www.dropbox.com/s/smgs7zxumno4ec9/Save18_good.rar?dl=0

Bad save - https://www.dropbox.com/s/aa6uyfdegs7yvvl/Save19_bad.rar?dl=0

If anyone want to have a look at it. ;)
Title: Re: Crops problem
Post by: rkelly17 on February 27, 2015, 07:43:12 AM
Quote from: A Nonny Moose on February 26, 2015, 12:31:35 PM
Or maybe, due to over-farming, you've created a dust bowl.  Pack up your Oakies and head for California.  (If you don't understand this, there is a novel by John Steinbeck, "The Grapes of Wrath".)

My mother's family moved from Oklahoma to Southern California in about 1926--pre Dust Bowl, which was the 30s. Whenever my mother brought a decorative piece into the house which my California-native father thought a bit much he would mutter about "Okie decorating." I'm not sure, but I think that "Okie" is the preferred spelling.
Title: Re: Crops problem
Post by: Rayden on February 27, 2015, 09:35:40 AM
I just remember now another odd thing that I never seen before, nomads appearing from nowhere in the mountains on the edge of the map across my fields and forests until they reach the town hall in the middle of the map. That cost me a yellow fever plague that infected nearly 200 persons, and I lost count of the dead.

I thought that they only appear by boat when the merchant arrives, that's why I usually build the town hall and boarding houses next to the trading post to avoid them wonder around populated places and crops/pastures.
Title: Re: Crops problem
Post by: irrelevant on February 27, 2015, 09:42:07 AM
Nomads always walk in from the edge.
Title: Re: Crops problem
Post by: Rayden on February 27, 2015, 09:48:13 AM
Quote from: irrelevant on February 27, 2015, 09:42:07 AM
Nomads always walk in from the edge.

Thanks for the info, didn't know that. Now imagine 192 nomads (that's the number on that one time) walking down the mountains on a single line, looked like a snake :D
Title: Re: Crops problem
Post by: RedKetchup on February 27, 2015, 11:51:22 AM
lol ya
Title: Re: Crops problem
Post by: A Nonny Moose on February 27, 2015, 01:43:20 PM
Do you always accept nomads?  I don't.  If I think that this will cause some kind of crisis in my town, I turn them away.  At the moment I could do with about 20, but no more.

One of the problems in this game is you can't be selective on the number of these people you take.
Title: Re: Crops problem
Post by: RedKetchup on February 27, 2015, 01:45:09 PM
Quote from: A Nonny Moose on February 27, 2015, 01:43:20 PM
Do you always accept nomads?  I don't.  If I think that this will cause some kind of crisis in my town, I turn them away.  At the moment I could do with about 20, but no more.

One of the problems in this game is you can't be selective on the number of these people you take.

nor you can select the most healthy ones
Title: Re: Crops problem
Post by: Gatherer on February 27, 2015, 02:12:47 PM
I usually accept every 4th or 5th group, depending on its size, due to periodical population decline.
Title: Re: Crops problem
Post by: paralias on February 27, 2015, 02:22:27 PM
i accept them every time as many as they are.. i even have the townhall only nomads and boardinghouse nomads mods to come as early as possible and more often
Title: Re: Crops problem
Post by: Rayden on February 27, 2015, 03:13:50 PM
I only accepted once about 30 few, and I got my first disease in game. Never did that again, but they still spread diseases on the down the mountains to the townhall.  ::)
Title: Re: Crops problem
Post by: rkelly17 on February 28, 2015, 07:09:26 AM
Quote from: irrelevant on February 27, 2015, 09:42:07 AM
Nomads always walk in from the edge.

They also go off in their snaky line and disappear more or less where they appeared. As to accepting them, I usually accept the first couple of groups that are 2 or 3 families, then deny, deny, deny. Since I fell guilty denying such poor people, every so often I will accept a group of 40 and then, BANG!, a major epidemic happens and diseases reappear every couple of years from then on. You'd think I'd learn. The number depends on the size of the settlement--absent a modded town hall that limits numbers. The other effect of nomads is lowering the proportion of educated workers since they all come in uneducated.
Title: Re: Crops problem
Post by: A Nonny Moose on February 28, 2015, 09:11:08 AM
I can usually handle anything but a bubonic plague infestation, but I still would like to take some but not all regardless of quality.
Title: Re: Crops problem
Post by: Paeng on February 28, 2015, 11:22:49 AM
I just look at my current situation - if I have plenty extra food and clothing... mainly my decision depends on my Homes vs. Families ratio - if I have more houses than families (e.g. due to a recent old-age thing), I take them in.

Diseases don't scare me, as I usually have numerous hospitals spread around. Education is another thing - there I'm also careful, so I don't take nomads when my edu is already below 90%, I wait first for that one to recover...


Quote from: paralias on February 27, 2015, 02:22:27 PMi even have the townhall only nomads
Yep, I like that mod - specially since it also offers smaller groups in later game...

I'm still not quite sure on the conditions though - I like to believe it only needs a hospital (like most other, similar mods)... or is the town hall also still required?


* My favorite was Slink's Nomad mod (just a hospital needed, plus the nifty nomad interface), but that is now rolled together with too many other things I have no use for (from the former Fountain mod)...  and Jamie's also has a nomad button inside the BH, so that's fine...  :)




Title: Re: Crops problem
Post by: rkelly17 on March 01, 2015, 08:10:34 AM
Quote from: Paeng on February 28, 2015, 11:22:49 AM
* My favorite was Slink's Nomad mod (just a hospital needed, plus the nifty nomad interface), but that is now rolled together with too many other things I have no use for (from the former Fountain mod)... 

Didn't @slink include the modded inn in the houses only package? I don't use all of the houses, but some look nice when you need a fancy house for the mayor or the doctor. Though lately I've been going nuts with @RedKetchup's two and three-story houses. Those things are just irresistible.
Title: Re: Crops problem
Post by: RedKetchup on March 01, 2015, 04:57:15 PM
hehe sure they are :)