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irrelevant - Rickettsville, a vegetarian experiment

Started by irrelevant, June 30, 2014, 05:40:11 PM

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RedKetchup

woot woot , youre right, not vegetarian anymore lol but...


you ll have to change your title to : ex-vegetarian experiment ^^
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irrelevant

So naturally, in two years at 15 TPs, I've gotten exactly one livestock merchant who had sheep. >:( They were swarming the place before I wanted them.

irrelevant

This pasture is on the western frontier, but there are at least ten laborers living in this little valley. It took three. Years. To build this pasture. It had 66 trees in it.

rkelly17

Quote from: irrelevant on July 20, 2014, 09:10:35 PM
This pasture is on the western frontier, but there are at least ten laborers living in this little valley. It took three. Years. To build this pasture. It had 66 trees in it.

It is really a pain to expand on the frontiers when a town gets to this size. Fields that sit for a year with one tree left! Houses that take six seasons to build!  >:(  And is it just me or do pastures seem to build more slowly than anything else, even in the early years when everything is more compact?

tomplum68

Is there a set number of laborers assigned to a job?  In the pasture example there were 66 objects to clear, let's say each laborer is expected to clear 3 things before leaving (depending on their walk sometimes they only clear 1).  There would be 22 laborers assigned to that job.  It seems the way the job assignments work for laborers is whoever is closest (I can't say I've ever had such sprawling towns or hundreds of laborers so I'm speculating) will get the clear order in their que.  Unless you prioritize the clear job they will empty their que until they get to the clear job and then go perform the work.  Unless they get interrupted by an emergency order like cold or hunger they will complete that job.

I think its in one of the town hall menus is a tab for job description and how many jobs there are, like 75 farmers in 52 locations.  Does this tab do this for laborers also?  It would be interesting to see if there were just a ton of jobs the laborers were being assigned to.

One other thing that seems odd.  People change jobs all the time depending on proximity which changes all the time with new housing and work redistributions.   You would think that laborers assigned to a job far away would eventually change job with people closer to the work site to balance everyone's distances to work. 

irrelevant

#125
Quote from: tomplum68 on July 21, 2014, 09:17:29 AM
I think its in one of the town hall menus is a tab for job description and how many jobs there are, like 75 farmers in 52 locations.  Does this tab do this for laborers also?  It would be interesting to see if there were just a ton of jobs the laborers were being assigned to.

One other thing that seems odd.  People change jobs all the time depending on proximity which changes all the time with new housing and work redistributions.   You would think that laborers assigned to a job far away would eventually change job with people closer to the work site to balance everyone's distances to work. 

@tomplum68  I think that the job assignment engine starts to lose it when you get in the range of 1500-2000 citizens and 400-500 laborers. It just can't handle it.

There is no location data for laborers, you can see that in the screenshot a couple of posts up from here. You can click through them all though, for whatever that would be worth  ;)

irrelevant

Still going for the Trader Challenge: Farm porn

RedKetchup

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irrelevant

#128
@RedKetchup  Thanks!

So I'm still working on this town, converting it into a manufacturing and trading center. I'm approaching this in two directions. First, I'm balancing out the markets that I slapped down out in the forests. When I built them they were intended to support gatherers, herbalists and foresters. Immediately after I decided to use Rickettsville as my trading challenge town, I plopped down a number of hunters cabins as well.

Now I see that what I need is more farms (I do love farms ;D ). I have to have concentrated food production, because every manufacturing building and house that I add at those markets is going to further reduce my gatherers' food production. So I'm doing a methodical, one-market-at-a-time conversion from forest nodes to farms.

I started this process in Early Autumn 77, as documented in the first post here: http://worldofbanished.com/index.php?topic=290.0

Here's the next one. I didn't think to take a before screenie, so here's an older one:

Screen 1 - Before, Late Spring 70. Not very much changed between this screen and the next, except for the pasture, and the fishermen, brewers, blacksmiths, and the additional tailor.

Screen 2 - After, Late Winter 81. The incomplete farms on the right side will become pastures. I have figured out that it is much faster to build farms, delete them, and then build pastures on the cleared land, than to build pastures from scratch.

irrelevant

Exactly what I need! Labor is my problem at the moment, I had a die-off of maybe 150 right when I ended vegetarianism.

RedKetchup

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irrelevant

#131
Yes! Course I was hoping for 410 nomads.... ;D

So here are some other areas being developed. Three pairs of before, late Spring 70, and after, Autumn 82.


RedKetchup

i see you have 5000 stone, but i see alot of wooden houses... how comes ?

EDIT: oh i see 45000 firewood ROFLMAO
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irrelevant

#133
@RedKetchup the wood houses were all slapped down in the last 5 years of the vegetarian challenge as I was hurriedly attempting to use all of the map. Stone was a big problem at that time. Also I needed them fast.

The houses I'm building now are all stone.

Now I'm trying to decide whether it would be worth it to upgrade them. I need to count them I guess.

That's 45,000 firewood in storage. Plus 35,000 in TPs and 35,000 in houses  8)

RedKetchup

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