This is an open challenge, for everyone to try and re try. The present top 3 on each category are listed below.In my present town, I've just realized how important the start is for the later growth of a settlement. In year 19 my present town has about 250 people less, than the first town I built with the same tactic. The only difference is the start. This made me think of this challenge; It's not a new one, with an interesting tweak. I see it more like an experiment, that I want to make and I hope you want to join me.
How do we make the fastest, most efficient start? What is important? How much is luck or good choice of the map (i suppose it's better to have many children from the start, but I don't know how much difference it is)
TaskBuild a settlement with 100 inhabitants as fast as you canA - the ultimate speedNo limits. Use any map, any conditions, any mod.
@Chon Waen Winter 7B - the originalJust one limit; No mods.
@Brugle Early summer 7
@Trizeropz Summer 7
@Nilla Summer 7
C - the hard coreHard start
No mods
Full education
Full harts
Full stars
Full clothed
No lack of anything essential (food, firewood, clothes, tools)
To prove this you need a city hall
@Brugle Summer 11
@Nilla Late Summer 14
@kee Late Winter 15D. Adam and EveStart with only 2 people (Adam and Eve)
Any other mod allowed, that have no influence on the population growth
Full education at the end of the game
5 stars at the end of the game
5 harts at the end of the game
You can make one or all parts, once or several times. It would be nice if you tell how many children you had from the start. Some screenshots along the way, might also be interesting.
I hope that some of you will find this challenge interesting; if not a challenge than at least as an experiment.
@Nilla I like this challenge very much; I shall definitely give it a try.
i will join too. even if im not good at starts. but thats a good training. do you mean 5 stars at the end with 100pop?
this sounds like a nice challenge. 100 pop total, or 100 adult ?
give this one a try after the weekend.
wow, really enjoyed. that was fun! nice challenge!:)
more screens and information tomorrow. need to sleep. good luck
here is my result:
talk about luck^^
Quote from: Trizeropz on March 20, 2015, 07:08:55 PM
i will join too. even if I'm not good at starts. but thats a good training. do you mean 5 stars at the end with 100pop?
If you make the C- variation, it´s 5 stars. A and B doesn´t matter.
Quote from: chillzz on March 20, 2015, 07:15:14 PM
this sounds like a nice challenge. 100 pop total, or 100 adult ?
give this one a try after the weekend.
100 people, not adults
Quote from: Trizeropz on March 20, 2015, 09:22:53 PM
wow, really enjoyed. that was fun! nice challenge!:)
more screens and information tomorrow. need to sleep. good luck
here is my result:
talk about luck^^
In Sweden we have a proverb ; "The skilled one has luck!" ;) :D
Town Name: Barefoot
Year 7 Winter
Easy Start
Start Pop: 12/0/13
End Pop: 67/0/33
Hearts:5
Stars: 4.5
Clothed:99%
Educated: 18%
No nomads came by.
Aww, ma! We done had our baths last year!
i used redketchups cheyenne seed because of the big flat map at start.
8167
valleys
large
fair
medium start
no disease
screen 1: i started with 5 crops and only built houses in the first year. foolishly the first 4 was stone houses:D
screen 2: lots more houses, a herbalist, 2 woodcutter, blacksmith. tools enough. food wasnt that great:D but i had enough laborer and crops unused. the herbalist doin well so i set it down from 2 to 1. blacksmith was paused and limit for tools set down to 50. priority was to collect logs
screen 3: a single year i used every crop i had and got a very nice amount. logs and firewood is low the whole time:D herbs more than enough so i set it from 1 to 0. the gatherer wasnt needed till year 9 i dont know why i built him. in winter all the farms are active. after winter i set ALL occupants to collect logs.
screen 4: with the food from year 7 i was able to ignore all my crops and totally concentrate on collect logs and only built houses. no one died so far. i built so much houses in short time and the food going down faster as i thought
screen 5: the last half year i had 0-40 food and i wondered why no one dies of starvation:D in panic i built a 2nd fisherman because it and even though i dont used crops field till year 9 the food was enough^^ the whole year 9 the food was produced from 1 gatherer and 2 fishermen. 1 occupant before finish i got the first dead by starvation and i afraid that i wont get the 100 cause the food was a long time 0 and some guys started to be hungry. on the screen you just see 1 but before the screen there was 6-9 hungry xD but in the end i did it. after the screen i went on and 4 guys die in row by starvation before the next was born. so i really had luck.
challenge was fun. if i would do it again i wouldnt build a fishermen or gatherer. and not 4 stone houses at the beginning. without that i could finished the 100 some earlier. i think maybe year 9 spring.
edit: i see now that i could start 'easy' instead of 'medium'......shit happens
have fun
Quote from: Chon Waen on March 21, 2015, 09:23:15 AM
Town Name: Barefoot
Year 7 Winter
Easy Start
Start Pop: 12/0/13
End Pop: 67/0/33
Hearts:5
Stars: 4.5
Clothed:99%
Educated: 18%
No nomads came by.
Aww, ma! We done had our baths last year!
That´s fast! Impressive! Congratulations! Screenshots, please!
Quote from: Trizeropz on March 21, 2015, 09:32:56 AM
edit: i see now that i could start 'easy' instead of 'medium'......shit happens
I suppose it´s a big difference between a medium and an easy start; more people to start with, houses from the start, the first children will be born fast. But if you liked it, make another try.
I started one game, too, as I was tired of my fast town. I have to play some more years, maybe tonight.
Dang, knew I forgot something! I'll redo it with screenshots and see if I can't get similar results.
I decided to go the unlimited mods route.
The mods that had a major impact were:
NewMaps v4(1.0.4B) by TheChucklesStart
FlatLand-Arid/Medium Size/Mild Climate
Disasters Off/Easy Seed 547968630
This seed gave me a lot of flat land, river no creeks, wheat seeds, sheep, and 25 total pop at the start.
RKs New Medieval Town
Being able to put 48 houses very close to a standard marketplace was huge.
It also allowed me to build smaller footprint hunting cabins and of course houses attached to tailor/smith
Storage Mod by ScepraX
The 3 "More" mods by Minrathous:
Iron per ore lump, stone per rock, and wood per tree.
Without these mods I wouldn't have been able to build near as fast, and my town full of dummies would have run out of resources much sooner.
Fast Road Mod Test by Alexander Clarke:
Also boosted the dummies
Citizen Modification by Mira Moone:
Drops food used/year down some
Probably also helped keep the morons from starving.
All this to keep them Barefoot(and pregnant)!
ha ! there were some mod in that surely had alot of impact ! :)
Map Seed: 2222
Valleys
Large
No Disease
Fair
Easy
NO Mods
Start 13|0|12
End 71|0|29
Summer 7
That was better:) This time not stone houses at start and 'Easy' instead 'medium'
too bad we cant do the 10k-challenge ^^
why we cant?^^ if irrelevant did 6000 with large map. he could use this mod (dont know the name now) that give you extra large and super large. i dont know hoch much bigger these are but i think you could do that. but just with 1 fps and you would need 12 month;DD
Quote from: Trizeropz on March 21, 2015, 12:32:23 PM
why we cant?^^ if irrelevant did 6000 with large map. he could use this mod (dont know the name now) that give you extra large and super large. i dont know hoch much bigger these are but i think you could do that. but just with 1 fps and you would need 12 month;DD
Uhhh, no. ;D
My machine starts to lag at 600. I think it would catch on fire at about 6k, let alone 10k.
Thats not even considering the hellish logistical problem of 1,000,000+ food consumed each year!
Let alone clothes, tools, and firewood
Tried that hardball version of the challenge and ... well... 15 bloody years. Somebody's got to do it a lot quicker than that. Oh, well.
I've finished my first attempt; with an easy start. I'll try the hard one, too, some time and
@kee, I'm not sure, that anyone can make it so much faster than in 15 year. There is a big difference between hard and easy.
I think it could be a big difference between easy and easy as well. I opened some maps, in fact number 1-10 small maps. The number of children were between 2 and 13, I am pretty sure that you are much faster, with 13 than with 2 children from the start.
I choose the 13 children ;D ::)
I made a save of the one with 2 children as well and will play that sometime, too.
Map 8 small valleys
Start 12/0/13
End 70/0/30
Summer 7
Same time as you,
@Trizeropz !
I couldn't have played that map faster, there were houses ready as soon as one couple could move out. But you could play an easy game faster, with more luck. The girls were older than the boys all the time. At the end I had a lot of young single girls 10-17 years old and only one 9 year old, one 8 year old and a bunch of 6 years old boys.
First picture year 2
You can build a lot the first year with an easy start. I keep an eye on the elder children all the time so I build enough hoses. There are more girls than boys from the start, or at least they are older.
Second picture, year 4Not a very nice looking settlement,but it works.
Girls are older than boys, but at least there are some boys only a couple of years junior. But it's getting worse........ ;)
Third picture, year 6...........and worse........... ;)
Fourth picture, year 7 ..................until the end
Sorry I was a bit late with the screenshot, but you can see at the log, that inhabitant number 100 was born in summer 7.
@Nilla yeah you need to wait for them. i could easy built more houses and the food was alright (before the end). they dont reproduce fast enough:D you need luck to be better than year 7. congratulation:) i am doing the hard one too and i retry the easy.
I'll make a small competition in this challenge: For you to guess:
I just played a game to 100 inhabitants. The same as my last game, easy start, no mods. But this time I choose the "wrong " map,the one with only 2 children from the start. I used exactly the same tactic, as far as I can see, you can not make it faster, every couple could move out as soon as possible. This time it was a better balance between boys and girls, not perfect but not so bad as in my first game,
Guess when I reached the 100 people. What is the difference, if you have 2 children or 13 children from the start?
Year 8 Summer i guess
@Nilla, so two variables, far fewer children to start, but better balance between M&F. I'd guess you got to 100 around the same time, possibly even a few months sooner. I think the MF balance is crucial.
I tried this with a 12/0/09 start, and had miserable luck with the MF balance. After year two or so I always had 12-14 y/o girls living alone waiting for 7-9 y/o boys to turn 10. I reached 100 in Early Autumn 08. Going to give it another try.
Variation B
12/0/10 start
70/0/30 finish
Early Summer 8
@Bracken, your settlement looks so nice. It's astonishing, how much you can build in that short time. Nice! If we have a category for best looking, you would be ahead.
@irrelevant, as I look at your screenies, I must really laugh!!!!!! 10 barns for 100 people! Isn't that a bit overkill? ;D
@Bracken Beautiful town! Nice work. :)
@Nilla well, they keep filling up, I can't help that :P ;D Also, I hate it when guys have long walks to find storage ::)
There's a bit to consider in your hard challenge.
*Status educated at finish, which means that often some founding children must have passed away- in the worst case scenario that means that a founding child aged 9 passes away early spring year 14 at a ripe age of some 80. Usually your founding fathers are away earlier than that, but if your seed gave you children aged 9 you simply won't have time to erect that school in time to escape at least one doofus.
*Balance of equal age sexes: Next to pure numbers of fertile banishims this is probably the most decisive factor for the growth rate.
*Avalability of housing: One new house for every new possible couple, but not have so many houses that they decide to have the shack all to them selves- here the avid micromanager will hsve his day with closing down, forcing people together and splitting up families with a godgiven authority.
*And of course having enough food, tools and clothing. You can see I stopped at 103, had a bit of a distribution problem so the market hadn't put shirts on the backs of more than 98 banishims when I reached 100.
@kee I like to use a boarding house for overflow. It means I can bounce families around, and get new pairs paired up without worrying too much if established families will split up. A boarding house right at the start also means a quick set of births to boost numbers, and you only need a single builder/project instead of 4-5 builders and projects for single homes.
@Nilla ,
@irrelevant Thanks! I did most of my building in winter, with all those farmers hauling materials.
@Bracken what size are your fields?
I have a question about challenges in general. In a challenge, is it legit to save the game and keep repeating an action until it comes up the way you want? In this challenge, you could get the desired sex at birth, since the time of birth seems to be determined but the sex is apparently random. Selecting the merchant who arrives at a dock might be useful, and I expect there are other things which could be improved by repetition.
In my "regular play" I don't do this, except sometimes to find a good seed. But I might want to do it in a challenge to stay competitive if it is OK. Is it?
Quote from: kee on March 22, 2015, 01:05:43 PM
but if your seed gave you children aged 9 you simply won't have time to erect that school in time to escape at least one doofus.
True if there is an old 9, but if there is only a young 9 then it is possible to build a school in time (if materials are handy).
Quote from: Brugle on March 22, 2015, 01:58:40 PM
I have a question about challenges in general. In a challenge, is it legit to save the game and keep repeating an action until it comes up the way you want? In this challenge, you could get the desired sex at birth, since the time of birth seems to be determined but the sex is apparently random. Selecting the merchant who arrives at a dock might be useful, and I expect there are other things which could be improved by repetition.
In my "regular play" I don't do this, except sometimes to find a good seed. But I might want to do it in a challenge to stay competitive if it is OK. Is it?
If you are that eager, diligent, patient, ambitions..... whatever..... I find it OK
The goal 100% educated leaves as some interesting decisions; If we choose a map with many and older children, that will give us a fast growth, there might be some 9 years old that grows up before the school is built. Should we choose a map with not so many children, or take a chance, that this uneducated decease before we reach the number of 100? This C-alternative is supposed to be a bit trickier than the other.
Another thing to think about are the harts and stars. Can we get 5 harts without buying any grain or grain seeds? What is if the merchants don't bring any? I suppose we need a graveyard to keep the 5 stars, when do we build it, we might have bad luck and get an accidental death or an early death of old age......
I made this variation fully on purpose, knowing that not all attempt could succeed. If we want it easier, there are alternative A or B.
Quote from: Brugle on March 22, 2015, 02:21:34 PM
Quote from: kee on March 22, 2015, 01:05:43 PM
but if your seed gave you children aged 9 you simply won't have time to erect that school in time to escape at least one doofus.
True if there is an old 9, but if there is only a young 9 then it is possible to build a school in time (if materials are handy).
On are hard start there are no materials until you harvest them. I've (just barely) gotten a school built in time for a 9/yo, but that was on a medium start when you don't have to start off by scratching up construction mats.
Quote from: Nilla on March 22, 2015, 02:42:08 PM
Quote from: Brugle on March 22, 2015, 01:58:40 PM
I have a question about challenges in general. In a challenge, is it legit to save the game and keep repeating an action until it comes up the way you want? In this challenge, you could get the desired sex at birth, since the time of birth seems to be determined but the sex is apparently random. Selecting the merchant who arrives at a dock might be useful, and I expect there are other things which could be improved by repetition.
In my "regular play" I don't do this, except sometimes to find a good seed. But I might want to do it in a challenge to stay competitive if it is OK. Is it?
If you are that eager, diligent, patient, ambitions..... whatever..... I find it OK
Well, I'd like to know if anyone else doing C intends to do it.
I intend to do it and
@kee already has.
Quote from: Nilla on March 22, 2015, 03:29:35 PM
I intend to do it and @kee already has.
What I meant was, will anyone else doing C sometimes save the game and repeat a birth until the sex comes out as desired? I'll do that but only if someone else also does it.
So often, when I think I've been clear, it turns out I haven't. :(
I'm doing the C; I've been known to take a mulligan on Merchants when they bring livestock or seeds too often ;) Re-doing the births would seem pretty tedious even to me, who will grind through manual trading at 30+ TPs year after year, but if you're game, I'd say go for it! ;D
I would not save, restart and wait for the right gender. I never do, to get the right merchant eather (almost). But if you want to, do it! If you are so patent, you deserve a good result.
But for example, if there is an accidental death or some early decease, big fire or tornado, I would go back to an earlier save. In a normal game I usually don't do that, but I would here.
OK. I don't expect to try to change the sex at birth too often. I expect that quite often I won't care much which sex is born, and if the opposite sex is born next (which often happens) then I should be back to not caring again.
(Since I don't have much playing time, Kaiyana Ladarin will have to wait.)
Quote from: Nilla on March 22, 2015, 06:26:54 PM
But for example, if there is an accidental death or some early decease, big fire or tornado, I would go back to an earlier save.
I don't expect fires or tornadoes with disasters off.
Teaser!
Hope to finish this tomorrow night.
the hard core challenge : Olusterdonville
map seed : 212645189
type : valleys / large / fair
disasters : on
starting conditions : hard
No mods. and to make it somewhat harder as a test for myself :
- No trading, No Farming, No Husbandry
- No quarries or mines
- No Boarding Houses
- No Nomads
start with 8 adults, 7 children.
year 01 - spring : 1st child turned almost directly into laborer before the school
could have been build. 1st building : school
year 06 - first death due to childbirth
year 09 - early summer : Halfway
year 10 - two deaths due to old age
year 13 - winter : three quarters
year 16 - autumn : done, with the birth of 'Bridge'
final result : 100% clothed, 100% educated, 100% happiness, health 4.5 hearts :(
Not bad.. wonder why i couldn't get them 100% healthy, with roots, mushrooms, onions, berries, venison and fish alone.
this was actually 2nd attempt, first map had a tornado in year 1 whipping out all 8 adults and the only 2 children.
@chillzz Very nice! Extra tough with no trade. But you pretty much have to have grain to get 5 hearts.
@irrelevant thanks :)
Yeah i wondered about that.. i thought it might have to do with the 'bad' conditions the first years. just the food from gathers, no fish, no meat, no herbs, almost no clothing. health dropped to 3 hearts around year 3.
Year 12 was extremely bad with deaths btw. 6 due to old age and 2 due to childbirth.
So with slightly more luck i could have made it in end 15, early 16.
I've had banishims with full hearts based solely on gatherer, hunter, fisher and herbalist but it is bloody hard to keep there. Well stocked markets and quite near herbalists is a key, but this diminishes the herb yield per year.
Very nice try
@chillzz !
I'm sure the missing ½ hart comes from the extra hard conditions you put upon yourself. It's hard to get the 5 stars with no grain, especially if they go down so much at the start.
If the average is 3 harts, there are individuals with only 1 and 2 harts (children are born with 5). I have noticed; when the people visit the herbalist, they get ½ hart more, but they don't visit the herbalist all the time so I suppose it takes more than 16-3=13 years to gain the full stars, even with a perfect location of markets and herbalists. Maybe the people that lived at the real nasty times have to die first.
I forget to tell you the answer to my quiz.
You are all so wrong!
As i started the game with only 2 children (boy and girl 5 and 8 ), I didn't have 100 people until Autumn 9! It took more than 2 years longer, even if the "coupling" was better.
You know, I am a bit "geeky". I made some kind of population simulation as I played my town Doolin, my first fast game. It's nothing advanced, just a simple Excel calculation. If I put the starting conditions of these two games into that simulation. It tells us this; The number of children at the beginning, is more important than the perfect coupling, short term. Long term the age of the mother, as she gets her first child is very important, too.
You can look at the file if you want to. The calculation is a little bit "conservative", you could be a little bit faster in real, but it is pretty good, even long term. I've checked it at that Doolin game.
I'll show you one picture from the game. This one is "funnier" than the end. Why on earth do the young uneducated 10 and 11 years old prefere professions like blacksmiths and woodcutter, where they really do a lot of harm? There are educated laborers from the original generation living closer. In this game it doesn't matter much, but I have seen it before in other, long term games without schools, where it matters a lot.
sorry, couldn´t attach the Excel-file, so it´s a pdf.
@Nilla well, that's discouraging; I was hoping that in-game decisions would outweigh just trying seed after seed to get the most children at the start! ;D
Quote from: Nilla on March 23, 2015, 03:23:22 AM
If the average is 3 harts, there are individuals with only 1 and 2 harts (children are born with 5). I have noticed; when the people visit the herbalist, they get ½ hart more, but they don't visit the herbalist all the time so I suppose it takes more than 16-3=13 years to gain the full stars, even with a perfect location of markets and herbalists. Maybe the people that lived at the real nasty times have to die first.
I don't think you can make up with just herbs for the health you lose by not having a balanced diet. I've noticed that without grain I'm usually down to four hearts by the time I get my herbalist up.
I suspect that working in the winter has a health cost as well. If true, that would mean that gatherers, hunters, foresters, fishers, and laborers harvesting resources in the winter would all lose some amount of health even with herbs. Possibly warm coats mitigate this. But a fully-balanced diet seems to be pretty much a requirement for 5 hearts, whatever else you do.
Autumn 16 - Hard Core
Hard start
No mods
Full education
Full hearts
Full stars
Full clothed
No lack of anything essential (food, firewood, clothes, tools)
@Nilla look, only five barns! ;D ;)
This is the map I used for Sink Mill, 8291.
Just for fun, two screen grabs from Sink Mill in the early years for comparison.
Quote from: irrelevant on March 23, 2015, 05:46:30 AM
Quote from: Nilla on March 23, 2015, 03:23:22 AM
If the average is 3 harts, there are individuals with only 1 and 2 harts (children are born with 5). I have noticed; when the people visit the herbalist, they get ½ hart more, but they don't visit the herbalist all the time so I suppose it takes more than 16-3=13 years to gain the full stars, even with a perfect location of markets and herbalists. Maybe the people that lived at the real nasty times have to die first.
I don't think you can make up with just herbs for the health you lose by not having a balanced diet. I've noticed that without grain I'm usually down to four hearts by the time I get my herbalist up.
I suspect that working in the winter has a health cost as well. If true, that would mean that gatherers, hunters, foresters, fishers, and laborers harvesting resources in the winter would all lose some amount of health even with herbs. Possibly warm coats mitigate this. But a fully-balanced diet seems to be pretty much a requirement for 5 hearts, whatever else you do.
I think i can deal with that problem if the first building after the school would be the herbalist.
They are slow, but they can eat herbs as food source too. maybe they'll have a good balanced diet on that with the gatherers and hunters followed suit.
Who knows.. will try soon ;) and report back (maybe even with harsh instead of fair weather)
@irrelevant nice !
Quote from: Nilla on March 23, 2015, 03:23:22 AM
Very nice try @chillzz !
I'm sure the missing ½ hart comes from the extra hard conditions you put upon yourself. It's hard to get the 5 stars with no grain, especially if they go down so much at the start.
If the average is 3 harts, there are individuals with only 1 and 2 harts (children are born with 5). I have noticed; when the people visit the herbalist, they get ½ hart more, but they don't visit the herbalist all the time so I suppose it takes more than 16-3=13 years to gain the full stars, even with a perfect location of markets and herbalists. Maybe the people that lived at the real nasty times have to die first.
Thanx!
If the oldies would die off sooner, it might help to increase it faster i guess. i know it's possible to have 5 heart health on that diet.. who knows.. maybe just a few months more.. i'll look into it when loading the save game and play a few months/seasons longer.
Oh, guys you build so nice looking settlements. Mine might be more efficient, but it all looks like chaos.
It's interesting to see
@irrelevant, you were not much slower at Sink Mill. How many children did you have from the start?
QuoteThey are slow, but they can eat herbs as food source too.
@chillzz, I don't think they can. You might prove me wrong, but as far as I know, people only eat what they have in their homes. I have never seen any herbs in peoples homes. For certain they consume a lot more herbs, if you are short on food. If there is only little food, people grab what they can and even if you have all kinds of food, many individuals only get one or two types, get sick and need herbs. But I'm pretty sure herbs can not replace food.
Now I'll show you my hard core game.
100 full educated, happy, healthy, clothed, well fed and warm people at late summer 14.
I played this on a small mountain map (nr 7, harsh climate, disasters on, but no disaster happened so far). So I can continue this game for that "mountain king" challenge if I want to. I don't think, I had any disadvantage from this choice.
What were my strategy for building this fast?
First; a good map-choice; 8 children, three of them 8 years old. Just time to build the school.
Second; a house ready as soon as a girl gets out of school. With educated, the male/female balance is not so important, as long as it isn't extreme, and it wasn't in this game. The young adult girls could grab a student, if there were no grown up males.
Third; every house is located close to the school, so that the time spent walking between home and school is short. Most children was educated at 16, some at 17, no one was older. The houses you see far away (at the fishing dock in the north, south of the market place and at the orchards south) are built the last few years. OK, there had to be some productivity loss, because the workers had to walk a longer distance between workplace and home, but you have to pay somewhere, and this game was supposed to be fast to 100.
And finally one small thing ; I built school, gatherer and 2 houses at the start. These Banished people were very social, so they let the both the families with three children take these first houses. I had to be cruel and fake demolish, until the childless couple and the family with two children took these homes. The 5-person families had to wait until several other buildings were built, there couldn't be any children in these families, until the eldest was graduated and moved out, anyway.
Is it possible to build faster?
Yes, there are maps with more children from the start, I tried one with 10, but the first child was grown up so fast, that there were no chance to get the school ready in time. He might have died of old age, before the settlement reached 100 people but I wouldn't take the risk, he would probably lived to his 90.
Sometimes if the males were older, the young man who took the house I just built, didn't fancy the oldest, just grown up girl. Instead he choose a young student. Sometimes I had to build several houses and it took some time. I thought a bit about using a boarding house to establish couples, and maybe, I would have built one, if it would have been more reliable. But, no, all this fake demolishing, too tiresome for me.
Maybe I could have built the houses even tighter to the school. I didn't want to steal too much space from the forest, so one side of the school is quite empty. Maybe it is possible to have every student graduated with 16.
@Nilla Sink Mill had only 5 children at the start (medium). By the time of those screenshots I had accepted a batch or two of nomads.
Great hardcore town!
I hope we have more time. I'll not get a chance until at least next weekend. : (
@Demonocracy if it was up to me, I'd say no problem. This challenge seems to be like the Nomad one, it could just be left open for anyone to beat anytime. Course that's up to
@Nilla, it's her baby.
B - the originalJust one limit; No mods.
Winter 7 - just can't quite beat
@Nilla! Must be that 13th child, I started with only 12. ;D
505 error, I'll post pics tomorrow when the server wakes back up. >:(
A
@Nilla told you it could be done a lot faster than I did.
For the 'fun' of it I'm starting an experimrnt now with my old challenge in mind, to see how fast I can reach 100 witg only boarding houses, same seed as my entry in this competition.
I agree with
@irrelevant; No panic to finish the challenge. Let's keep it open as long as people like to try.
If you find it OK, we wait a week a two (so that you can finish your attempt
@Demonocracy). Than I will put the current leaders of each category in the first entry, together with the conditions. Than it's easy for everyone to see and make a(nother) try.
@Nilla yep, you are right concerning the herbs. They never carry them in their homes.. so not actually a food source. I wonder where i have read it.
However, i retried with the same parameters (only harsh instead of fair) build school as first, herbalist as second. even without enough food and clothing (no hunters/gathers/fishers yet) due to the large amount of herbs the health never dropped below 4 hearts.
Due to the sausage-festapalooza the procreation took a lot longer, about 1 female per 4 male :(
female teacher died of childbirth, so most children of 1st gen dumb. autumn 16 full health, full happiness a lot of food, clothing, firewood, tools and other resources.. but still on only 78 citizens.
Doing all the matchmaking by myself did take a bit longer. Ended up at 19 years for this challenge with only boarding houses, but it can be done about three to four years faster at least. When I look on the pop. graph I had a long period with no growth early on- had trouble expanding food production and getting them coupled when focusing on getting them clothed and tooled up. The town I constructed looked better this time though, If my sense of aesthhetics can be trusted.
I'm slowly doing C - the hard core. I tried lots of seeds for small valleys at hard, choosing 14942124 which has 11 children, with mild climate and disasters off. [I found 3 other seeds which have 11 children, 346364314, 532166655 (with an old 9), and 543700127. I also found 2 seeds which have 12 children, 880379958 (with the oldest child only 6) and 908890497 (with an old 9).]
I changed the birth sex frequently, getting plenty of daughters. (At the end of year 5, there were 26 females and 19 males.) I also eliminated a childbirth death. Here are screenshots with 25 and 50 people:
It looks very promising,
@Brugle. I'm excited to see the result. Seems to be real fast!
My play time is limited, so I suppose I should update. (By the way, I was surprised that 2 people had the same name when the map started and later a child was given the name of an existing person.)
I repeated the docking of each merchant until the General Goods Merchant arrived. The first time I was lucky--he had corn seeds, which I bought (along with a few onions). I ordered apple seeds (just for fun) and stone, then later wheat seeds and stone, and finally just stone.
After building 19 wooden houses in years 1-7, I began building stone houses in year 8.
Here is a screenshot of 43 females and 32 males:
Sorry that this took so long. Hectohamlet got 100 people in Summer 11.
The merchant delivered stone and apples (to give the tavern a head start) in year 9, then stone and iron.
I began upgrading wood houses to stone in year 10, with 2 extra wood houses added to speed this up in year 11.
There were 3 old age deaths in year 10, including a couple which freed up their house.
Apparently a market only wants to hold the four food types, and doesn't care how many foods of each type. I had planted corn in one area and later wheat in a different area (with a barn farther from the market), and the market continued to get only corn. I reversed the crops in year 11. (In retrospect, I should have mixed up the crops so that both wheat and corn were stored in the same barn.)
Here are screenshots of Summer 11 (with 2 houses for new families still being upgraded and the 2 extra wood houses being deleted), one of the whole settlement and one of just downtown (with inventory):
Not sorry!
Your settlement is outstanding! It has bin great from the start.
Interesting to see how much faster you can go if you if you go slow ;) (If anyone understand what I mean with that strange statement.)
Congratulations.!
I'll try to make a small summary of the present result of this challenge. It's still open for everyone to (re-)try.
I hope I got it right.
A.With mods@Chon Waen Winter 7
B. Easy@Trizeropz Summer 7
@Nilla Summer 7
@irrelevant Winter 7
@Bracken Early Summer 8
C. Hard@Brugle Summer 11
@Nilla Late Summer 14
@kee Late Winter 15
@irrelevant Autumn 16
@chillzz Autumn 16 *
* missing ½ hart because of no trade
I hope I didn't forget anyone. Some people have made more than one attempt, but I have only listed the best of each person.
If there are no objections to this result, I will put the best of each category at the beginning, so that it's easy to see, if anyone want to play it.
Quote from: Nilla on April 14, 2015, 11:41:16 AM
* missing ½ hart because of no trade
* = No trading (thus no farming, husbandry and nomads) and no quarries, mines or boarding houses.
i think i will give this one another try soon, after playing
@Trizeropz'King of the Mountain'.
it did give me some new ideas :)
congrats to everyone in their categories !
@Nilla hope you will have more interesting challenges :D these are fun!
Just need
@solarscreen to add the results to the Challenge Winner thread :)
@Nilla why do you set me first at condition B. Easy? We both have summer 7:D
Easy to answer; Someone has to be first and you finished your town first.
And besides, although I am not a very humble person, it's not very polite to put yourself first, isn't it?
Okay:)
I intend (perhaps this weekend) to try B - the original. I don't feel like searching a bunch of seeds, so if
@Nilla has no objection, I'll use her seed. There won't be trade, since it starts with wheat and plum seeds and has plenty of stone and iron lying around. Other than that, I'd like the settlement to be considerably different, just for fun.
I will select the sex of births, although half the time (when males equal females) I won't care.
Of cause you can ;I would appreciate if you do! It would be very interesting to see, what is possible on that map, if you work a little bit with the population.
Finally started B - the original (easy) no mods. I used Nilla's seed (8, small, valleys) with fair climate and disasters off.
The number of children was the same as in Nilla's first picture, but has hopefully started to diverge (since the sexes are balanced). I was surprised to get some pecans from an orchard in year 3. Here is a screenshot of early winter 3, with 25 males and 25 females:
I'm really looking forward to see what you can make out of it. No hurry. We can wait.
Quote from: Nilla on April 30, 2015, 12:43:57 PM
I'm really looking forward to see what you can make out of it. No hurry. We can wait.
I guess you will, since I'm away from home with little playing time. (I also had trouble logging into my account and getting a new password, but that's been fixed with some help.) On the good side, I bought another laptop that runs Banished faster with greater resolution.
The screenshot shows my city at the same time as Nilla's second picture, and the number of children did diverge--Nilla had more. I think I played OK: a house was usually ready for each new couple, but sometimes it was available just after they both were adults if they moved in more quickly that way. The time of births for a given mother (or couple) appears to be essentially fixed, but perhaps it varies for different mothers (or couples) and I was unlucky.
Quote from: Brugle on May 08, 2015, 08:30:11 AM
The screenshot shows my city at the same time as Nilla's second picture, and the number of children did diverge--Nilla had more. I think I played OK: a house was usually ready for each new couple, but sometimes it was available just after they both were adults if they moved in more quickly that way. The time of births for a given mother (or couple) appears to be essentially fixed, but perhaps it varies for different mothers (or couples) and I was unlucky.
Or maybe yours were born just a little bit earlier and have just become adults. You have 2 more adults than I have and I have 3 more children. Pretty much the same, if you see it that way. The missing baby might be born the very first moment you start your game again, who knows. :)
I'm waiting for your next report.
a death during birth child can change alot too.
Quote from: RedKetchup on May 08, 2015, 10:03:24 AM
a death during birth child can change alot too.
Isn't that what autosave files are for? ;D
Now I'm home, with time to play.
The screenshot is at the same time as Nilla's third picture. It's neck-and-neck, although Nilla's village had more people in the previous month.
I planned for the town hall to replace the wheat field that is between houses and the pecan grove, but forgot that building roads could change the elevation! So the town hall ended up over the little hill (where I didn't plan to build anything), with a 2nd tavern to keep it company.
I think you will pass me soon. As I can remember, the age difference between males and females got worse and worse as I played. If you have worked with the balance boys/girls it must be better.
Quote from: Nilla on June 02, 2015, 11:30:53 AM
I think you will pass me soon.
I did, by 1 month, which could easily happen by luck. (It then seems to pick up: 10 children were born in the next 3 months.) Early summer 7, with 100 people:
well i didnt made better :( but was fun ^^
seed 777
large valley
easy
no mods at all
started with only 12 adults 9 children
100% educated
i had 5 heart and 5 stars but during year 8 , a woman died during child birth :( so lost half a star and lost the mommy and the baby :(
100 citizens = winter 9
Congrationlations
@Brugle! I knew you would make it!
And to you, too
@RedKetchup, I didn´t know you were actually PLAYING Banished ;) . I´m happy you joined this little challenge. But you haven´t really looked very well on the categories, if you want to compare your settlement with the rest; If you´re playing without mods, we have the category B; easy start, no demand on education and category C; hard start, full education and some other options as well. But as long as it was fun, it really doesn´t matter. :)
So here's a proposal for a new category "D" for the 100-challenge: Adam and Eve.
Never have tried this before, it is tough! and lots of fun.
Obviously, I'm not there yet, just wanted to throw it out there, get folks thinking. :)
Quote from: irrelevant on June 22, 2015, 08:06:56 PM
So here's a proposal for a new category "D" for the 100-challenge: Adam and Eve.
Any other requirements? Other mods? Stars and hearts? Education? Clothing?
Quote from: irrelevant on June 22, 2015, 08:06:56 PM
So here's a proposal for a new category "D" for the 100-challenge: Adam and Eve.
Good idea, I'm in.
Quote from: Brugle on June 22, 2015, 08:37:35 PM
Any other requirements? Other mods? Stars and hearts? Education? Clothing?
My suggestion: Any mod allowed that doesn't influence the population growth. I see that
@irrelevant has full education in his settlement so I would say; 100% education and clothing, 5 stars and 5 harts at the end.
One question
@irrelevant; did you have a full education from the first child? That would be a hard but fun challenge. But if you hadn't it's not so nice if we had that as a requirement. Than you had to restart your game.
@Nilla I did have everyone in school from the very start, but somehow one child's education got terminated. I didn't even notice it until he became a hunter when he was in his 40s and his deer kills were 160 instead of 200, so I'm not sure how that happened. Obviously he has passed on at this point.
If 100% educated is required only at the end, it'd be tricky deciding when to start educating.
Quote from: Brugle on June 23, 2015, 07:42:33 AM
If 100% educated is required only at the end, it'd be tricky deciding when to start educating.
Right. Let's do it that way. Since no one else had said anything, I will add this category D to the firs post.
I'm in, but you know I'm slow.
Year 33 - getting there.
I have no idea whether this is fast or slow, I've never done Adam and Eve before. It has been lots of fun, but now it's just another town, finally.
I don't know if it's fast or slow either. We will see. By the way; the new small barns look very good.
I started a new town yesterday and will go on and play a little now. I downloaded the last version of the CC-mod and play with only that one. It's a bit confusing, but I will get it eventually.
But I am a bit disappointed. There is a map called "desert" and a climate called "arid". I thought that it would be something nice, disturbingly difficult, where everything is dry and nothing grows. A real challenge! But no! There are a lot of trees; pines, birches, oaks... in the desert ::) :-\ ??? . I have started to plant some palm trees, they don´t look quite as stupid. The gatherer gathers the same stuff as usual; mushrooms and blueberries in the desert. ;D ;D ::) I haven't played long enough to build a trading port and buy some seeds, but I do hope that you cannot do much farming in such a climate. At least there's no snow (at least not yet ;D)
Quote from: Brugle on June 25, 2015, 08:06:41 AM
I'm in, but you know I'm slow.
We know but we also know that what comes out is worth waiting for. :)
Quote from: Nilla on June 25, 2015, 01:33:31 PM
I don't know if it's fast or slow either. We will see. By the way; the new small barns look very good.
Yes, they're hot! I'm very pleased.
Quote from: Nilla on June 25, 2015, 01:33:31 PM
I started a new town yesterday and will go on and play a little now. I downloaded the last version of the CC-mod and play with only that one. It's a bit confusing, but I will get it eventually.
I'll be very interested to hear what you have to say about CC
Quote from: Nilla on June 25, 2015, 01:33:31 PM
But I am a bit disappointed. There is a map called "desert" and a climate called "arid". I thought that it would be something nice, disturbingly difficult, where everything is dry and nothing grows. A real challenge! But no! There are a lot of trees; pines, birches, oaks... in the desert ::) :-\ ??? . I have started to plant some palm trees, they don´t look quite as stupid. The gatherer gathers the same stuff as usual; mushrooms and blueberries in the desert. ;D ;D ::) I haven't played long enough to build a trading port and buy some seeds, but I do hope that you cannot do much farming in such a climate. At least there's no snow (at least not yet ;D)
I really liked the map I had on CC, it was lakes and streams or something like that. I'll give it another try sometime. Now I'm mainly interested in trying out
@RedKetchup's stuff ;)
Quote from: Brugle on June 25, 2015, 08:06:41 AM
I'm in, but you know I'm slow.
Fast or slow isn't important for this challenge; it never ends! :)
Quote from: irrelevant on June 25, 2015, 04:21:52 PM
Quote from: Nilla on June 25, 2015, 01:33:31 PM
I don't know if it's fast or slow either. We will see. By the way; the new small barns look very good.
Yes, they're hot! I'm very pleased.
good to hear :)
Thanks again
@RedKetchup, you are the mod master! :)
Adam and Eve - Late Autumn 40 - pop 100
5 stars
5 hearts
100% educated
My first NMT three-story buildings :D
I might have a go at the Adam and Eve too.
Category D: Adam and Eve
Summer 25 - pop 100
5 stars
4.5 hearts
94% education
Faster than
@irrelevant but not as good.
I am surprised: already done! That's fast! Didn't take you long, this time and 25 years, that's fast, too.
But of cause the not 100% education and health makes it hard to compare with
@irrelevant. Especially with the education, with uneducated, you grow much faster. To be able to compare it, I suppose you have to wait until the last uneducated dies.
By the way; I played a little yesterday, too. And I am happy to tell; farming in the desert with the arid climate is bad, at least if you grow cucumbers. That's what the merchant brought. As you may see, I'm already in the year 22 and have only reached 53 people, so I will be closer to
@irrelevant, than to
@Brugle.
I'm Bracken, not Brugle.
And yes, I will post the town again when the last uneducated dies off.
Sorry, mixed you up, both starting with Br! :( :-[
and.....
try to get that last ½ star in that time! That it would be perfect.
@Bracken, fast work! I may have to try again! ;) I may try not educating the first generation or two, that would really boost pop growth.
@Nilla the second 50 come much faster, you should have 100 by year 28 or so.
When did you begin education?
I built a school about when I hit the 10 adult mark. Some of them refuse to die...and I didn't expect to be done that fast.
I educated all except one, the second child born, a girl. The first was a boy, even out of school before his sister was 10.
I would have had a couple of more uneducated but there were so few children and the third child (a girl) had time to be educated before her younger brother was ten. The same with the next 2-3 girls. Than I was too afraid of that was happened to
@Bracken, that I let them all be educated.
Finished! Winter 28! The next few years went really fast. I had a lot of young couples and they reproduced diligent. I micromanaged the housing a lot. Families with girls had their living space at the school. Elder couples or couples with only boys, were sent out to the forests or on the opposite river side.
I tried some of the new CC-buildings, but the production is really slow and very uneconomic for most of the stuff. I also produce things, I have no idea for what they could be used; The hens produce eggs, chicken, feathers and bone meal (as far as I know that's a fertilizer, but I have no idea how to use it as such, the dung from the chicken would have been at least as good as well) I might start a new CC game, just to find out more. One disappointing thing; barely grows, opposite to cucumbers, very well in that hot, arid climate.
To Adam and Eve. Could you build faster? Yes! I was a bit too careful educating everyone except one. I don't remember anymore, how fast graves disappear, but I have 13 graves as I stopped the game. Maybe there were a couple of more deaths, whose graves are gone. So some more girls (that didn't have to wait for their mates to grow old enough anyhow) could have been left uneducated. But there is always the risk, that this uneducated lives until she is 90. The balance between boys and girls wasn't perfect, but not too bad. I didn't do any micromanagement here. One period the girls had to wait a couple of years to get 10 years old student husbands, but it was only 2 or 3 girls, who had to wait until they were 17 or 18. At the end, there were more boys.
Pictures
If you look carefully on the second picture, you might see my favourite CC-object. ;)
the sweden flag ? ^^
Of cause. Very observant! ;D
Quote from: Bracken on June 27, 2015, 09:20:34 AM
And yes, I will post the town again when the last uneducated dies off.
Finally.
Early Spring 31 - pop 179
100% educated
5 hearts
5 stars
So, Carron was the last uneducated? How old was she/he?
Maybe it's better to let them be educated early, after all.
I think she was 92 :(
Summer 20 - pop 45
Going along well, up until now. Problems brewing though, got two adult females without mates, and of 17 students and children, only seven are males, the eldest of whom is 8. :( >:(
edit: I meant to post this on my blog :( Oh, well.
Late Summer 28 - pop 100
Didn't think I was going to make it, but there was a pop surge at the end.
I also have 13 graves, but my houses, families, children, and students are different. I know I had a number of graves decay.
My problem for the last 4-5 years, despite my previous post, was not enough females. I built a house each time a new laborer was available, and it would be taken by a 17 y/o male and a 13-14 y/o female. I had to build two new schools, one near the area where the new homes were being built, and another more remote one next to the town hall. Each time a female student moved into a house in the new development, I knew she was attending the school in the old town. So I assigned a teacher to the town hall school, closed the other two schools down, then opened them back up and closed the town hall school. This llittle do-si-do insures that every student is attending the school nearest her home.
I don't think I would really have benefited much by having more uneducated. I was constantly looking at that possibility, but it never seemed to make sense. The thing is, you can't pick and choose who leaves school, either you expel all students, or none. That was what stopped me.
Congaratio lations! Again you beat me! Not much, but well done! :) You're the master, at least until
@Brugle shows his peace! ;)
We used a little bit different strategies for the girls at school. I only had one school, but always looked at the homes with children. If there was a girl in a house far away from school, I let them change houses with some older couple or a family with only boys living in the "school area". The same thing at the period as the boys were older than the girls. If such a couple moved into a far away house: "house-swap"!
Quote from: Nilla on June 30, 2015, 02:12:21 AM
at least until @Brugle shows his peace! ;)
Soon after I said I'm in, I found out that a good friend I hadn't seen for over a year would be in town for the weekend. So I haven't even started. ::)
Just reached 100 on the Adam & Eve challenge late summer year 30 but there's that pesky half heart that won't get filled so I'm not entering at present. Had everybody educated from the start which proved to make a very slow one, slow start also because there was too many men. The odd death in childbirth took its toll among the femmes. Two tornados showed up as well, each sucking up a lady in her prime; I blame vengeful old gods.
Used redcetchup's medieval and beautifying mods- and there's one thing there who rocks the balance a bit in my favor- the schools can have a house right on top of them and housing generally can be more compacted which leads to shorter commute to school and hence earlier exams and educated laborer status.
The town itself seems to be on the right track for a medieval farming community. I have some ideas on producing a "abbey" complete with brewery, fields, church, refecrorium, dormitorium, the lots. Mixed gender, micromanaging forth all male or all female is well nigh impossible. We'll have to say that this order does not take dictate from the papal clergy.