O.k. new setup (Vanilla - Mods - College - 3 teachers for 100 students - Badlands (like flatlands, but apparantly different)):
Starting out with some catheres huts, hunters cabins, fishing cabins a couple of farms etc. Started the trading posts with some firewood. As soon as the large amounts of food started rolling in, and the apple Ale econemy was up an running, I demolished the food production and setup this:
Trading posts
Then Stockpiles
Then a bundch of storage barns
Then a cube of 12 Breweries (close to trading posts = not a long way to transport those lovely apple ales of ours)
Next to that cube - a market and houses (on both sides)
Then a cube of 11 storage barns
Then a cube of a chapel and a cementary (room for 63 good souls) + 2 Woodcutters and some stockpiles)
Then a cube of 11 storage barns
Then a cube of a college, a hospital, some stockpiles and a well.
Then a cube of storage barns. Etc.
Trying to do a market + 24 houses, then a market etc. next to them. Going to demolish the storage barns, when reacing the limit for building more houses.
Up to 2,7 mill stockpiled food right now. Reaching for 10 mill, before expanding the houses a lot (adding 3-9 houses a year for now)
I must ask; why any chapels? To my experience, they have so little impact on happiness, that you can hardly notice it. Graveyards are another matter. They do have an impact but I´m not sure that they are worth the space they need, so I have none of them in my dense game.
Quote from: Nilla on June 17, 2019, 11:26:16 AM
I must ask; why any chapels? To my experience, they have so little impact on happiness, that you can hardly notice it. Graveyards are another matter. They do have an impact but I´m not sure that they are worth the space they need, so I have none of them in my dense game.
Our people likes to pray and sing "Hallelujah". And if we don't buildt chapels, mosques will appear everywhere instead.
On a more serious note, it will have an impact. Just like wells. I tried a game with no chapels (and no graveyards). The overall happiness looked fine, but if you clicked on a person, a lot of them where really sad.
Ofcourse you could try demolish the chapels in the end game for more houses. I just don't see a reason to not builld them during the first part of the game. :)
The graveyards have an effect on happiness, not the chapels. They have a real minimum effect. But if your people want to pray, who am I to stop them. ;)
Quote from: Nilla on June 18, 2019, 08:10:02 AM
The graveyards have an effect on happiness, not the chapels. They have a real minimum effect. But if your people want to pray, who am I to stop them. ;)
Not in my experience. I even bragged about not Building them back in the days. "My people are worshipping the lake goods" I said. But hey. My people are happy:
https://www.youtube.com/watch?v=olQrCfkvbGw
If that´s your Bannis I can understand that the chapel makes them happy. I used to sing in a choir, too when I was more healthy. That really makes you happy and relaxed.
Update: Reached 6 mill stored food. but I'm getting a capacity warning a lot. I'm building storage barns all the time. I'm a bit worried, I'm not going to reach 10 mill food. Everything else looks healthy. Lots of stone, Wood, iron etc. and I have kept pop under control. For several years it has been in the 1900-2100 range. A bit up now, as I needed more workers.
Oh dear; this is an experiment to my liking but most of all I like that it´s not my game and I need to build all these barns myself. ;)
Anyhow, I wish you luck. Let us know how it works.
keep in mind, tons of barns = lag
7 mill food reached. Opened some more TP's and pop is up a Little more, than I wanted to. But apparantly it's o.k. food wise.
I have a couple of questions/suggestions whatever.
If I look at your statistics you produced 134k le last year. At the moment you have 388 brewers. If I assume that you had a little less last year, say 360, in that case, a brewery produces in average only 370 ale annually. I use to calculate 500 ale for one brewer, in a larger settlement it may fall to 450 but rarely as much as to 370. Is my calculation wrong? Did you have much fewer brewers last year?
I can´t really understand these low production values. My guess is that all your barns are full of fruit, no brewer need to walk far to get raw material, I also guess that all brewers live close to their workplaces. I can only find one explanation. Have you checked that all breweries are emptied fast enough? Do you have enough traders for that? You haven´t the full number of traders in each port. Why take any risk and use less than possible?
Now you seem to do just fine without a high production in the breweries and I fully understand that it doesn´t matter at this moment if it takes a few more years to reach your goal on stored food but later when you start to expand it does, so I would check and try to find out if anything could be improved.
My only explanation to that would be, I had very few laborers, and a high rate of deaths (old people dying - not sickness and such). So the new brewers probably do live a long way from their workplace. This will all be fixed, when the labourforce increases (more than now). I could try the good old *set brewers to 0 for a while, then add them Again*, but I'm not going to experiment with that right now, since it isn't a big issue. In my last game I had about 550 brewers to fill the TP's (84 TP's as I recall). I'm aiming for that. It might be overkill - it might not. I don't really think you can trust calculations in this game that much (on big maps with a hich population volume), other than what the boats brings to the TP's (30K or 40K of food 2 out of 5 ships - the rest is ressource - seed boats - and livestock).
About the traders I upped them to 8 per TP a couple of years ago, and I'm in the process of upping them to 12 per TP. In the end they will probably be at 16 per TP. They are at max. Perhaps you were looking at the vendors? (they are not at max yet)
8 mill reached
I'm now at 8,5 mill stored food. I'm running out of Space to build more barns (unless I build them, where houses are supposed to be). I guess I can't reach the 10 mill goal. Perhaps 9 mill. So I started Building loads of houses. I also have 240K of food stored in TP's and I can build 18 more TP's. The houses have about 250K food stored. That is about 1 year of consumption.
The endgame will then be - fill the rest of the area up with houses and Marketplaces. Up traders to 16 or maybe 20 per TP as the pop increases. Then destroy barns as the food gets eaten and replace with more houses.
40K of steeltools - 27K of warmcoats. 370K of firewood spread across the map. It looks o.k. for now.
I cross my fingers that you manage to reach your goal. Don´t forget you can also buy more food during the expansion time.
Yes ofcourse :) I'll keep Trading.
I have reached 9 mill food, and increased housing by + 200. Lots of new children. Went from about 400 to 630. In a couple of years I'll get a lot of new laborers. And I need them.
thats a lot
Reached 9.5 mill food. I have lots of empty storage barns left. The Capacity limit message is probably because there is "only" 10% or less left. But 10% is enough to get to 10 mill :) lets see if the pop grows to break even with the food, the boats can deliver.
*GOAL ACHIEVED*
10 mill food in storage :) 408K Firewood - 51K Steeltools - 32K Warmcoats. 3800 Pop
Well done! Now I wish you luck. What do you think; how many inhabitants will there be and how long time will it take until you get there?
@OnkelAqua2 Wow! Grats to you! What's your next step?
Well the goal is 20K pop. I'll add houses and Marketplaces. When there is no more room left, I'll start demolish cubes of barns and replace them with houses.
Please, tell us how it gets along.
This is one of those "experiments" I find very interesting but I´m also very happy, that it´s not my game. If you understand what I mean. I admire your patience a lot!
Update. 5K pop. And I still have + 10 mill food in storage.
Lot's of houses added + some marketplaces and a few TP's. 2 TP's left to build.
Update: 6K pop and still have 10.3 million food in storage.
- All TP's have been built
- Vendors at max now
- A small outbreak of typhus, made me find some spots at the river, to built a few more hospitals for future outbreaks.
- A lot more new homes
- South area almost filled
Update:
7K pop
Somehow I STILL have + 10 mill food in storage.
nice 7,000 !!!
Oh boy - here comes trouble. At 8K pop and an outbreak of yellow fever is out of control. The programmer of this game thought it would be really funny, if he programmed the infected of yellow fever to seek a doctor - not at the nearest hospital - not the second nearest hospital, but at the THIRD nearest hospital, so they can spread the disease a lot more. The first person who got the yeallow fever, was standing right next to the hospital. But he ignored it and went on a long journey instead. The same happens with the newly infected.
@Nilla I looked into the problems with the low production of ale. It turned out that both the Marketplaces and storage barns close to the Breweries, had been sucked dry for apples. And other foods were storaged instead. So I changed about 50% of the Breweries to Peach, plum, pear and cheery ale. The ratio is the same as with apples for those fruits (30:10). Production went up from a staggering low of 139K in year 89 to 176K in year 90. And now in year 91 production is up to 227K in late winter.
I can tell a tale about infections in dense settlements and stupid Bannis first passing hospitals to go to a marketplace, in school or to another well-visited site, infecting everyone there and everyone he meets on his way. I wish that not everyone gets the Yellow fever in your settlement.
By the way; I think that the sick person visits the nearest hospital to his home. In these large settlements, the "reassign jobs" function doesn´t work (at least that´s what I´ve seen and I´ve never been close to your 8000 inhabitants) and more people are on the roads than usual.
One question; why do you import different kinds of fruit? If you only bought apples, your problems would be out of the way.
@Nilla I have 1.6 million apples in storage out of 10.3 million food = about 16% of all the food. It's just that those apples have been stored a long way from the Breweries as time went by. Importing only apples as fruit, probably wouldn't solve the problem. The storage barns close to the breweries, would be filled with other foods anyway and the brewers spends more time getting those apples = less time for brewing. But let's see if the production goes down again after a while. I buy different fruits for the variety of food. But as I have written in another post, I order/buy apples + 2 other foods from the foodships.
About yellow fever, I think you could solve the problem by pausing the game as soon as the outbreak appears. then go through all the hospitals and click "Work" (or un-work) on all of them except for the one close to the infected.
Quote from: OnkelAqua2 on July 18, 2019, 04:14:38 PM
The programmer of this game thought it would be really funny, if he programmed the infected of yellow fever to seek a doctor - not at the nearest hospital - not the second nearest hospital, but at the THIRD nearest hospital, so they can spread the disease a lot more. The first person who got the yeallow fever, was standing right next to the hospital. But he ignored it and went on a long journey instead. The same happens with the newly infected.
When your guys get sick, they will go to the hospital nearest to their home, regardless of where they happen to be on the map.
Quote from: OnkelAqua2 on July 19, 2019, 01:42:15 AM
About yellow fever, I think you could solve the problem by pausing the game as soon as the outbreak appears. then go through all the hospitals and click "Work" (or un-work) on all of them except for the one close to the infected.
Not a bad idea, certainly worth trying.
I find it a clever idea, too. Have you tested it? Does it work? The only risk I can see is that this sick person already is programmed to walk to this far away hospital and he will walk there, all the same, see that the doctor isn´t home and walk back to his closest hospital; walking twice as long, infecting twice as many people.
I think he will walk that way, even with the new "broken bones"... Sorry, just had to laugh while imagine it. ;D
Did you hack in to the China's supercomputer network in order to run this game with those kinds of populations?
I have an older, but fairly decent gaming PC and it craps out around 1,500 and starts to be annoying.
Are you just dealing with the issue or is it actually still running well?
when we are used to play at 5x-10x all the time... when you get to 1,500 pop, the slowdown is unbearable.
but when you are used to play at 2x... when you get this 1,500 pop, yes it get slower. you notice it a lot but you can support it.
I'm taking some time off, because of summer :P Will post later with updates.