Banished Ventures

Testing North7

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  • #5196
    Nilla
    Participant

    I think I would very much like a real Iceland scenario, where the trees are spare and grow much slower and there are no deer to hunt. As you say; I don´t think there was any kind of deer on Iceland originally. Maybe some changes/additions need to be made to make it playable; a simple workplace to process wool and sheepskin to clothing, enough deadwood alternative a possibility to dig for peat to heat houses, more stone and fewer logs as a building material for simple houses and stores.

    I did try to save logs but only at the beginning. Now I´m in year 22 and there’s as much forest as in any other game. So yes, slower-growing birches would increase the Iceland feeling. Much slower growth would force you to change your usual way of playing. As you know, I like such things. Now I can go on “as usual”. Not bad at all. There are still new things to explore.

    Irrelevant; I have just made many of my Bannis happy. Since they live in turf houses that also detracts happiness, I needed all happiness aspects, including the impressive longhouse Mead Hall until more than a few children became happy. Since we so far, only could buy 10 beehives, there´s no mead, only ale and roasted beef. But that seems to be good enough even when not everyone who lives inside all happiness circles is happy. Especially the original settlers, who had a hard life at the beginning are hard to please.

    Didn´t you write somewhere, Tom that the Thingstead attracts nomads if you have a trading route? I didn´t get any until I could buy a bible and build a chapel.

    First picture
    Isn´t the storehouse a beauty!

    Second picture
    You could see almost no effect on happiness until the Mead House produced some ale.

    #5197
    Nilla
    Participant

    Forgot to add pictures, here they are.

    Attachments:
    #5200
    irrelevant
    Participant

    My nomads came to the Thingstead, indeed it was after I built the TP, and before I built the Chapel.

    #5202
    Tom Sawyer
    Keymaster

    At the moment, the Thingstead attracts nomads but not far from home (seafarer). There you have to build a chapel or church which needs a trade good and limits nomads to mid and late game. So my description “until trade routes are established” is not accurate and can be missunderstood. There is a mechanic in game to require certain buildings for nomads but not in form of an “or” condition. So if I make the small dock to a requirement but a player builds a big dock it would not work.

    About reindeer in Iceland its written that it was imported around 1800 for farming and now lives as wild animal in some parts of the country. So if we want a more authentic and even harder Seafarer challenge, we can take it away. Black grouses are not native there too and I would just replace it by ptarmigans which is a simple texture work.

    Since we have introduced sheepskins for leather it would be playable without deer.

    #5216
    Nilla
    Participant

    Maybe you could make two versions of seafarer; one easier, the way it is now and one harder, with less and slower growing trees and no deer. That way, it could suit more players and offer different kinds of gameplay. Maybe the birds could be trapped by the trapper as a by-product, I don´t think I want to build a hunter´s lodge for a few “chicken”.

    Let´s see what´s in my notes. The list is not so long this time.

    I have some questions about the Mead Hall; no mead yet but ale seem to work as at the other inns. But what about the roasted meat? It looks like it can be consumed at the Mead Hall instead of alcohol but opposit to the Ale House, some of it is transported out of the Mead Hall out to “the market”. Ale is also transported away very fast. You need to use “alcohol from outside” option a lot also for self produced ale. Is this intentional?

    I also wonder a bit about the proteins. It would be interesting to hear about your motives for the changes. In version 6 almost no cheap proteins were brought by the merchants. Now they bring all kind of meat; raw as well as smoked. All (except salted) to a value of 2. In the earlier versions, you could increase the value of meat by smoking it. I can´t say that I like the other version better than the other and I can´t tell if the changes make the game easier or harder. It depends on the conditions. If you are short on food; it´s very nice when a merchant brings some cheap fish. If you overproduce proteins, it´s very convenient to smoke some of it and barter it 1:1 for vegetables or bread.

    It´s a bit weird that merchants bring fresh meat and fish but OK, it´s mostly the local and the sami trader and they will probably not come from very far. The lower export price, combined with the changes of firewood (at least I think it used to give more than 3 firewood from each log) also make smoking meat and fish quite uninteresting. Charcoal is used for many things and I see no sense in spending valuable firewood on increasing the amount of food so little as the small smokehouse makes. I don´t know if it´s better at the larger site.

    First picture
    This one is for Irrelevant (and everyone else who is interested in happiness). I told you yesterday, that the initial settlers are hard to get happy, only a few of them were happy in the turf houses, even inside all happiness circles. Now I´ve built a few frame houses without happiness detraction and located initial settlers to them. Also here one of 4 is still unhappy. This is not new to me. I have noticed it in Nordic games before; it takes a very long time for Bannis to forget that the conditions were bad; that they were homeless, had no coats, were ill without a doctor, had a bad diet…….. some never forget.

    Second picture

    I couldn´t understand why the small DS workshop didn´t produce. I had enough iron bars but it uses iron fittings and logs, not as the text says; iron and logs and I was out of fittings. I don´t know if you could do something about it, Tom. If I remember it right DS has different receipts for wagon parts; you can use either iron or iron fittings but I don´t remember how this small blacksmith works.

    Third picture
    This is as warm as it gets this year. Luckily it´s not this cold so often but it might happen. And if you play “harsh” you must be prepared for this; no harvest at the fields and also no blueberries in the woods. I must confess that I was not really prepared here. I was only saved by the merchants.

    Fourth picture
    Could it be that animals in the “wrong” pasture produce less? I moved the cows temporarily to the second sheep run in the time I expand their normal pasture. The production of milk from up to 13 cows in the sheep run is far less than the production from my initial pasture for 8 cows. You can see the production menu from it some years ago cut in left. (Sorry for the ugly weather)

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    #5223
    Vrayna
    Participant

    Hijacking this thread too! *waves* Hi!

    I’m really enjoying the NewNorth, though I might have killed a town or two.

    The one big thing that’s bothering me is the need for glass to build the herbalist.
    I’ve had a Trade post up since year 5. It’s now year 15, I still don’t have glass. I also haven”t gotten a merchant to bring seeds for grains. My people eat proteins, fruits and few veggies (shrooms and roots don’t seem to grow as well as berries) though that’s going to get better now that I’ve finally gotten turnip seeds.
    The result is that the adults’ health reached 0 heart in year 11, and I had a first death from old age in year 12, so before the first kid turned adult.
    So what I’m thinking is that maybe a place to consume herbs would help. Not a complete herbalist able to pick them up, but a place where people could use the herbs you make them gather with the herb removal tool?

    Other than that, I’ve been grumbling about needing to have a bible before nomads, but I thiiiink that’s 100% user error and not paying attention to what the Thingstead can do…

    #5224
    Tom Sawyer
    Keymaster

    Welcome to the testness, Vrayna! =)

    Good point about the herbalist. I had this thought too when adding glass.. decided to make it consistent with the model now and to add a kind of healer’s hut later, but it did not happen yet. I thought of any small ancient building with some spiritual touch. Would like to have it already for the final version to fill this gap of gameplay.

    The thingstead is the thing to get early nomads, yep.

    That vendors take some roasted meat from the mead hall is not intentional but can happen because they gather protein. Alcohol should not be carried away. It cannot even stored in a market actually. A first glance into source files doesnot explain it. Will put it in bug list because it should be avoidable.

    Local merchants and Sami Traders bring now also fresh fish and venison. I thought it’s reasonable and makes their list a bit more variable. It should not be too much, maybe to limit the quantity of fresh stuff a bit more.

    While calculating production chains, I found that smoking was very overpowered in North6 because it has no expensive input material like salt. So the higher price was not really reasonable and made salting almost useless. Balancing was tricky because I did not want to nerf food output, so removing the price increase was the way. Smoking is still a great option to preserve meat and fish if you don’t have accees to salt. Also, the smokehouse is faster than the small shed.

    The wrong text in wagon part production I can fix. And animals actually cannot work different in different types of pastures. At least I have no clue how this can happen. :)

    #5230
    Vrayna
    Participant

    Speaking of pastures: The production window has only 3 lines, so for my sheep run I get the yearly production info for wool, animal fat and sheep skin, but can’t see how much meat I am getting.
    (I have the feeling the wayfarer start on a lake map is going to go very wrong very fast. So few trees, so little wild food. Protein overdose inc! :o )

    #5231
    Tom Sawyer
    Keymaster

    Yes, the 4. line in sheep run production is already a bug to be banished.. I collect points there in a test log since you all want to sit and talk in one thread.^^

    That Iceland scenario is special, on a lake map even more because of less trees as you say. That’s the idea to have to deal with wood as a rare resource in opposite to the mainland starts full of forests. Of course it has to be playable and also enjoyable. To keep a good diet should work with the barley and turnip seeds. Plus the ancient herbalist you suggested. I have clicked the increase priority button on this item and I hope it helps!

    #5233
    Nilla
    Participant

    If you know me and my opinion of herbalists, you might understand that I haven´t noticed that the herbalist need glass to be built. I seldom build any but since the game offers herbs from the start and the possibility to regain hearts by taking a herb and visit a herbalist, I too find that there ought to be a healing possibility early in the game, where it´s not unusual that you have problems to support your population with all food categories. Good ideas! But I have noticed that the hunter also need glass to be built and that the forester lodge has become very expensive to build (at least I can´t remember that it needed that many logs before). Don´t get me wrong, I don´t disapprove. It has a point that you can´t build a small, cheap hunter and support the whole settlement with meat in an early game or that you need to make larger investments in logs to get a lot of logs. But a forester´s log needing as many logs as the big mead longhouse? Hmm.

    Sorry Tom, I didn´t express myself well; there´s no ale at a marketplace. It lands in some barn. And I´m not sure that it´s the vendors that take the goods away. My impression is that the Mead House somehow can´t store as much roasted meat or alcohol as the Ale House. I´m not sure that you need to change anything, they may very well work a bit different. It´s not such a big problem to use the “alcohol from outside” option, even if you produced it at the same place last year. That roasted meat is transported out of the Mead Hall might be good or bad, depending on the circumstances: If you´re a bit short on food the Ale House may hold 1000 roasted meat or more, that´s unaccessable for people to eat. I´ve had to “fake demolish” Ale Houses to feed my people with roasted meat. But if roasted meat once is transported away from the Mead Hall, I haven´t seen that it can be transported back and you need to produce much more roasted meat than you need for happiness. That´s not so good if you have more proteins than you need but are a bit short on firewood. (a very common scenario on “harsh”).

    One more question on the mead House; did you always used firewood to produce ale and mead? Does it really make sense?

    I can see your point with the smoked meat. But salting wasn´t useless. I might have overused the smoking alternative in some games but only quite early in games as you can produce more firewood than you need for heating and other processes. There was always a point where I switched to salting (or didn´t process the meat at all because I had more trading goods than I needed). Don´t get me wrong, I don´t mind the changed trade value of smoked meat, there are enough other trading goods. I´m just concerned that smoking meat generally will not be an option in the North 7. If I don´t remember it wrong; you have reduced the output from the woodcutter from 4 to 3 firewood from each log and you have reduced the output of charcoal from each firewood and there are more sites that use firewood or charcoal than there was in earlier versions. If I haven´t overseen something, this will make firewood rarer. This game is with “harsh” climate, where you always have some trouble to get enough firewood but my impression is that it´s worse than usual. I can´t simply afford to use the precious firewood for such a small increase in food.

    You have two types of stone roads. My stockpiles were pretty full of small stones so I built some ordinary stone roads. My guess is that the “paved roads uses stones from the stonemason, that needs a quarry to work. How much faster are these roads?

    Some more questions to the pictures:

    First picture
    This is, of course, a consequence of the weight of turnips; it takes much longer to harvest a field of turnips than a field with “normal” crops. The farmers need to walk to the barn very often. This is a decent year; the harvest of barley is done but not even the half turnip field. I´ve relocated some barley farmer to help with the turnips, two farmers will not be able to harvest a field of 80-90 tiles.

    You can also see that there are no workers at many sites. Almost everyone is out in the woods picking blueberries and if there´s time enough, herbs for export.

    Second picture
    I´m a bit confused about the limits and symbols. I think, the production of iron bars has stopped because I´ve reached the limit of “metals”. But the menu of the blacksmith shows other limits. Maybe there´s only room for 3 different windows but iron bars is the most common product, so it would be nice to have it at the menu. There´s also the deer hide symbol at something called “minerals and ores”. You might want to take a look at this. By the way, I like the menus with the limits and the texts like; “Controls the limit of wadmal and other textiles”. The tannery also has a button “Controls the production of potash and other materials”. Did you have plans to make potash at the tannery and changed it?

    Third picture
    A few days ago I asked if it´s worth to farm flax at harsh. You didn´t answer, Tom. Maybe you didn´t see it or though; “let her find out for herself”. So I bought the seeds. I haven´t really tried it yet. The one year I grew it was really miserable and gave nothing but there were also almost no turnips and barley so I will try it a few more years.

    You can also see the content at my trading port (there are also some pottery and some cheese). I sell a surplus of various goods. Long term I want to support the settlement with imported food. It is tedious and uncertain to farm and gather wild food on “harsh” but I don´t really know yet, what export goods are the best. It will probably stay a mixture of various things for a long time. The merchants of the small port also don´t bring as much food as would have been necessary with import only of vegetables, grain and fruit.

    Attachments:
    #5240
    Nilla
    Participant

    I wanted to say something more to the last picture. Do you think that the Hanseatic merchant really would have brought potatoes and corn seeds? ;)

    #5241
    Vrayna
    Participant

    I’d add something in your list of “things to maybe add”: a way to make a bridge / ford for small streams using only stones. I’ve had a couple of Seafarer/Lake starts with only 1 to 3 trees in reach of the starting point, so not enough to cross a small stream to reach the mainland or a bigger island and hope to survive*.

    *survive until either starving or freezing that is :3

    #5242
    Vrayna
    Participant

    Animal fat seems to be taken into houses and eaten, is that intended?

    #5243
    Tom Sawyer
    Keymaster

    Yeah, these Hanse guys are busy and already rule a global trading network with access to fancy New World crops.^^ I had this idea to render the tweak mod unnecessary and to bring potatoes into the game naturally at some point. Actually I need a modern trading dock that makes sure we are already somewhere in early industrial times. So maybe to skip the idea for now.

    Such a stone ford to cross small streams sounds interesting. It will look nice in water and made of stone it can be a useful addition to the roads toolbar. With boardwalks you can also find a way at shallow parts but not really comfortable.

    Animal Fat is intended to be edible so far. I had to make a decision between this and as inedible raw material saved for tallow but piled up useless until mining and tunneling starts in mid game. How would you prefer this stuff to be?

    Btw, I added a mentions email notification feature. You can now use @… to call someone as we know it from other boards.

    Will come back to the other questions later. I never think “let her find out self” =)

    #5244
    Vrayna
    Participant

    About the firewood/charcoal thing: I’m playing on “only” Fair climate, so not the harshest, and I have to say that with a Seafarer start I run out of firewood every winter and can’t make more than a few batches of charcoal.

    I basically can never have enough charcoal to use at the bloomery + the 2 steps at the blacksmith to make tools or the fittings needed for the Trade Post, unless I close down 2 of my 3 houses every winter to cut down on firewood use.

    #5246
    Tom Sawyer
    Keymaster

    Interesting how different it can turn out with this start.. One map where birches grow like weed now and one struggling with wood to get at least some homes warm. I think it’s quite lucky or unlucky with the randomly scattered birch woods and there is probably some tipping point from where enough trees can be saved to overgrow large areas or where it leads into problems and where you have to take everything that re-seeds just to survive. Trading for wood can then probably turn it, if you get it to build in time. I think it should be still slowed down how birches spread over the map but would be nice to get it more stable somehow. Maybe by improving firewood production and consumption.

    One thing I want to do is reducing firewood consumption for smoking meat and fish. It is now and was in version 6 one firewood to get 6 – 8 food, that’s really much fuel. I will increase the amount of meat smoked with 1 firewood.

    #5247
    Vrayna
    Participant

    At the moment I really think it’s the firewood to charcoal that might need a tiny bit of tuning. I haven’t really reached the point where I feel like I can spare any wood for food-stuff. Still trying to make enough charcoal to craft the few iron fittings, and then some iron tools.
    I think that on my map I’ve reached the point where trees are starting to spread nicely though, so firewood should soon be a bit easier to get and I’ll be able to let a worker on charcoal duty for a couple of seasons.

    I suspect I might have also been incredibly “lucky” with an insane amount of stones and bog iron in the areas where trees grew. I’m pretty sure that it also limited the amount of firewood (and wild food) that could possibly spawn. Basically I had the weird luck of very few trees and tons of stuff under them.

    I had forgotten how fun it is to have to worry about details in Banished again :D

    #5250
    Tom Sawyer
    Keymaster

    So it’s really an indestructible weed, these birches.. =)

    Just want to keep up with this thread and answer open questions:

    About building materials, basically they are now measured along model surfaces, so there is not much to estimate for me anymore which is nice. The Forester’s Lodge is a bit of an exception. While the actual lodge has measured materials, the additional home has not, but more wood to not force people to abuse it for extrem cheap housing. This can be cleared by taking it away from the lodge if not I remove this fumbling extension at all.

    In the Mead Hall it’s still unclear why they carry out booze. But what I can do anyway is adding the “empty storage function” as I did with some buildings. It can be useful to manage also Alehouse and Tavern.

    Simple stone road and paved road have the same effect. The only difference is that a paved road can be built faster with ashlar. These building stones don’t need a quarry as you supposed. A stonemason can make them. Since the game only knows Normal, Fast and Faster speed, we don’t have many options and I did not want to set dirt roads to normal speed because people would not really walk there anymore. So this new stone road is actually more a visual variant.

    Potash I had in the tannery as a supply but then found it somehow overdone, especially for early game and removed it. The limit I will remove too if I don’t get complain about removing the material.^^

    And finally Flax. It has a similar setting as Rye and grows quite well in Northern climate with limitations in harsh of course.

    As you can see, I was a bit diligent in the Wiki adding new content. Links to buildings and resources are also in Beta download page. Descriptions still need polishing but the values should be already useful for testing.

    #5251
    sokol
    Participant

    With birches as lucky. On some maps, there may be one grove of 10 birches nearby. Or near 2-3 groves of fifty trees. Hence the excess or lack of wood.

    #5252
    Nilla
    Participant

    Our games were not much different at the beginning, Vrayna. It was a real struggle to get enough logs, firewood and charcoal. I had to send all Bannis out in every accessible small birch forest to pick deadwood to heat their houses. I was very careful about cutting trees. The woodcutter was only allowed to work when I needed charcoal and I only produced the few I needed to make a few tools. That way the birch forests got large and dense after 15-20 years. But still; I have constantly a lack of logs, firewood and charcoal or this is maybe wrong expressed; I have enough but only because I´m still extremely careful, how I use them. You said Vrayna, that you want to run charcoal production a year or two. I´m in year 46 and so far, I couldn´t run the pit one whole year in a row. And I still need to send more or less everyone out in the close forests to pick every available deadwood and I can´t let fuel demanding sites like blacksmiths, pottery, meat smoker and glassmaker work as much as I want to.

    I find this rationing of wood and wood products is OK (and wanted) at an Iceland scenario. It´s a different way to play and think, that I do enjoy. I wouldn´t even mind if it was even a bit worse if you play on harsh but the conditions I have now, after the forests have grown to normal size are like a “normal Nordic game” and I don´t find that lack of logs and fuels should be the limiting factor in such a game.

    I don´t find that logs, firewood and charcoal was overpowered in North 6. There´s a merchant I think it´s called Timber Trader who comes to the big port with desirable daler, who only pays the “good price” for wood products. I always tried to sell various goods but could never sell anything to this merchant, I never had a surplus. The changes in North 7: 3 firewood from each log instead of 4 and 16 firewood for 12 charcoal instead of 1:1 make that instead of 4 charcoal from each log you only get 2,25. So, you almost need the double amount of logs to make charcoal and there are more, new products that you among others need for construction that use either firewood or charcoal (pottery, potash, iron fittings). So here you will rather need more charcoal than you did in a North 6 game.

    I think some rebalancing in firewood-charcoal production is necessary for normal scenarios. With a slower growth of the trees at “seafarer”, we can still have this challenge when we want to.

    Since I´m constantly short on fuels, I wanted to find out how much firewood the different kind of houses really need. I held the menus of 2 turf houses and 2 frame houses open over one year. The turf houses needed 30 and 31 firewood, the frame houses 40 and 41. This year had an unusually warm summer so I held the menu of a turf house that for some reason had hoarded 126 (!) firewood open (no wonder that the stores of firewood sometimes drops fast). Over two quite normal years, it needed 66 firewood. Then I built one log cabin and compared it to the turf house. They both use the same amount of firewood. I tested twice because I thought I wrote the wrong number or mixed something on my not very tidy notes but one year they both used 32 logs, next year the log house 32 and the turf house 33. A bug?

    Anyway; to help the situation I´ve built a mine and mine for coal. I will not need to mine for iron ore for a long time, because like on Vrayna´s map, there are a lot of bog iron (and stones) on the map.

    First picture
    To help the log situation long term, I built a forester´s hut. They plant firs! It´s not the first time we humans have changed the ecosystem.

    You can also see my “normal way” of getting logs; a woodcutter in woodcutter cabin, combined with a firewood chopper. Since I don´t want to “over cut” trees, I cut for a while and when the log pile is full, I let the cutter switch to make firewood. There are 3 such combos together with a couple of village woodchoppers.

    Second picture
    Beautiful buildings! The merchants seem to arrive a bit more often to this port than to the small ones. I had hoped that also other merchants would dare the long journey to this nice port but so far it´s the same. But there is room for an export port right next to this one. We will see who arrives there eventually.

    Third picture
    I don´t know what went wrong by removing this small clay pit. I had 2 pits and the first was removed without problems. I used the fill option, a miner worked and was unemployed but here for some reason 2 clay is left. If I try to demolish, it looks like no one can demolish it as long as there’s clay left and even with priority tool no one carries the clay away. Possible bug?

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