Banished Ventures

Testing North7

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  • #5305
    Tom Sawyer
    Keymaster

    This suspicious merchant came from the volga trade route. Now he as proper papers.

    At the big port I want to reduce seeds a bit if annoying. In general I have to be carefully because it is not clear if a player builds small docks first or only a big one waiting for seeds.

    The temple covers the whole map with passive spirit and is active for 1000 people. So yes you can remove chapels if you don’t want the nomads from there anymore. But I don’t know what’s worse if you demolish those things, punishment of God or the wrath of the old ones.^^

    I will look at the market, it sounds as there is something wrong. Materials I can take out I think. That would effect hides, furs, tallow etc. Things I would expect on a medieval market but if bad for gameplay then it should be removed.

    #5315
    Nilla
    Participant

    Since you think that there will be a new version this week, Tom, I went on with this town. We live but it´s still a struggle. Perfect, as it should be! I have looked at some more things; it looks like glassware is cheaper and much more profitable to produce for export than glass panes. What´s the reason? At the moment, I don´t bother to look at production numbers. With a partly educated population, it´s tedious. In other more planned games, I use to start a new village with educated couples a bit away from the old town but since I have no intention to play this game so much longer, I haven´t in this town. So I take it as it comes.

    Sometimes it brings surprises: I had a lot of boulders blocking my stockpiles, so I decided to build a stonemason. First I just cut them to small, more useful stones. Then I saw that he can also produce millstones. We need to buy a lot of food so another thing to export that doesn´t cost any logs is great. I saw, 1 boulder gives 1 millstone. Sounds reasonable. The production was slow at the beginning but after a while, it increased in a strange way and I saw that now 2 millstones were made from each boulder. It looks like one of my younger cleverer workers saw how inefficient the older generation handled the stones and decided to do it better himself. By the way; the menu says that “stones” are used to make millstones. It would be better if it says “boulders”.

    First picture
    I´ve played with things I usually never use in a Nordic game; here cray fishing. The idea that a gatherer can empty the catch cages is clever. Now, it´s not much use to have a gatherer picking wild food on “harsh” so I concentrate on cray fishing and have located 4 spots in it the area. When they are empty the gatherer picks his deadwood until I have time/remember to put out new spots. Also good. On this picture, the output is very consistent but I have seen everything between 15 and 90. I don´t know if it pays off but it´s something different.

    Second picture
    This one is a little extreme, but principally not unusual. There are much more seeds and animals than advanced goods delivered to the big port. I´m glad you want to change this, Tom.

    Attachments:
    #5321
    Tom Sawyer
    Keymaster

    Yes, the seeds will be more rare. And a bit more specific to regions like cherries from Francia and apples from England.. if hat makes sense.^^

    Crayfishing can be quite useful I think or if you like to use it. It’s at least a bit more fun now with auto-pulled gatherers and randomized yield. Only the auto-vanishing feature I did not get to work without possible crashes. That would have been perfect then.

    This string in stonemason options I changed to boulders.

    #5329
    Nilla
    Participant

    Finally, I can say; things work quite well. I now notice that the education rate increases. We are still not wealthy but we manage.

    There are not much on my notes paper. Just a couple of remarks:

    The large temple doesn´t seem to attract many nomads. Not that I have any intentions to take any at the moment, it´s just a remark. It looks like they arrive more seldom than to the small chapel and are not more. My population is now about 300. Still, only something like 10 nomads arrive. I don´t mind seldom but a bit more would make sense to me.

    It looks like no merchant pays daler for herbs. Is this intentional?

    Too few merchants bring salt. The small profit of salting meat, making sauerkraut and cheese is totally “eaten” if you need to order salt.

    I´m a bit confused about the price of the glass products. It looks like glassware is more profitable to produce. Even if only few merchants pay the high price for it, it´s more profitable to sell to the lower price than glass to the higher. Or is it any difference in production speed or receipt? It´s hard to compare production numbers when sometimes all glassmakers are educated and sometimes most of them uneducated.

    #5330
    Tom Sawyer
    Keymaster

    Yes, the temple attracts more nomads than a thingstead but less than a chapel and its actual advantage is happiness for all your people without a radius. The idea is to choose the old Norse way for a more isolated community without need of advanced materials or the christian way to attract more people from outside to grow faster but with a higher effort and maybe even more diseases. If this difference is noticeable then I’m satisfied. :)

    Glassware is indeed more profitable but probably not so much more than it looks like. It is made in stacks of 2 – 3 (glass panes 3 – 4). This way it’s not only slower but also more affected by education. The idea is to have another option for glassworks in late game that is great for export. Actually this item is a bit pointless because only for trade but I kept it and maybe there will be more use for it later.

    #5335
    Nilla
    Participant

    Today I will make a small summary of my impressions so far of the North 7.

    Of course; I like it, like all other versions of the North. This version has further developed the start in “old days”. The Viking design buildings are beautiful. The Iceland scenario; seafarer is clever and can develop further to a real challenge. The trade has developed with a special export port that will make it easier to make a big trade economy and is fun to use even if you don´t trade so much. I like the development of more complex clothes production and complex building materials for advanced buildings. The balancing is good. There are also a lot of smaller details that have improved the mod. Also buildings that have been there for quite some time as separate mods are now included

    There are other changes I´m not sure if I like or not. Partly because I´ve played it to little and partly because I see good as well as bad effects.

    The different kind of stones, stone tools for early use, Christianity only with a bought bible, smaller reindeer herds, longer-lasting tools, heavy turnips and cabbage.

    There are two things I don´t like:
    Problems to get enough logs and fuels have limited the development of this settlement. I don´t mind if this would have been in “seafarer” only. But it´s been that way all the game, also after the forests have grown dense. I don´t find that “normal” for a Nordic scenario. If we have one thing here; it´s a lot of forests. If I understand your change log, you have planned some changes here; good.
    The difficulty to get early nomads. In North 6 I usually built a small chapel as soon as everyone had a house and the basic tool production was working. Here I need to wait for a bible. It´s good that the Thingstead bring nomads, it can be constructed almost as fast as an old chapel. But it looks like the nomads are rare. I need many early nomads to enjoy a real-time game. Otherwise, it becomes too much the same micromanagement year after year until enough children become adult and you can really start to develop your settlement. You can build new sites but haven´t enough people to staff them. I find the year 5-30 boring in such a game. It doesn´t make the game easier if you can grow by immigration during this time, on the contrary; all these people need food, houseíng, tools…

    #5336
    Tom Sawyer
    Keymaster

    Thank you for this conclusion, Nilla! It is very helpful and I would like to hear some more voices to these points.

    With firewood I will probably go back to 4 from a log. I liked the math with 3 but it makes it too rare from what you write. Struggling with wood in normal Nordic games just for heating homes is not the goal.

    About nomads I’m not sure yet if to increase them over all attracting places or to take away the bible to let people faster rush for the christian way. Actually I like this historical detail of getting the religion from outside. I also don’t want nomads to become annoying at some point. You should want them in most cases if not denying them at all for what the Norse way would be the choice.

    Another thing I want to ask is about frame houses. I have the impression it’s too unnecessary between turfhouses and log cabins. I mean, would you consider building them on mainland starts or is not the turfhouse also there the better house until glass? Then it would need some additional advantage over the turfhouse.

    From your undecided points I agree with stone tools. As I wrote already, for myself it creates that feeling I have everything solved just by running a campfire and this struggling along the tool chain as a survivor is lost. But that’s just me and stone tools were requested many times. I would like to hear some opinions to this.

    Then I would be ready for a final beta update on weekend to see the fixes and tweaks in game plus two new buildings.

    #5338
    Vrayna
    Participant

    About the frame houses: I love the way they look, the fact that they’re smaller so can fit better in some places in the village.
    My issue with them is the pottery, and that comes from not having enough workers early on to be able to have one digging for clay and one making the pottery, and not having enough charcoal for everything. By the time I have enough “free” workers and charcoal, I’m starting the glass to build the things that require it and I’m waiting for bricks.
    I suspect the change back to 4 firewood per log is going to make a difference on both points. I’ll probably feel like I can take 1 worker off the winter/spring firewood collecting, and/or I’ll be able to make more charcoal without letting house go cold. The charcoal production feels slow though, so even with more firewood I’m not sure I’ll have enough charcoal for the iron bloom and iron bars and tools/fittings, and still have some to spare for the pottery.

    Basically at the moment it feels to me like the pottery can’t really be a starting thing, and by the time you get that running, you’re close to having the stuff needed for even warmer houses. I’ll probably build some at some point because of how they look / fit in my messy town, but I can’t see them turning into a “main form of housing in young towns” at the moment.

    About the stone tools: I’m a bit undecided too. It feels “too easy” to have them, but… With the amount of work needed to get firewood, charcoal, iron bloom, iron bars and then finally tools, I’m pretty sure something is needed as a temporary solution. There’s just no way at the moment a young town with so few workers (and slow aging, so it takes many years to have more people) can manage the initial charcoal output to make the iron tools early on.

    Maybe some “primitive tools” at the early blacksmith instead? Made from bog iron and wood, using charcoal, to allow tools of poor quality while skipping 2 production steps at the start? The fact they’re using the “precious” bog iron would make it something that’s not interesting in the long run, but just a temporary fix for tool issues.

    The “heavy turnip” thing bothers me a bit. They’re what grows best in cold climates, but unless I put more workers per field, I’m more likely to have a good part of my harvest rot in the fields. Maybe if farmers didn’t spend so much time iddling because they’re unhappy it wouldn’t really matter, but until late-ish game people are unhappy by definition and waste a ton of time. The fact that they need to run to storage a lot more often on top of that is quite a killer unless you have enough workers available to add one in each field at harvest time, which comes back to workforce issues due to the slow aging + few nomads point.
    I’m not sure how much “heavier” they are compared to onions for example, but would an in-between value be possible?

    #5340
    Smurph
    Participant

    I liked the balance of Stone and Iron tools. On my Survivor Runs the Stone Tools lasted a very short time, but were enough to get me to Iron Tools before I had any issues.

    #5341
    Nilla
    Participant

    With the frame houses, I somehow agree with Vrayna; they do have limited use. I´m a “trained micromanager” so I have no real issue with the pottery; one worker digs some clay, makes some pottery, makes some charcoal, makes some iron bloom, makes some iron bars, makes some iron fittings and iron tools, then back to clay digging and so on. A lot to handle but it works, even with just a few workers. But I understand your point, Vrayna. The difference in amount and complexity of materials between the turf house and the frame house is large, the difference to the log cabin; not so large. My reason for not building more than a few frame houses was mainly fuel consumption. It needs 10-12 firewood more each year on “harsh”. Except for the initial settler, I managed to make everyone happy also in the turf houses. I think frame houses would be more used if you take away pottery and/or iron fittings as material, maybe instead increase the amount of clay and also increased the heat efficiency to same as turf house.

    I also like Vraynas idea of simple initial tools made by blacksmiths. I always found stone tools weird. How many 1000 years have passed since the stone age? No Viking would use a stone tool, rather a primitive tool made mainly of wood; in fact shovels, rakes, hacks… were still made of wood in the 19th century.

    From my point of view, the number, or rather the frequency of nomads could never be right during a whole game. As I´ve said, I want a lot of nomads as early as possible. Later, when enough young people have grown up I don´t need any at all and frequent nomads arriving annoys you. But I prefer to reject nomads later over not having any early. I´ve had settlements with 8-10 small chapels in North 6; not so nice with all nomads but then I seldom bothered to reject them, they went away after some time anyway.

    #5342
    1
    Participant

    I started to play with same strategy like i used to, make fishing pier first, to get easy food. Why they don’t build it? Then i realise they need tar.
    I manage to kill all but four villagers to starvation. North is really harder than basic game.
    Loft store house need fittings, in your separate mod, it wont need them, where to i get those, smith of course, that’s make sense.
    So for me this is learning, not really finding bugs.

    #5343
    Tom Sawyer
    Keymaster

    That’s a nice bunch of thoughts, thank you!

    My first ideas after reading are to make frame houses cheaper, at least faster to build. Maybe there is not much tweaking necessary to make them the main building they are meant to be (except of Iceland maps) since we forgot one advantage.. They can be built much denser and save area for other uses like farming. It’s 5 people on 15 tiles (3 tiles/p) vs. 20 tiles (4 tiles/p) in turf- and log houses. Their layout across the road makes them even more efficient. That was the idea when I made them as the “Viking townhouse” but so long ago. I changed the tool tip to add a hint since it might not be so obvious for players.

    I still want this house type beyond iron and pottery but I think of a small change that will improve accessibility. If we replace charcoal in the pottery kiln by firewood which doesn’t sound unrealistic, it can be that early thing and charcoal would be reserved for iron working at this time. Together with the +30% firewood from chopping and gathering it should make a big difference.

    About stone tools I’m still not sure. I think they are balanced by numbers breaking extremely fast and iron tools 20 times more durable. It just feels so easy and demotivating. A Viking would not use such, I agree. But a banished one surviving in the woods might craft some primitive items from stone to build up things from zero. A tool made of just ore I can’t imagine. It has to be melted and forged. The most primitive way to get something useful out of ore is a bloomery and the result would be iron tools.

    Another thing is more for sure and that’s the finished healers hut. :)

    #5344
    Nilla
    Participant

    I´ve been thinking a bit more about nomads; the small chapel brings a couple say 2 of 3 years at least until the settlement is so big that I don´t really need any anymore. That´s pretty predictable and easy. It would be much more fun and challenging with a nomad attractor that brings a different number of nomads; sometimes one single bachelor, sometimes a larger group with many children. That would also be a more realistic scenario and also more difficult to handle. In such a case nomads are no “reward”, that you would need to invest a lot to get. What about the small pagan idols? They are easy enough to build early and also to tear down when you don´t want any more nomads.

    #5347
    Vrayna
    Participant

    In the “Actions and Removal tools” (says “removel” btw, you have a typo there) toolbar, the Hunting tool is oddly assigned the Escape key as shortcut. Is that something on my side or some oddity on the mod’s side?
    I’ve accidentally placed tons of those hunting spots when coming back to the game after pausing it to do something else. I noticed it because at some point I had 15+ free hunting jobs while I only had a campfire and one hunting lodge.

    Attachments:
    #5349
    1
    Participant

    I think stonetools must be option. If start zero then they would use them.

    Bog iron is very simple way to get iron tools, it need lots of work, but its simple. Lots of bog iron in map is not wrong in my opinion, but how much it give iron in processing. I think bloomery make iron too efficiency. Its need lower ratio, more iron ore to get one iron, like 4/1, to make it more realistic.

    To get better ratio, more modern blast furnage.

    Now i learn not kill every villager in the first years.

    #5350
    Tom Sawyer
    Keymaster

    The hunting tool key was wrong. Good you found it, sounds very annoying. If you find such typos and also bad English, I appreciate very much to get hints or help. I guess my barbarian English can be polished here and there.^^

    Ore and iron have a different size (used storage). So 1 unit of ore is much more than a lump of iron that comes out of a bloomery. This way it is realistic but also easy to play with.

    With nomads we are very limited. There are values for min and max percent of population. So this issue of too little immigration in early game or too much in late game is somehow “hard coded”. They also always come as couples, never as single guys which would be nice actually. I already defined very small values that turn out as a couple as minimum to counter the annoyingly increased amount of nomads in late game. Your idea with wooden idols attracting nomads sounds interesting. I want to think if that could lead to any bad side effects.

    I also wanted to write about the heavy turnips. I did some funny calculation about food back then, to get a value of size per food resource. It was something like 2000 kcal per day a human needs which turns out as about 7000 kcal per Banished food unit. Then taking kcal per 100 g of every resource and turning it into kg per unit of food. At the end you would have to eat almost 40 kg turnips to get the same energy as from 2 kg grain. Crazy but true. Of course I made simple categories from 1 to 4 to handle it in game. All grain, meat and such fall into 1, fruits into 2 (probably because they contain sugar) and most vegetables into 3 or 4. From your test reports I would now put all from 4 into 3 to make it a bit more comfortable. In general I like this system and want to keep it. It adds a nice new aspect to farming and a reason for you to not stick with turnips or potatoes.

    #5352
    1
    Participant

    It just that i have read bog iron processing was very poor quality, it waste much iron in the process.
    But you don’t have blast furnace in your mod, to make the difference between.

    Im not good at this.

    #5353
    sokol
    Participant

    About stone tools. Instead of a stone tool to make a bad iron tool. If you substitute charcoal for wood, metal work (if possible) of poor quality. Charcoal is almost pure carbon, used in blacksmithing for two reasons: 1. gives a great temperature, 2. there are no harmful impurities that affect the quality of iron. The second option: at the start of the game, the stock of the tool should be larger and last for 4-5 years.
    Ceramics can be burned with firewood. It is not necessary to spend expensive charcoal on it.
    How can the yield of firewood depend on education? There is pure physical strength, no mind required. Output 4 PCs of logs optimally.

    #5355
    Tom Sawyer
    Keymaster

    Hi Sokol, nice to read you here!

    Chopping firewood doesnot depend on education since North1 if I remember right. One of the first things I changed in Banished. If we talk about 3 or 4 it’s always meant to be for both educated and uneducated.

    To just increase the stock of tools in starting conditions that are not thought to be a struggle is a good idea actually. Would just need a balanced number of tools that makes it possible to build up the tool chain if played well.

    I also thought of skipping one step of forging and to make iron tools right out of a bloom. I only did not add it yet to avoid duplicated options and issues with iron bars. Maybe we find a solution there to make early tool making a bit more comfortable. And with some more starting tools it would close the gap where primitive tools are needed.

    #5356
    Nilla
    Participant

    I´ve been thinking about some “realism” and tools. We agreed; Vikings wouldn´t have used stone tools. I even doubt that they knew how to produce something like an axe that could be used to cut a big tree. That knowledge would have been lost for 1000s of years.

    But let´s think about settlers in a new land; if it´s oversea or far away “in the woods”; they have brought some supply; food, tools, clothing, even livestock but I´m pretty sure that they also would have brought some raw iron. Who knows when they can get some the next time? Why not add some iron bars from the start in these scenarios? They would still need a little charcoal to produce iron tools, but much less than otherwise. The harder options like survivors; that must be some refugees, maybe their village was attact by some enemy; of course, they didn´t have time to grab any iron, but this way, it´s still the same challenge as it was (if you take away the stone tools).

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