Banished Ventures

Nilla

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  • in reply to: Brad’s SERIES-Elsberry #7467
    Nilla
    Participant

    You are very right when you speak of the problem of trading away low-value things you don’t want. As you say there’s always a risk that traders walk all over the map to collect 2 flowers here and 3 flowers there, totally neglecting your major trading goods. With RKEd there’s a small trick to managing this; if you build the specialized carts for misc. products close to the port and assign one vendor temporarily he will help to collect flowers and maybe also some other odd products. But I don’t know if the carts are included in the light version. And with CC there might also be other goods you don’t want there that belong to this category.

    l also use to stock things like flowers in a port after a merchant has arrived when I haven’t bought much and I only sell when it can be stocked easily. I dislike when things I don’t want, take space away in my stores. But as you know it’s not always easy to get rid of it in a good way.

    in reply to: Brad’s SERIES-Elsberry #7413
    Nilla
    Participant

    Why don’t you use all the flowers you have in your stores to produce perfume? It’s a bit complicated; you need glassware and water as well as the flowers but it’s pretty profitable. Or doesn’t the light version of RKEd have perfume production? In that case, I would sell away the flowers, they’ll just take space away from your stores.

    Nilla
    Participant

    Nomads aren´t bad if you have some work for them that makes sense. Say you have those 2 unoccupied fishing docks. Each Banni eats 200 food. If one of the nomads fish 400 salmon each year, he supports them both and you have one more worker for other needed work.

    But you are right about the statistics, it´s more necessary on ironman than usually.

    Nilla
    Participant

    What size have your pastures? At the very beginning, I build a small, like you for something like 10-12 sheep but as soon as my Bannis has time to clear enough ground I always make them the maximum size (or close to). I see no reason for smaller pastures after some time. If I really need mutton, I can set the maximum number of sheep down, but in the beginning, I try to increase the number of sheep as much as I can.

    If you have no herbalist working, no healing is done. I’m a well known anti herbalist person. I usually don’t build any. It takes too much productivity away. A person with poor health leave work, pick a herb in some store and walk with it to the herbalist, regains a heart, walks back to work (if the walkaround didn’t take so long that he gets hungry and need to go home and eat). If the diet hasn’t improved, he soon will lose the regained heart and off to the herbalist again, a never-ending loop. If you have no herbalist, he doesn’t search for one, just stop work for a brief moment. There is a higher risk for childbirth deaths and illness with poor health but with a really bad diet, you’ll not reach full hearts also with a herbalist.

    As you’ve noticed, after some time you’ll need more/larger stores. Locate them close to production sites. I find your fishers are too far away from stores. Think about your logistic, generally. ( I see a big stockpile in the middle of nowhere instead of close to chopper, tar pile, blacksmith) Every step a Banni need to take, takes time away from production. Normally, it’s no big deal, it works also when everything isn’t perfect. But with Ironman, you should try to make everything as efficient as possible. Maybe not locate all houses together, instead a bit spread, close to the workplaces. It may make sense to locate houses together in the North if you want to improve the happiness, but in goahtis, turf houses and longhouses, that has happiness detraction, you will hardly be able to get any effect for the happiness anyway.

    Don’t take my criticism too hard. It looks like you’re doing fine. Ironman is a different kind of game. I like to play one from time to time, too.

    Nilla
    Participant

    First to your question, when the frost takes the plant away, the mission to pick is also gone.

    I’m also sure a child needs a full ration of food from day one, not as it becomes an adult. That’s why you should try to keep the number of children down on Ironman. The way I play, it works well as long as the number of children is less than 50% of the adults. But of course, you need some children for the next generation.

    I seldom build smoking sheds or use the campfire others than to make coats. I rather use that worker for primary food production. Do you have a small hunter’s cabin? After some time, it’s more convenient than hunting manually and normally gives a lot of meat and hides.

    I also hope that you take good care of your sheep. Sheep are the “trick” to survive Ironman on harsh long term. Let the sheep breed faster than the people and you’ll soon have a constant good supply of mutton and wool and you can sell a surplus of vadmal and wool coats for food.

    in reply to: Brad’s SERIES-Elsberry #7367
    Nilla
    Participant

    Nice. It looks like you have better control of the food situation now, well done.

    Nilla
    Participant

    Try to have venison (and blueberries in autumn) as your primary source of food. It’s much more productive than fishing, use fishing just for an emergency when food drops and no deer are around. I know, these bowls of fish, crayfish, even big pieces of venison no one care to carry to the storage. It’s like always in Banished, you need labourers, and they do labourers work in the “right” order. You don’t always understand that priority order but eventually, your bowls will be carried to the stores but maybe then too late.

    Always keep one or two labourers and don’t assign more work for them that they have time to carry the food into the store as well. I don’t think it’s a good idea to change professions often, it may lead to unnecessary walking around, rather one fisher less all the time. You can also use the priority tool but that doesn’t always work the way I want but better to use it than not to.

    Nilla
    Participant

    Ironman on harsh is indeed a bit tricky. If there are any tricks to survive the first year, I don’t know, it’s rather doing the right things in the right order and not doing anything not absolutely necessary that’s important.

    You said you have 3 goathis, a turf storehouse, a campfire and a chopper.

    From those things, I would only have built one goahti and maybe the campfire the first year. I try to build as little as possible so that they need to spend as little time they can to collect building materials and build and of course, don’t cut one more tree or stone than absolutely needed. Instead of the turf store, I would have built first, one and later to the blueberry season a second of the smallest store huts a bit apart from each other, close to where food is collected. They are faster to build and need less stone.

    As you’ve noticed a critical point is when a house is finished and the inhabitants fill it with food. That need to be planned to a time when the stores are filled. You might need to stop building shortly before it’s finished and wait for a better time. With shepherds and other starts where they have clothes from the start, you only need the hut before it gets cold in autumn. If the first spring is so cold that some freeze to death, change the map. Don’t build a second hut until your food store is safe. To wait with the second also helps to survive ironman long term, you’ll get fewer children and not several at the same time.

    Use all instant tools for food production. Plan the work so that EVERYONE can pick blueberries in autumn (maybe except one or two instant hunters if a big herd comes close). Even if a gatherers hut doesn’t give much food on harsh the instant tool does (unless it’s an extremely cold summer and in that case, I would consider changing the map) If the food store gets down, use a couple of trout fisher but not all the time, only when needed. If there’s a close stream cray fishing is good.

    I usually let most of the blueberry picker pick deadwood when the first frost comes, you can get one years’ supply fast, can plan the logs you need to cut better and need no chopper. Here I’m not sure if it’s better than to use the chopper, only I feel I can plan better this way.

    Again, focus on food production and it will work. Good luck!

    in reply to: Brad’s SERIES-Elsberry #7305
    Nilla
    Participant

    Why don’t you order the seeds and animals you want? It wiöö cost a little more but normally it’s worth more to get them soon.

    When I see your food graph, I can understand why you complain about not very efficient workers. At periods with so little food in a relatively spread settlement, many people will just walk around to get a little food here and there to fill their houses. An empty market doesn’t have much use.

    But your town looks nice, I hope you succeed to improve the food situation. I want to see more of this.

    in reply to: Brad’s SERIES-Elsberry #7283
    Nilla
    Participant

    I don´t think it´s because of the mods things are slow. It´s simply Banish logistic and that doesn´t have much in common with logic. Only the mods introduce more different goods and the normal Banni instinct is to spread it all over the place, it takes time and sets the productivity down. (unless you have some of these nasty striking bugs but they appear also in vanilla)

    I also think that your conclusion that homeless nomads work more efficiently may be right. A normal Banni goes home to eat or get warm, a homeless person (or someone very far from home) goes to the nearest place and that´s normally faster.

    in reply to: Brad’s SERIES-Elsberry #7260
    Nilla
    Participant

    Nice to see something from you again.

    in reply to: Brad’s SERIES-Duque #7229
    Nilla
    Participant

    Now you’ve built all these different forests. Which of them do you like the most? How they look, output, resources?

    in reply to: Brad’s SERIES-Duque #7211
    Nilla
    Participant

    As I’ve said before it’s been a while since I played Necora’s mods but don’t rely too much on the products made from the pine forest resources. It may be fun to have those buildings but the profit is bad, it’s basically better to sell the raw materials, just so you know.

    And a second, third and even fourth gatherer is very much worth assigning. Even if it may not produce 100% of the first, the second makes something like 90%, the third 80% and the fourth 70%. Still more than a farmer or most other food producers I know of. Only if the circle of the gatherer is smaller than vanilla, 4 gatherers may be too much and the output gets down after some time.

    But you are right that the forestry influences the output from the gatherer. Most food need mature trees to spawn and if you cut too many, there’s less food. It’s always a balance of what you need more, food or logs. And too little forestry or only planting isn’t perfect to get the highest yield from the gathers either. You need space for the foodstuff and if the forest is too dense, there’s less room. Always this balance. I looked a lot at these things in my earlier games, in the vanilla time, as well as testing different mods.

    in reply to: Brad’s SERIES-Duque #7205
    Nilla
    Participant

    Why are you only using one gatherer at each site but 3 foresters?

    in reply to: Crash DS Jetty and Bridges #7167
    Nilla
    Participant

    Finally, I’ve built that large trading port in the same location as the DS port that didn’t work. And as expected, it works even when the merchant need to make these turns. Such locations may also be problematic with vanilla ports and many other modded ports but it looks like you’ve made it Tom! Again! Great!😀

    It has taken time because I haven’t needed a third port (and don’t really need it yet either but at least I have some spare goods to load in it).

    No other issues. I’ve noticed that many of the DS jetty buildings can also be built on land. At this point, it’s often a better location than on water, so I’ve built a blacksmith, a small food market, a school and a hospital on land. I didn’t need to wait for the second Hanseatic merchant to bring enough bricks to build the Nordic school and hospital (You must be really lucky to get a single merchant that brings enough to build a brickyard)

    In a pure Nordic game, it works well without a school quite long but with all these iron fittings, we need to produce more iron and that’s a chain where education really pays off. So our first students have left school. I may need to relocate some people to get the educated workers where I want them. The next step is to work with happiness and more export goods to get rid of the tedious farming. It’s a harsh climate so midterm we want to buy all food except proteins (and maybe some blueberries and honey)

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    in reply to: Brad’s SERIES-Duque #7166
    Nilla
    Participant

    It’s been a while since I played CC, especially the older versions but if I remember it right, drying tobacco and making furniture in CC is a loss. They are trading goods where the value of the input is less than the value of the output or the profit so small that a worker can’t support himself. And if you want the furniture to make these weird building material for the fancier houses, it’s a huge loss, better buy them.

    I can understand the churches, CC has various beautiful churches, can agree on that but especially with your church issues (that I don’t understand and not fully believe) I would consider not building any churches at all. What I have seen so far, you haven’t made people happy anyway with the DS Happiness system. But maybe you’ll make a try this time and then you’ll need churches.

    I can also understand the Indian buildings (or rather native American to be politically correct😉) except a few from Kid there aren’t many I know of.

    in reply to: site features #7157
    Nilla
    Participant

    I think I understand what you mean but I don’t see a big use for it. It’s not hard to find yours, my or anyone else’s old blogs in a common list.

    in reply to: Brad’s SERIES-Duque #7156
    Nilla
    Participant

    I must ask: What are your reason to keep the CC mod in this mixture? I see no real use for it. You’re talking about the colonial buildings but to be able to build most of the more beautiful houses, you need to make upgrades. Red’s and DS production chains are both more efficient and realistic.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #7142
    Nilla
    Participant

    You have seen the “famous” death spiral.😥 Your stores have been low for quite some time. Your spread out building style “helps” here too. But it was a fun blog to follow, good luck with the next. Maybe you could try to build everything a bit closer next time, it would surely make it easier for you when the town grows.

    in reply to: Crash DS Jetty and Bridges #7107
    Nilla
    Participant

    So you mean my mean character are always looking for bad things and trouble?😉🤔

    Anyway, I didn’t get very far with that game, yet. I’ve changed the location of the food trading port to a normal spot on the river and now merchants arrive. I know, it’s not in your mod, Tom but I’ll tell it here anyway if someone is keen on testing this combo.

    You don’t get any building materials in return when you demolish the port (and I think it’s the same with all other jetty buildings) They are expensive to build with the Nordic iron production chain, so be sure you put them where you want them.

    Also, the food merchant makes little sense, even if you primarily want to buy food. The same merchants arrive to it as to the cheaper small Nordic port, and it seems the merchants carry the same amount of food. You can store a bit more export goods in it but space is hardly an issue in the ports until later in the game if you want to barter for large quantities of food. In that case, I prefer to use the export port and daler and space is no issue either.

Viewing 20 posts - 1 through 20 (of 242 total)