Well, I don´t dare to think about “Ironmen” on Iceland. But I like the idea, that you can try it if you want to really “suffer”.
I don´t find that the traders at the big port bring fewer seeds and animals, in the contrary, it looks like more. As I said, quite annoying an unnecessary mid-late game.
I don´t see how you can auto trade at the export port unless you can afford to sell some goods for the low price, what I don´t think you can under these conditions. But I plan to auto trade food for daler at the small port, once I got the export running well enough. That will make the trade much easier.
I guess I can learn what the different merchants want to buy for daler but it used to be easier. The good thing is that there´s no merchant, that you can make no business with, like the old Timber merchant. They all want to buy something I like to export. By the way, there is one that has only a name and no title. I will pay attention and tell what he wants to buy and I also have the impression that different local merchants want different things. I´m not sure and will look at it more carefully…….
………if this settlement survives…….
I don´t want to expand farming and my food stores are slowly shrinking. The log-fuel problems have reappeared, simply because I try to increase fuel demanding export goods production and I was careless/stupid enough not to expand the pastures as much as would have been wise.
Can I demolish the other chapels when this beauty is built? I somehow miss the crosses you can see everywhere on the real Norwegian starvkyrkor. Because in this village we are good Christians except at childbirth and distress at sea. (That´s a quote but I don´t remember from where, probably some literature)
I have seen the same thing in other games (also not the North); even if the lake is connected to the river the merchant might very well refuse to stop if he needs to take a turn back to reach the port. My guess is that he would stop at a port on the south side of the lake.
I must ask; why do you bother to build a large trading port for such a small settlement?
And I agree with you; a “real-time ageing” mod without “growing with immigration” is tedious and not much fun.
As you might have noticed, so far I´ve said almost nothing about “my speciality”; production numbers and balancing. That´s partly because I haven´t run many of the sites continuously long enough to get reliable numbers but also because I´m very pleased with the balancing, generally. As usual, Tom; you´ve made a great job.
This game is on “harsh”. I´ve just built a school, so everyone is still uneducated. I´ve waited this long on purpose, just to get a feeling of how the game works with only uneducated workers. It´s probably wise to build a school much earlier. So, the conditions can´t be much worse. It´s possible to survive and expand the settlement but it is a struggle. I still need to micromanage. I can´t survive without the unreliable farming and without sending, maybe not everyone anymore, but a lot of people out in the woods to pick blueberries and deadwood. I would very much like to do without this but so far, I can´t. I find this is perfect balancing! If I could have played this game without struggle, it will be too easy when the population gets educated or if you play on “mild”.
It´s a small profit to produce a surplus of goods to sell, but I can´t produce so much that I can support the settlement. The export sites make an annual profit between 600 and 1500 trade units each year. Reasonable for an uneducated worker. It´s more profitable to make wadmal than wool tunics. If I know your way of balancing, Tom, I´m sure this will change with educated workers. But it´s still a small annual profit to make the clothes and some merchants pay the higher price for them and not for wadmal, so I sell both.
I might have some suggestions for the ports and merchants.
The small ports work pretty much as they used to in North 6, even if the merchants bring a bit different stuff. I complained at the beginning that they didn´t bring any gold or silver, but they do. Maybe not so often as they used to but when they have some, it´s quite a lot. So I´m still mostly able to pay the Hanseatic merchant in gold. I also complained that they bring too little food. This changed as the settlement passed 100 inhabitants, so if I order beans, now I can never buy it all.
I´ve mentioned it before; the only thing, I might want to see changed is the trade with fresh meat and fish. If we can´t limit this to the winter when it´s frozen, I would prefer, no trade with fresh meat and fish. This could also give smoking higher importance. No merchant wants fresh meat but some pay 2 if it´s smoked. It´s still a considerable loss in food amount to trade away smoked meat but you might still want to if you have a lot of meat and want a balanced diet.
The same merchants seem to arrive to the big port as the small. It´s quite logical but it would have been a nice surprise to see at least one new merchant here, that doesn´t bother to stop at the small ports, maybe a special salt merchant. Salt was maybe the most important import good and I find too few merchants bring some.
How do you find the idea, that no merchant bring seeds and animals to the big port? The many seeds are rather annoying. At the time as you can afford to build one, you must have bought all you need and besides, I see no reason to demolish the small ports, just because you can build a large port. My idea later in the game is to use the big port for barter trade and the small ports for import, using daler. But I´m far from there, yet and can´t say if it works.
I liked the old export merchants better. It was clear what goods they wanted. Here their title says nothing, I need to stop the game and look, what this merchant want to pay good for. My suggestion is 4-5 different merchants for different types of goods with clear titles; Maybe
textiles and clothes
building materials, like glass, brick, pottery, tar
and maybe one more for raw material and some special goods like herbs and alcohol
Are you really sure? I have another screenshot here from the store, where I first discovered the bug. It´s the one with tables on both sides. Same as the second, that also bugged. On the winter picture in the earlier thread, I´ve rebuilt the first store, 1 tile away from the first. That´s the one with the table left.
No, no Tom, you didn´t drink enough Swedish schnapps to hide your German accent. ;) But nothing can stop me from using the proper Swedish name.
I´m glad you found the bug. It was too weird for my taste. Are you sure, that it´s only one of the stores (!) that´s bugged? I have demolished them but when I look at my screenshots, I have 2 different kinds of them; the one with the fruit left and the one with fruit on both sides. As far as I noticed; all of them were bugged.
I´m afraid, the second Lanthandel shows the same weird things.
This is the craziest bug I´ve ever had!
Since I wanted to build a school, I ordered bricks and roof tiles. When I got them, I decided I might as well try to replace the Wagon Vendor, with a couple of Lanthandel.
When I click on the small trading dock (or many of the other buildings); the menu of the Lanthandel pops up and I can´t open the menu of (almost) any other building. The glassmaker or the large trading port seem to ban the curse and everything works normally for a little while after I´ve clicked on one of these buildings. Then I click on the small port, a barn, a production building or a house and the Lanthandel menu is shown again, the “curse” is there until I click at the glassmaker. Weird!
I will now demolish the cursed building and see what happens. If it´s only this one on that location or if the other one is weird as well.
I demolished it, rebuilt it 1 tile away; the same. There are some weird lines when I click on it. I don´t know what they mean.
I played a little more yesterday evening, not more than about 5 years. Strange how things can change over such a short time. My log/fuel issues are gone! I can build what I want, there´s always enough firewood, I can run my energy consuming sites, I´ve even built a second tar/charcoal kiln. What has happened? I think it´s a combination of 3 things:
I´ve started a coal mine, not more than 350-400 coal each year is added but it helps.
The foresters that have worked for quite a few years finally cut a lot of logs. The first years they mostly cleared the ground from stones and ore.
I´ve built a 4. woodcutter/chopper combo. This one has full 5 stars and works far more efficient that his colleges who live out in the woods, far away from all happiness maker. I estimate that he produces at least 30 % more than the other.
I will now try to transfer this village to be supported by trade. It will be a long way to go. But it looks possible.
I have just one more question for now; how does eduction influence the production? Are there any major changes? I guess it will now pay off to order some bricks and roof tiles and build a school. Especially when I want to expand my “industries”.
I can´t believe this. It´s March and we still have a lot of firewood!
Now, not everything is going perfectly smooth. There´s a drop in health. There are too many houses for the small Wagon Vendor, even with 3 vendors working. I regret I didn´t leave space for a big market, but if I want one, I would have to move pastures and demolish some other things as well to get it on a good spot, so I will add another Wagon vendor and hope for the best instead. Here you really can see that you can have all kind of food and everyone can live close to a market but still have health issues if the distribution doesn´t work as you planned.
Just want to report that it wasn´t a bug at that claypit after all. It took a very long time but after a year or two, someone must have got that spare clay away and now the pit is gone. :) sorry for “troubling” about it.
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.
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.
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.
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?
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? ;)
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:
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.
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?
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.
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.
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.
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.
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.
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)
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.
Isn´t the storehouse a beauty!
You could see almost no effect on happiness until the Mead House produced some ale.
As I promised; a few pictures from my new settlement.
Starting options. You can see that the birches are quite spare around the starting spot.
The first years managed. The most important rule I followed; use as few logs as possible. This scenario might suggest that we are on Iceland but we will not do the same mistake as the vikings did. That means; use as much firewood from dead branches as possible. If there´s a choice; choose buildings that need few logs. You can see the stores; a small log shed need 10 logs for 400 goods, a pit shed 4 for 800 and a storehouse needs 36 logs for 1800 goods. That´s the reason for the many small pit stores.
You may also see that I have no ordinary charcoal pile. When I first looked at the numbers, I thought that you´ve made some mistake, Tom. The ordinary pit needs 16 firewood for 12 charcoal, the tar kiln only 8. But when I think about how the production works, these numbers are totally logical. Both sites use the same principle; burning wood in the absence of oxygen. The difference is only that with the more complex construction, you can take advantage of the tar that´s also produced at the more simple kiln, but here it´s simply seeping into the ground and can´t be used. With the tar pit, I get the same amount of charcoal out of each firewood, the tar is simply a bonus. In that other game, I had both kilns and my impression is that the production at the normal charcoal pit is a little higher, so later if you need a lot of charcoal but not so much pit, it might be better. That´s good.
We Nordic women have always been tough and strong; like carrying heavy stones in the snow slush.
I´m not sure which God this idol represents. I hope it´s Freja; the fertility goddess. I´m pretty sure that would be the most likely idol for a peaceful settlement like this. The others are obvious male warrior Gods.
Here´s where I stopped yesterday.
I deliberately built the small clay pits close to the mountain, and yes, you fixed that bug, Tom. The miners needed no builder to be liberated from the pit.
I show the food graph. I was a bit too ambitious about making a lot of food. The first summers were also warm and everything grew well, especially the heavy turnips! I built more small barns but they were filled in no time. The sinking food storage is partly deliberate. A combination of testing rye (no good idea at “harsh”), no more turnips until most of the stored turnips were eaten and cold weather. I hope I wasn´t “over-eager”. This is also a cold summer, the temperature is at its peak; 10 C at the moment. It´s August and soon time to start the harvest but you can see how the fields look like; not much to get this year. That´s why you need an overproduction of food good years if you want to be dependent on farming on “harsh”.
The idea of making some food heavier than other is interesting. It gives a crop like turnips, that has a high output also with uneducated farmers when it´s cold, a disadvantage compared to other crops. Even though I find a weight of 4 a bit too much. (Unless you develop this further and change the weight of more food. But in that case, the capacity of storages and markets needs to be looked at, as well)
Well Tom, I don´t expect all my thoughts turn into some changes of the mod. The bugs; sure but the rest is more observations that might be something to discuss or think about.
When I looked at the trapper in the first game, he got about 30 furs worth 40 each year. It´s still a decent profit for a site without input. I didn´t make any fur coats. I seldom process the furs because I always think that the population will snatch all the expensive fur coats before I can get them into the port. Probably too stingy for my own good. I´m sure it would pay off even if a few Bannis want to be dressed in furs. ;)
A workplace matching the older houses sounds good. But maybe you should leave the jam out. I don´t think there was any sugar available at the Viking era. But maybe your ropes could be added on a small scale. But a cool production site is always nice. I´m a big fan of old industrial buildings.
I also wondered a bit about the houses because the menu says that the frame house is less warm than a massive wooden house (log cabin). That´s logical. Your Viki says that the turf house and log cabin has a warmth of 80%. So if this is still right the frame house would have an efficiency of 60%; and less good than the cheaper turf house. Or have you made any changes here?
I started a new game earlier. And since you now promise nomads (that I haven´t seen yet, even with a trading dock and a Thingstead for quite a few years) I chose the new seafarer option. The text at the start still says no nomads but I hope this is something that only isn´t changed yet.
The herds now reproduce alright. It still looks like there are fewer and smaller herds than in earlier versions. In “seafarer”, you have some sheep and even if it takes some time to build a tannery and tailor to be able to use the wool and sheepskin, I never ran totally out of coats. It´s hard to say how it would work at “survivors”, I guess there might still be some problems but that´s alright. Survivors should be hard. By the way; the menu of the sheeprun would need a 4th line to show all products.
I like the new landscape with only birches. There wasn´t so much forest at my starting position so I was as careful as I could using logs at the beginning and I think that it paid off. The birch forests grow larger and denser. I´ll show some screenshots tomorrow.
You can always hijack my threads, Irrelevant, you know that. Besides, the name of this thread is “Testing North 7” and that´s exactly what you are doing. So I find we can share this thread and if there are more testers who want to join us, that´s fine with me.
So I will say goodbye to the settlement with the weird name and start a new game tonight. Now I will enjoy the advantage of living in the town and take my grandson to the swimbath.
I went on with this game today and I can say that things have turned out quite well. There are some changes to which you need to adapt your way of playing, but as you may understand; I like such things. The absent deer don´t hurt anymore since I have more beef, mutton, wool and leather than I need. (OK, I import some leather when I can, to be able to export the quite profitable clothing) One thing when I speak about meat; The cows still give far more meat than milk; the last 3 years with a full cow pasture average; 432 milk and 747 beef.
I stopped the game to write this now because I had a crash. I could reproduce it, so it´s something you need to look at. It´s the big marketplace. The game crashed as I clicked on the footprint. I considered building it because my favourite additional mod; DS Wagon Vendor isn´t compatible; you can´t build any wagon parts. The blacksmith at the small DS-site just walks back and forth with some fittings, instead of bringing the needed iron bars. Here something must have been mixed up by renaming/reclassifying the materials. Now I have loaded the small markets from Kid´s Market Puzzle instead. They are also nice and I hope there will be no problems.
I have some more notes on my sheet: an unlogical mixture of observations, questions, impressions, suggestions, feelings, you name it.
The icon for the trapper is located by “food”. First I didn´t find it, but as I did at the foodstuff, I thought that he might produce meat as well. Now he doesn´t and the output of furs is very low. But on the other hand, if I remember it right; the furs bring a higher price now, so it´s still worth building. What´s the reason for these changes?
I see a tiny problem that you need to build a farmer´s workplace before you can produce any tallow to run a mine. The farmer´s workplace needs glass and the merchants don´t bring any, even if I have ordered it from several. If another merchant hadn´t brought tallow, I would have been nervous about my tools and iron products. Now, I can accept that you need to advance a bit later in history to mine on a larger scale. But it´s not very logical, that mining is dependant on something so ancient as tallow and that you need a building with glass windows to produce it.
What about potash and rope? Do I need to import it or can it be produced somewhere I haven´t found, yet?
What´s the advantage of the more expensive frame house compared to the turf house?
The limit of the sheep run says “food” but for some weird reason, it follows “wood”.
I have made some more notes but I must confess, I can´t read or remember what I´ve written. Shame on me! But I think, if it´s important, I will remember eventually.
I´ll add a screenshot from year 30 with the food graph. There´s a severe drop a few years ago. It happens when you play 5X and forget to send your Bannis out in the woods to pick wild food in time, followed by a very cold summer and autumn next year. Luckily there were some friendly merchants that saved us the year after that.