I don’t know which nomad attractor you use, Brad. But the mod from Kid where you can choose between several attractors also have a free to build nomad rescue jetty piece. Very useful when they arrive from the other side of rivers and streams.
I’m continuing my nomad games. Makes me a lot of fun to struggle.
This time it’s RKEd, another favourite mod. Although there will be no real possibility to use my favourite buildings and features.
Anyway, I expect this to be challenging but a little bit easier than vanilla. Two reasons; there are cheap houses for larger families and there’s a flatland map, so I hope that it will be easier to clear enough land for farms a bit longer. On the other side, Red has heavy penalties for uneducation in many of his sites and the production of the easiest trading good; firewood is slower.
I thought I made some screenshots but see none so I can tell I’m in year 12. So far all fine, a bit slower than the vanilla game. It’s a shepherd start with fewer people without houses from the start. That makes a big difference in speed compared to an easy start where more people already live in houses.
I will continue to play now and will show some screenshots in my next post.
Cannons and muskets? Hm…
I saw a documentary about George Washington recently, so this queen might be wiser and King George and leave you with your own idea of 2%= 2 nomads for a long time and she will also not tax whiskey.
So it looks like you want to use Kid’s patches. They are so nice looking and sweet but as you also insinuate; almost a bit “cheaty”.
What is if the evil queen finds 2% too little and demand more?
Nice settlements, I suppose this map has come to its end.
You are wrong, I only have one trading port and don´t trade much. There´s not much to sell. Occasionally I´ve bought some cheap protein food and some iron.
Now I’ve played the Nordic game to its end. It went well another few years. I was a bit nervous about the tools but managed to increase production enough. The difficult thing is to clear enough land for new fields every year. It was hard enough in the vanilla game, here the bog makes it even harder and slower and I couldn’t clear enough land the last years, so I saw it coming.
First and second picture year 20
The population graph is pretty scary. Here I’m about to expand the iron and tool production. I’ve moved some sheep and fields and is about to replace them with buildings for ironworks.
I was a bit too busy thinking about tool production that I forgot to produce enough iron fittings. I’ve built too many larger barns and longhouses for one small blacksmith to keep up. So the nomad group from year 21 was located in this refugee camp where no iron fittings are needed.
I’ve seen it coming for a few years. I have increased food production as much as I could but it wasn’t enough. 22 years, almost 800 inhabitants; a little less than in vanilla. A lot of stress, a lot of fun.
Your pictures are nice, fun to see the Viking buildings with a modern touch.
Farming in the north is a little special, especially farming vegetables. I don’t know if you have noticed, most vegetables have a weight of 3. That means the farmer need to go 3 times as often to the store than in vanilla farming. So you made the right decisions after you first noticed the freezing crop; smaller field, very close barn, close idling locations. (Now, you might notice, that some times your farmer want to idle at another spot than the at the pagan idol but mostly it will work).
If you still have problems with freezing crops, look if the barn gets full, it may be full soon and might need to be doubled or increased in size. I don’t know if your screenshot with the field is before or after you made them smaller but you might need to reduce the size of the cabbage field even more. If I remember it right you play with a mild climate but also on mild, some years will be cold and it can be a good idea to start the harvest early manually when the temperature starts to drop or simply send some more people to help in the late harvest. On harsh or fair it’s necessary to start the harvest manually every year. Beans is the only vegetable with a lower weight, same as grain, and is the best vegetable to farm in a North game. So replace cabbage with beans is another option.
I know how easy it is to forget something in a game where you need to micromanage a lot but it looks like you noticed your low supply on clothes early enough and with a little help of the pagan gods you’ll do fine.
I see I didn´t answer your question about builders, Brad. It was a bit excessive that said I put the half of the nomads to builders. But I use as many as I need for active building projects, not more not less. Unemployed builders don´t work slower as labourers, never saw that but I try never to assign more than I need for another reason: Builders have a high priority when it comes to job assignments, so they live close to the building sites and mess with the efficiency of other production sites because their workers suddenly live far away. That´s the reason I have problems with farming on new fields in developing areas. The houses where I have planned farmers to live are occupied by builders and the farmers live far away.
The Nordic settlement grows. So far without problems. As you can see, I will play more years in the Nordic game (but maybe not to a larger population, we will see).
First picture, year 15
Food looks OK. We will manage this group, too.
Second picture, year 16
We don´t want to run out of tools, so I started this small industrial area. We´ve also managed to buy wheat and apple seeds.
Harder? Yes and no. The North has less powerful food producers, that makes it hard but on the other side it’s real-time ageing and it has cheap houses for small families that makes building new houses easier and the population growth slower. We will see how it goes on.
The first screenshot was from year 10. I obviously pressed f12 instead of f11 so it’s without menus. The population was about 60 compared to over 200 in the vanilla version. You can see that I could buy some barley seeds and that I’m expanding the sheep herds as fast as I can. There are also a few fisher and some gatherers and hunters in the forest. So the food situation is fine.
I wasn’t sure which houses I should build or if I wanted to try to work with happiness. Happiness do pay off but I don’t think that I can afford enough houses without happiness detraction. I would also need to expand the number of happiness maker faster than I think is possible when the size of the nomad groups increases. So my decision was to build a combination of longhouses for 3 families, goahtis and a few peat houses. I want a good natural population growth, so only the cheap goahtis for 3 persons will not be nice. I make some “population management” when I have time; letting people change houses in order to get as many new babies as I can. I think this can work.
Second picture from year 13. The nomad groups are getting more impressive.
We got bean seeds early, without ordering! I had to collect all sellable to be able to buy them because there were only 2 gold nuggets close enough. Beans is the beast vegetables. The weight is only 2 compared to other vegetables with weight 3. You can store 50% more in each barn. That makes a big difference and worth the little higher price compared to turnip seeds.
We could also collect enough boulders for a thingstead. I will reject all of the Thingstead nomads. Kid’s nomads will be (more?) than enough, even if it’s still a small number.
As I said, I started a Nordic game with the nomad sign. Like the vanilla version, I played a few years until I set the sign. This is a “shepherd” start with mild climate. I think these are the start conditions that may work. We need a lot of sheep from the start. Opposite to a normal Nordic game, population will grow faster than sheep and I don’t want to run out of coats later.
You can see that I’ve already built a trading port. I want to buy seeds as fast as I can, first barely and beans, later also wheat that I want to process to bread.
The first couple of nomads in year 4 are rather an asset than an obstacle.
The builders wasn´t the problem. If you get 200 new inhabitants you can let half of them be builders. Other problems were worse; like enough building materials. I was pretty short of stones a couple of times. Or the time to clear enough land for new fields. You need an awful lot of new fields every year to survive. Or get the farmers of the new fields to work properly. Builders mess things up and in developing area where there are many builders and the farmers live far away and are always late.
I started the Nordic game with the nomad sign earlier this evening. Real-time ageing is a bit more relaxing now at the beginning, much slower.
Maybe I´ll write a bit about it tomorrow.
I see these huge distance between your villages. Doesn´t that mean trouble, people just walking between the settlements not working? But I find your idea nice and interesting.
By the way; I went on with my idea; taking 20% nomads every year. You are so right. It´s a stress but you know me, can´t resist a good challenge. Maybe I´ll make an own thread about my efforts.
When you tell, I remember those death traps. Just played it once. It was the same with the Golden Lama. You tried it once, no more.
I played a DS game. Medium size game, 1000 inhabitants on a small mountain lake map. It’s a sweet mod, fun to play with, so is the DS Townhouse that I used as well.
But I will just tell; Jetty and Bridges is not bug-free. So it might be some more work to adapt it to the North. Nothing as bad as in combination with the North. I only had one crash and that was with a fire (something I’ve seen with other mods, too and could be a townhouse building) but there are jetty pieces people refuse to walk on, instead they walk on the see ground, corners they are walking through, some production numbers that are a bit strange and so on.
Nice little towns in town, so to say. Please show us an overview of where you put the different groups.
You have inspired me, Brad with all your nomads. I will try to find out how long it is possible to take 20% nomads every year with Kid’s nomad sign. Maybe even make an attempt “vanilla” style. My guess is that building enough houses will be the real problem, not supply so a mod with cheap houses would make it easier but we will see, maybe I will even try it twice, one with and one without additional mods.
I don’t understand what you mean with only amounts of 50. The merchants can take any number of goods. You seem to use the “click” system only. How would you manage to sell something like 2000 mutton? (Something I indeed do quite often in a Nordic game). A terribly lot of clicking. I never use it, I always write the number. Like in trade generally, you can write any number of the goods you want to buy and the goods you want to sell as long as it’s less than 999999.
I like that the log cabin need glass. I like the development and that you can’t build everything you want from the start. If you want a Nordic house without happiness detraction early, you can build the frame houses. I like them very much, they are models from real Viking townhouses. I think Tom has used his models from the important Viking trading town Haiterbu on the north coast of Germany but if you look at reconstruction pictures of other trading towns in this area from that period, like Birka in Sweden, the houses look the same.
Other Viking buildings that are important in a Nordic game is the Viking longhouse. It’s a boarding house for 3 families. I try to build it as early as I can. I use it for nomads, upgrading, fire accidents but I also, especially early in the game use it for “population management”. Especially to give new houses to the people I want to have it. If you have a couple both over 15 and you build a house for them, you can be damn sure that some 12 years old will occupy that building alone. To avoid this, I instead “fake demolish” one of the houses with the 15-year-old (no 12 years old sibling) and the family will move into the longhouse, when I undo the demolition, you might get a new couple. Sometimes the youngsters are a bit reluctant and you need to try a couple of times but eventually, they will hook up the way you want.
I like to look at details. If you have nothing new to show us, it would be nice to see a close up of some area.
I seldom use the hunting tool after I´ve built a hunter´s hut so I haven´t really experienced what you tell but I guess it´s random which of the hunters will go to the hunting spot. If you want the hunter from the campfire to go I think you can manage it by increasing the possible hunters at the camp to 2. You can still only use one but if you set a hunting spot, the hunter will stay at his camp and instead the hunter at the campfire will leave his spot.
Many merchants can sell some seeds. If you order, it usually doesn´t take very long to get some. And I would also order glass (needed to make a glassworks for more advanced buildings), a bible (needed for a chapel if you want to make people happy), maybe rope (needed to produce stone and for the larger ports) and maybe even brick and roof tiles (needed for a brickworks to make hospital and school). Merchants who bring these things don’t arrive that often, especially the Hanseatic merchant who´s the only one that may offer bricks and roof tiles.