Banished Ventures

Nilla

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  • in reply to: Charcoal storage and beginning homes ? #6355
    Nilla
    Participant

    It´s cool to see everything in German!

    Just a few tips, use them or not:
    I prefer the tar pit over the charcoal pit, at least at the beginning. It produces charcoal a bit slower but it uses less raw material and you get tar (that you need for some buildings like fisher and trading port) so to say for free. If you get a surplus you can always trade it away.

    A starting position away from the river is always difficult, especially if you want to trade, and you do want to trade by Anders and Ella, at least for sheep and barley (or other grain) seeds. Maybe you should build the thingstead and try to settle the first nomads closer to the river.

    It seems like you have forgotten/not seen that you have turnip seeds from the start. I always make a small field for turnips but only let someone work on it to plant and harvest. It´s not much work for plenty of food; vegetables that you don´t get much of from the forest.

    And yes, the barns are a problem. The smaller barns are very small, especially after Tom increased the weight for many kinds of food. And larger barns are expensive.

    in reply to: Charcoal storage and beginning homes ? #6351
    Nilla
    Participant

    Charcoal is stored on stockpiles, like all other materials. There are special charcoal stockpiles but they make no sense at the beginning. But I have noticed too that Bannis neglect charcoal and some other materials like clay if there are other, what they find more important work to do. You can use the priority tool, even if it doesn’t work 100%. A blacksmith never get the charcoal directly from the pile, so someone must eventually have moved your charcoal without you noticing it.

    In the goahti they can only get 1 child, that’s right but the turf house is for 5 person, a family with 3 children. The longhouse will give you less children. It’s a boarding house for three families of 4 persons so they will never get more than 2 children even if a larger family can move in. There are no houses for a bigger family. Often the first child can move out (12 years old) before the 4th child can be born anyway but if children are born shortly after each other and you want more children there’s a trick: Build another house and the parents will probably separate and there are room for more children. Later if you need the second house for someone else, you can “fake demolish” one house (demolish and reclaim) and they will move together again.

    But the best way to grow is to build a Thingstead as fast as you can and you will get a couple of nomads almost every year.

    in reply to: Food preservation question #6348
    Nilla
    Participant

    Yes, you do need to set the spots manually. I´ll show you a screenshot from my present game how I make it. It´s Ironman, so they need a lot of food but the climate is mild.

    The gatherer´s hut is located in the forest together with the goahti, a hunter´s hut and a storage. Now it´s Sun Month (June), the gatherer is back in the forest. At the moment he will mostly pick deadwood but firewood is needed too, so that´s fine. But as soon as the berries are ripe, he will start to pick blueberries and some mushrooms and roots. For good and bad, it´s one difference between gatherers who only pick fully ripe plants and labourers who pick everything that´s marked, also the smallest bushes that give almost nothing. When frost comes he will go back to pick deadwood until I remember to set new crayfish spots. Then he catches crayfish until all spots are depleted, mostly sometimes in spring-early summer when he goes back to the forest automatically. Works well, give a lot of food and some firewood without all too much micromanagement.

    You can also see the size of my fields, orchards and pastures that was discussed in that other thread. Here, in the beginning, it´s rather finding a suitable spot than to optimize the size. The orchard is 10X13 a good size in the North if you are rare on workers. A side of 4, 7, 10, 13, 16…. doesn´t spoil area. I would have made it smaller if I had more workers. The orchard hasn´t given any fruit yet but also when it does, it will be closed until harvest where I guess I will use 2 farmers.

    I have beans and barely, the weight and growing properties are similar in this climate. One field 8X10 is too small the other 8X16 maybe a bit too large but you can see, they fit on the spots. I use to switch crop between the two fields. I have 1 farmer at the small and 2 at the large.

    The pasture is 10×20 but will be rebuilt to 20×20 when the herd grows. I simply don´t have enough workers to clear so much land at the same time. I primarily want the wool.

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    in reply to: Paddock vs. Chicken Coop vs. Sheep Run #6343
    Nilla
    Participant

    My oppinion is that the optimal field size and number of farmers that are published in different forums are a myth. There is no optimal size valid everywhere in every condition! Not in vanilla gameplay, not in the North. It depends on various things. Climate! Do you optimize output for each worker or output of a certain area? Which crop do you have? Where are stores and the houses of the farmers? Are the farmers happy and healthy? Everything has an influence.

    Generally, I use smaller fields in the North than vanilla, the harsher the climate, the smaller the fields. Turnips and other heavy vegetables, smaller fields than barley and beans with lower weight. If the farmers aren’t fully happy, I like to have a bit larger fields with 2 farmers on each, you never know when someone goes away a long time to idle, with happy farmers, I prefere 1 farmer fields. I can say I make sizes between 70 and 150 tiles. And I’m always tryng to optimize the output.

    With pastures, it’s similar. How desperate do you need the meat/leather? Can it wait, I use the maximum size (more or less) If I want it to be full fast, I make it smaller.

    One thing however is important in the North by fields and orchards; start the harvest manually sometimes in late August early September, no matter if it’s close to fully grown or not. Maybe on mild it can work without but on fair or harsh, it’s absoulutely necessary or you’ll lose a lot of crop.

    in reply to: Firebug #6342
    Nilla
    Participant

    It wasn’t the death of anyone that broke the spell, they walked for a while before they started to die. It simply looked like the restart did. If I ever get that bug agin (what I hope not) I will save, leave and restart and we will see.

    Anyway, I decided to leave this game. To my experience there are certain bad maps and not much to do about it.

    in reply to: Food preservation question #6341
    Nilla
    Participant

    I don’t think that food preservation generally reduces value. The only thing I can think about is bread compared to grain, that loses trade value but the baker increases the amount quite well, so if you have the manpower, it’s worth it. But it’s not as profitable as in many other mods. You can actually increase the value of some food if you want to trade it away, like making cheese or salted meat but here you need to import salt.

    The simplest way to process meat is smoking, but you must always make the decision, what’s more important; food or fuel. Often it’s easier to assign another hunter than to increase the firewood production.

    Yes, I find too that gathering food manually gives more and gatherers huts are indeed useless in a harsh climate. But in a mild climate I often use them, especially if I can locate one close to a streem where I can catch crayfish. Gatherers prefere crayfishing and if I set a handful of crayfish spots in late autumn, they catch a lot of crayfish and will automatically go back to gather first firewood and honey, then berries and mushrooms when the spots are depleated.

    in reply to: Firebug #6337
    Nilla
    Participant

    Earlier this evening I started the last autosave of this game. It was made after the fire had stopped and people standing on their spot. But as I started the game, they walked away, as if nothing weird had happened. Now, 5 of them didn´t have time to reach any food and starved to death. The fire took my 3 main stores, there were no tools, no clothes, only little food left and the fields were during the fire time April-June not planted, the blacksmith and tailor needed to be rebuilt before we could produce new tools/clothing. So, the following years were rough but the bug survivers managed to survive this too. But I´m not sure I shall continue this game anyway. I think I also had that “idling bug”. It didn´t last very long, only about ½ year, so I can´t say for sure but it looks like some maps are somehow cursed.

    in reply to: How to change happiness? #6328
    Nilla
    Participant

    I can answer the same as by firewood; don´t forget the instant tools.

    in reply to: Places to make firewood? #6327
    Nilla
    Participant

    Don´t forget the deadwood collect button. It´s actually quite powerful. Sending everyone out in the woods in autumn, first to pick berries then to pick deadwood is a good way to survive.

    in reply to: North 7.1 Beta #6282
    Nilla
    Participant

    This might not be the right thread, the version is out of beta but I´ll use it anyway.

    I´ve found something about the granaries, that might explain why they don´t work well. I have tried them before but was never really satisfied. I haven´t really looked carefully what happens. But I had the impression that the granary was never really filled with grain, the millers were more busy carrying bread and flour away than to fill it with grain. Now I´ve found something else/more that makes problems.

    In my present game, I order wheat to produce bread. Even if I have loads of bread, it looks like not little expensive wheat (cost 5 by ordering) lands in the markets and is carried into the houses. So I thought, if I build one or two granaries and store as much wheat as I can there, the vendors will leave it. As we know, they don´t steal from each other. But in this case there are millers working in the granary and vendors steal from millers and millers steal from vendors, so there´s a never-ending loop of carrying the same wheat between granary and market. 3 millers didn´t manage to fill the granary with wheat, not even when I stopped mills and bakeries, so they didn´t need to carry bread and flour away.

    This will also make problems if you have the more normal case of growing wheat yourself and want to use the granary to collect wheat from different places to the mill, if not as big as in my game.

    And when I built a second granary, just to test (I actually thought that this would happen), the millers carry the same wheat back and forth from one granary to the other, like you might remember the innkeeper did with the booze.

    What is if you change the granary to work like a small specialized market. I guess there´s a risk that it´s filled with flour and bread but at least these loops of carrying the same goods back and forth is gone. Or maybe you´ll have a better solution.

    in reply to: North 7.1 Beta #6279
    Nilla
    Participant

    I noticed something in my present game that might explain that the farmers in that game farmers prefered a special door.

    It looks like a trader put their goods in the barn that’s closest to where they live, not the closest barn to the port.

    I built a third small port and a barn a bit away from the rest of the village but I didn’t bother to build a house close for the trader. I was wondering why it took so long to empty that port and saw that the trader always passed the close, empty barn to put her stuff in the other, almost full barn. It didn’t change until I built a house close.

    What is if farmers put their goods in the barn/door closest to their home? That might explain why a door further away is prefered.

    I can’t imagine that this has anything to do with the North mod, it’s simply one of these Banni-behaviours that I haven’t noticed before.

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    in reply to: My personal wishlist #6273
    Nilla
    Participant

    I can agree about the alcohol. What’s there for if not to be served in the tavern? But on the other hand, you can also see it the other way around; if Tom gave us the option to serve a hot meal instead, why not use that if it gives you less trouble? Maybe it’s even healthier. I’ve seen young children consume alcohol. Early alcoholism… Hm…. I think I prefer roasted meat!😉

    I might remember wrong and I’m not sure in which mod combination I played but don’t merchants bring lime and copper if you haven’t loaded the production sites? I’m sure that I played a game with some DS houses in a mod that didn’t have iron fittings. He was the first to introduce those,as far as I know. I think it was in an earlier version of the North and I remember how I waited for the merchant. But I think Tom has made some principle changes in the trade after that so it may not work like that anymore.

    Even if I still don’t find the Bryggen houses cheap with all those iron fittings, I can agree that there should be more glass but maybe not roof tiles. Even if many of those houses may have roof tiles now, I don’t think they had originally.

    in reply to: My personal wishlist #6270
    Nilla
    Participant

    It’s nice to discuss things with someone with ideas and a different approach to the game than I have. Discuss things is principally only interesting if you have a different point of view.

    I understand your points when it comes to letting things run automatically, Pleaky. Now, crayfishing isn’t a problem. There are plenty of other protein sources that run automatically so you can just leave it to us “micromanager”. (I can confess, I don’t use it in all games either). The taverns are another matter, you can’t just leave them if you want to make your population happy. I usually get around these limit problems by serving meals instead of alcohol. In most Nordic games I have more proteins than I need anyway. That might not be perfect either, some vendors “steal” some of it to make business with serving roasted meat as fast food, but usually, that doesn’t hurt much.

    With the peat resource, I think we both agree. I find it very good that you can choose to use the peat or just clear the bogland away, easy and automatically. I don’t use every square of peat. Even on a map with limited resources, I sometimes want it gone fast. So I fully agree, big pieces of bog that you can clear away in a planned and fast way, is much better than these small odd tiles that you don’t notice before you want to build on them.

    Yes, I like the surviving aspects of Banished the most. One of the reasons I like the North mod so much. It really has hard options. It’s almost like a different game. I do enjoy a mild farming game, too. It’s a good thing when both things work. And yes, with spare resources you are more dependant on early statistics. I usually look a lot on graphs and production numbers in the townhall menus when I play these “surviving games”. That’s why I don’t like statistics taken away from the thingstead. I don’t want to go back to Kid’s tiny townhall, that I used to build earlier in the North before there was an early townhall function.

    I didn’t primarily mean the flagging as a tool for modding when I claimed that it gets more complicated with additional mods. I know too little about modding to talk about that. I meant that it gets more complicated to use the categories as a player. Say, you add a mod that has a copper resource. The metal and ore category is tricky enough to use as it contains iron ore, iron bloom and iron. If you add copper ore and copper metal, I would say it makes no sense at all to look at the menu.

    Endgame in Banished is a tricky thing because there are no real goals. You need to set them for yourself and yes, your goal is a good one that should be possible and make sense. But are the DS buildings really that cheap? I have used all these mods, not always together with the North but I never had that impression that the buildings were cheap to build. On the contrary, I remember that I found the lovely Bryggen houses from the Townhouse mod rather expensive since they needed a lot of expensive iron. But that was an earlier version and there might have been some changes. And I basically agree, advanced buildings should be expensive.

    I was surprised when I read that you find the sandpit too strong. I have never had that impression but I’ve really never had checked it. Normally, I’m a person who wants control, so when I first use a building or construction, I check its economy but I have learned over the years that Tom is very good at finding balance in his mods, the numbers use to make sense, so I don’t always check the economy of his sites. So I needed to take a look at the sandpit in my new game. One worker produced around 150 sand each year, that’s a profit of 600. Not much in a Nordic game where you can say that each Banni needs 25 proteins x2, 25 vegetables x3, 25 grain x4 and 25 fruit x5 = 350 each year to eat and fuel, tools and clothes worth around another 100. He can’t even support one child not to speak about the traders, vendors, priests, laborers and other not directly producing persons. My Bannis still have 3 hearts so I guess that you can push the production higher with a happy miner, and together with occasional gold findings, the profit makes sense but I still don’t find sand profitable enough to produce for export. I think Tom has set the trade value to 4 because he wants to improve the “vanilla” raw material values, where the profit of producing raw materials are so bad that people usually import them.

    I started a new game yesterday with some specific goals but this is long enough end I will not hi-jack your thread Pleaky, so I’ll write about it another time on another place.

    in reply to: My personal wishlist #6268
    Nilla
    Participant

    Good comments, Pleaky. I agree with much of it but have a different opinion in some:

    2 workers in smokehouse and brickyard, good. (I actually thought the brickyard had more workers, didn’t it in an earlier version?)

    More variation of izbas is also good. For some reason (maybe because there’s only one) I only use them out in the woods or in a pasture area. Usually never in villages.

    I don’t like that you will take away the reports at the Thingstead, Tom. I need statistics right at the beginning. It’s necessary in the more difficult starting options. I also think that it should be possible to build a large settlement and stay in “old times” and have all the necessary options to manage it. Personally, I don’t need any other incitement to build the red townhall when I advance into “modern times” than its beauty. But something extra, compared to the thingstead, like happiness is also something to think about. Maybe a safety aspect? To replace all the wells in a more advanced settlement? Or spiritual? Didn’t the communists in Eastern Europe replace the faith in God with the faith in the State?😉

    Flagging is tricky and we have discussed it a lot in the past. I find it works now, not perfect but as good as it can work. Of course, it gets more complicated if we add more mods. Just one point of view, don’t make changes too often. It takes time to get used to it, to where a product belongs. I like to have control of all kinds of production and I like to have this as simple and easy as possible. So I’ve learned where to look, on the menu or at the inventory or both to make this work.

    Taverns and temple aren’t perfect but they do work, we just need to find a strategy how. If we are in a good mood, we can even see it positive; something to solve that adds a spice to the game.

    I like the peat cutting the way it is. I like that it’s a different “mechanic” than deadwood. Peat is an obstacle but also a resource, especially on a Seafarer map. But I agree that the spots could be large but rare on a forest map. I’m a micromanagement kind of person, so I don’t really mind the tedious marking, even if it would have been nicer to be able to mark a whole area. I also use crayfishing, even sometimes in a medium-size game. A permanent crayfisher would also be nice but there’s also something good in various methods here. And crayfishing really “save the day” if you get the crazy idea to try Ironman on a Seafarer map on “harsh”.

    Since we can’t mine gold anymore, it makes no sense to have different flags for gold and coins. I guess it’s a remain from the “goldmining” version of the North.

    Agree with workshops for late game. I use to put the workshops on all kinds of buildings with a grassroof, like storages, inns…when I’ve upgraded to the red houses.

    I like to see the increased radius of the wells. I’m not sure but I think you still have a stone well and maybe it still needs rope to be built. Couldn’t the radius of it be even bigger? A more efficient well, that could support more people with water after you’ve bought the nessesary rope?

    By the way, I will start a new Nordic game, maybe even tonight. There’s some testing of the autotrade in a larger settlemet that I wanted to do for a long time. I’ll let you know how it works.

    in reply to: North 7.1 Beta #6260
    Nilla
    Participant

    This is weird! As I said, I’m pretty sure that no one used the door on the long side of any barn in that game. I had no save from a Nordic game that had any glass on my computer but I started a new game and here they use the door on the long side, at least occasionally. It still seems that farmers prefer the short side but they do not walk pass the big door that obviously in this game. I have no explanation. Nothing is changed except that I’ve loaded the DS Wagonvendor and that can’t possibly have any influence. Sorry for the fuzz.

    in reply to: North 7.1 Beta #6254
    Nilla
    Participant

    I looked carefully and I couldn’t see anyone putting anything in the red storage from the long side but many people walking by to put/get their stuff from the short side. I looked at several barns and several professions. In my game, there’s certainly no access to the door on the long side. Why? No idea! I have no other mods loaded. I downloaded the latest version of the North, I saw that you’ve made some minor changes since the last time I played. I’ll see if I have some old save from another game to check if it’s the same. I have never noticed this behavior before but that may also be that I never looked carefully enough.

    in reply to: North 7.1 Beta #6245
    Nilla
    Participant

    That’s strange with the barns; I looked at one farmer where the harvest was late, she consequently walked pass the big door on the long side of the barn to put the food on the short side further away. I have now more of these barns and I will look more carefully at it tonight. I don’t find it looks odd, contrary;it’s good with two entrances, but I like them to prefer the closest door, as they do at the vanilla barn.

    I looked and tested the big market a bit more; it looks like you had some special thoughts about the food: A lot of meat and grain are stored in my market; food that can be processed. The content of fruit and vegetables is a more “normal”. So in a larger settlement, it would make very much sense to build the big market and locate production buildings close to it. So I find both this larger and a smaller market, buildable from the start have their use.

    I also think that it works with textiles at the market, as the settlement grows and you don’t need to micromanage the tailors; produce wadmal in tailor shops close to the pastures and the clothes in others close to the market. This will also make it attractive to build a big market later in the game. However, I don’t know how it will work together with the warehouse, which also stores textiles if I remember it right. Will there be some troublesome competition about the material? I will test it later in this game.

    in reply to: North 7.1 Beta #6242
    Nilla
    Participant

    I wanted to play that mission map until I died but it was kind of messy and I got bored so I started a new game instead. So I will never know how old I was in the end or if I maybe found an old widower to share my last years with. ;)

    I noticed a couple of things, not really bugs but a little bit disturbing, I don’t know if it’s intended or “just happened”. If I remember it right, the medium red barn used to have two entrances, one of each road side. Now they can only put goods in it from the short side. It’s not very logical since there are doors also on the longer road side.

    Usually, I also load the DS wagonwendor and it works really great. As I started Banished after my pause for some reason I didn’t load it and I thought, OK, this game I will play the North absolutely clean. I also remembered that I had some issues with the big market last time I used it. I didn’t know what issues or if they were changed but now I do. It’s simply too big to use in a normal settlement. After I built it almost all of my food was stored in it. I saw more than 3000 mutton (the single food I had most of). I also don’t know your thoughts about storing textiles in it, like wadmal and leather but as far as I can see no other raw materials. I will not say it’s a bad thing. I just want to know your thoughts about it. Anyway; since this is the only original nordic market you can build before you have bricks, I find the content of food should be set down to around 1000 of each category, what you also normally see in a vanilla market of that size. I thought of taking the vendor away but I need him for happiness. So I guess I must live with the loss of health I had after I built it. It’s only ½ heart so far but normally building a market use to increase health.

    in reply to: Ironman+ seafarer+harsh=true? #6113
    Nilla
    Participant

    I played this map until I had about 100 inhabitants. As long as I´m disciplined and don´t let too many children be born, it works fine.

    I started a new game because I don´t think I really hard tested the changes by the merchants. So, I started a normal valley map; “nomads”, “harsh” and yesterday I had a weird bug. Every laborer refused to work for about a year. I don´t think it has anything to do with the North but it´s described here; http://worldofbanished.com/index.php?topic=3753.0

    I will see if it returns so I can find a reason for it.

    in reply to: Ironman+ seafarer+harsh=true? #6111
    Nilla
    Participant

    It´s the same map, don´t worry. Just built a goahti earlier the second time. But I was happy that the first map with not more than 3 children had a stream close to the starting position. It would probably have worked also with normal fishing but cray fishing gives more.

    “Ironman” is indeed special. You can´t afford to be overconfident for one moment. I´ve held the ration adults-children 3:1 the whole game but since everything looked very good, I let a few more children be born and look at the food graph! :/

    I hope I can save it before the stores run out; there are a couple of 11 years old and I have resettled as many couples with 1 child from the longhouses to the goahtis as I could. I also think that the boats will soon be bigger and I have some wadmal and coats to sell for food. I´m happy that I had a large food store that might allow minor mistakes like this.

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