Banished Ventures

Nilla

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  • in reply to: North 7.1 Beta #5837
    Nilla
    Participant

    I know Taganaya, I did run into the fuel limit and it might have had an influence on my feeling of taking long to take care of the peat but I also had the same impression after I raised the limit high.

    I´ve just started the new game and have no “fuel problem” (at least not yet) but I do have “fruit problem”. It will be hard to keep good health. Seafarer should be hard, but I like it to be possible to get enough fruit to keep 4-5 hearts.

    Since I´ve just thought about it, I might as well tell you about possibilities to improve the situation, just to discuss:
    – Is it possible to make that only berries grow by birches? Instead of mushrooms, there could be more berries. Since there are not so many birches on “normal” maps, this wouldn´t give much influence on the difficulty,
    – Alternative; give them apple seeds from the start. Why shouldn´t they bring some? It´s not very good to grow apples on “harsh” but mostly you will get some. Maybe it will be too easy if you play on “mild” but why shouldn´t it be?

    in reply to: North 7.1 Beta #5830
    Nilla
    Participant

    Now I recognize my seafarer map. ;) My guess is that it will be very difficult with logs/fuel and also fruit, since the trees don´t spread so good on bogland but we will see. Just one thing. I just opened a decent map but why don´t they bring any barley seed? They have barley in their bags so that´s not so logical and also bad because I play “harsh” so there´s not much use to try rye.

    in reply to: North 7.1 Beta #5829
    Nilla
    Participant

    I think I´ll rather start a new game to check out how the start with fewer trees works.

    in reply to: North 7.1 Beta #5823
    Nilla
    Participant

    You may be right that these “pompoms” makes it look a bit too sweet and not really like a bog area, more like some meadow flowers. And I think such “brownish” bushes like those on Jase´s pictures would look more realistic. But somehow, I think you´re on the right way; with just a little grass, it will be easier to find the bogland tiles. By the way Jase; it seems like we are colleagues; I´m an environmental engineer, now retired.

    I went on some more years yesterday. Peat extraction is tedious. Of course, I must test it in this game but in a normal game with another goal, I rather think that I would use the “Reclaim bogland” button a lot. I use to mark 20-30 tiles on a spot where I want to use the area later (or in the close forest, to make room for new trees and berries). It´s fast enough for labourers to clear the ground for the miners but after that, it takes a long time to get all peat out. I´ve used 3 miners that I take away in autumn to pick berries but it takes something like a year for these 3 miners to extract some 200-300 fuel. It would have been much faster to send 3 more workers to pick deadwood in a forest more far away. I think I will look more into it in detail and make some calculations later.

    A totally different matter;
    I´m no big fan of buildings without a road. It´s so easy to make a mistake and forget the road. Some of them, like the tannery, works quite alright because it has this small extension in front of it so you can see, where the road must be but the new turf storehouse has something like empty tiles on the front. I´ve built several of them on the wrong spot. The store on the picture wasn´t too bad, I only needed to move the field but why not a row of road tiles? I can understand that there are no road attached to buildings out in the forest like the trapper where no one need to go but a store; it needs to be visited all the time and connected road tiles would make sense to me.

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    in reply to: North 7.1 Beta #5813
    Nilla
    Participant

    First impressions after 4 years playing. Rather unstructured points, following the notes I made during the game.

    Some buildings seem to be 2* at the menu, at least I can´t see any difference, it´s the longhouse, turf storehouse, small hunter and campfire.

    I´m playing on a seafarer map because I think that the changes are more relevant here. It looks that to the bogland, there are a few other changes. I have the impression that there are more trees and far fewer stones. As Jase says, there is less food in the forest but since there are more trees, the total output in the close area doesn´t seem to have changed much. It´s also very much deadwood to be found. Maybe only because of more trees but I also have the impression that there are more from each tree. It´s very easy to get (more than) enough firewood, at least now at the beginning. So I don´t think, it´s the amount of peat that´s too high. It looks like pretty much work for 8 fuel, compared to just pick all that deadwood.

    The most interesting part is that it need work to use the land. It´s not as easy as it used to be to clear land for expansion. I´m not sure that everyone will like it but I do. It´s realistic and adds something to the gameplay. But it isn´t easy to find the bogland, I agree with Jase that a slightly different colour would make it easier to see, however it may look strange. It´s also a bit tedious that you only can clear 1 tile at the time but I guess it would be hard to make it work in another way.

    I´m not so sure that I like miners to cut peat. As I made a small clay spot, I had to use the priority tool several times to get a miner to dig some clay first. The “competition” with real mines may be confusing. To expand your settlement, you will need to cut peat during a whole game (at least on a seafarer map) so I would like to define the numbers of workers who cut peat without thinking about how many miners work elsewhere. Stonecutter would be better because you use less of them in a game but as you say; it sounds as strange as miner so I would prefer a special profession.

    It looks like they also find additional ore when they dig (or was there ore on that spot before?) If it is that way, it makes sense to me.

    What is your reason to only let a family of 4 live in the longhouse? It makes it less useful as living space at the beginning of a game. I like the thought of having 3 full families living there, at least until the first children start to get adult. In this game one family already had 2 children from the start, the others had each one. That means I need to build houses very early and the longhouse makes little sense.

    in reply to: North 7.1 Beta #5812
    Nilla
    Participant

    You are both fast. I´ve just downloaded and will start to test later. We´ll see if I agree with Jase´s points. Much of it makes sense to me.

    You haven´t written anything about trade, Tom. Have you made any changes here? At least taken away the “order bug” by the food categories, I hope.

    in reply to: Few questions from a newbie #5785
    Nilla
    Participant

    May I add a few things; farming in the North is more difficult than vanilla. Unless you play on “mild”, you need to start the harvest manually or you will have the problems you describe. I generally also build smaller fields than in a vanilla game. The size depends on the climate. Especially at the beginning when not everyone is 5 stars happy, I prefer 2 farmers at each field. This way the chance to get it planted fast and harvested in time is bigger. On “mild” I would make 100-120 tiles on “fair” 80-100 and on “harsh” about 60-70 for 2 farmers with 3 stars or 1 farmer with 5 stars. Since vegetables are heavier and the farmers need to go more often to the stores, these fields should be smaller than grain. But most important; start the harvest manually when the temperature starts to drop in late August/early September.

    To happiness; it´s harder to get the initial population happy, especially by the harder starting options. Some Bannis never seem to forget that the conditions have been bad; that they were homeless, without a coat, had a bad diet, were sick without a doctor and maybe other things as well. They can live inside all good and no bad circle, there’s enough alcohol and a priest but they may still be unhappy. This is something we just have to accept. I use to use a “trick”: I use to locate as many houses as possible in villages, inside the circles of all happiness buildings but I also need a few houses outside by remote workplaces. I use to locate these people who are not able to make happy in these houses.

    in reply to: Free thoughts about trade #5766
    Nilla
    Participant

    No, I don´t think that there´s much to do to improve how the autotrade works. It was one of the first things people (including me) asked for when modding was started.

    You have a point about your scaling concerns. And as we both think, this extreme trade game is nothing many people would consider to play. And if someone like me is crazy enough to try, we can live with the fact that it takes longer to reach full health or we can farm a little at the beginning until we can buy enough food.

    Ok, I´m sure you are right about the bread, I didn´t calculate, only looked at what came out in the end and made the estimation that it´s better to order bread for 3 without fee than to order wheat or rye for 5 but best is if you can buy it for 4 and process it. How much you get in the end very much depends on your stores. It´s surely a big difference if you have a lot of bread in the store or not. (Don´t get me wrong, I don´t want inedible grain and flour.) This was a game without big stores, I couldn´t even accumulate a lot of daler as I have done in some other games. ;) Perfect; difficult but possible to play this way.

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    in reply to: Free thoughts about trade #5763
    Nilla
    Participant

    Two important reasons I don´t autotrade by selling in such a game I just played.

    1. I can´t afford to sell much to the low price. And I like that there are no sites with such a large profit that you can afford to lose 25% (or more). If you are auto trading something like wool coats, only a few merchants pay 48. Most of them pay only 36 and if my notes are right the production cost of a coat is 36. There are other production possibilities to still make a small profit also with the low price but to support a larger population with all that food that´s needed, it´s not enough. A small calculation; 400 inhabitants need 10 000 vegetables, 7000-5000 grain** and 10 000 fruit each year. This will cost 1000-1300 daler depending on order fees. If we sell wadmal,50% for 20 50% for 15 (still a small profit) you would need something like 6000 wadmal, maybe 50 tailors and 75 sheep pastures. I find my 20 pastures a lot. I need to process some of the wadmal to coats and get a high price to survive in such a game.

    2. One of the things I like so much with the trade in the North is that there are so few goods for trade only. (From what I sell, it´s only furs and there’s no room for many good trappers anyway, so it´s very limited, even if it´s a good profit and many merchants pay the high price.) So I´m mainly selling a surplus of various goods, I also need. But of course, I can´t sell everything I produce, I always need to have some coats and tools for my population, some pottery and glass to build and enough wadmal to produce coats and so on. I could sell everything that´s stored in the port but then I can´t let the traders go on and empty my stores without control. Say; I have 200 glass in my port. That´s what I think I can normally spare but if 3 merchants in a row buy glass, I know this and only sell 100 to the second and nothing to the 3. If I autotrade and let my traders do the work, I would soon be out of glass.

    I don´t mind to sell manually but it would be good to be able to buy with autotrade. And as you say; we can calculate theoretical values but it needs to be tested to see how it works. And I don´t figure how you get 32k food from one port, not even in theory. As far as I remember merchants bring 4000 wheat or beans when I order it. **And can you really, in theory, get 200% from wheat or rye by making bread?. I´ll rather estimate that it gives you something like 50% more. But maybe my Bannis like to bake themselves and “steal” a lot of flour.

    in reply to: Free thoughts about trade #5760
    Nilla
    Participant

    One problem when you don´t want to farm at all is to get enough grain and vegetables at the beginning. Health dropped fast and it took long until I could reach full health. The main reason is that the merchants bring too little food, even when you order. I know that this is vanilla gameplay; that the merchants only bring little at the beginning and that it increases with the population but what is the sense? A passing merchant wants to sell less to a small then to a large settlement. Why? I couldn´t buy enough before I had my 3. port but should it really be necessary to have 3 trading port for 50 people? I say, no. I would probably not have had enough to sell right at the beginning anyway but that is the way it should be. Maybe it´s not possible to make a mod that way but why not let the merchants bring the same amount of goods all the time.

    Another thing I want to see changed is the difference between the small and the large ports. Now I find the difference too small. I would leave the small port quite as it is (maybe add that salt merchant, I talked about). It´s suitable to use at the beginning of a game and if you don´t want to trade much.

    Let the large port be the import centre of a trading economy, where you use the coins you´ve got at the export port and can autotrade for what you need. Let the merchant only bring these “mass products” that you most likely need in a large trading economy; grain, vegetables, fruit and logs. And use the small ports for additional trade of salt, sugar, steel, proteins (if you run short of food), raw materials….

    If we want it to be possible to build a large trading economy in the North we should also think about how many people one trading port (or rather set of trading ports) could support. (Maybe it´s not necessary, I don´t think so many people really would build a Nordic settlement with 1000+ inhabitants based on trade but at least I would like to try it.) In my last game, I first built 3 small ports quite fast (reasons above). With a population of about 100, I built the export port and a little later also a large trading port where I mainly bartered wool coats against food (reasons above). I built a second export port and a few more ports for import at a population of about 300. This turned out to be a bit too late. There was a short time where I didn´t have enough daler in my store to fill the small ports after the trade. So the way they are now; a set of 1 export, 1 large and 3 small ports can support something like 275 inhabitants the way I trade. I find that´s too many ports. I would like to make trade more efficient. And maybe my suggestions could lead to this.

    And maybe you have better ideas, Tom.

    in reply to: autotrade #5758
    Nilla
    Participant

    OK! I have a few more suggestions and thoughts about trade in general but I want to play a bit more today so I will write a bit late this evening or tomorrow. I want to find out how many trading docks you need for this “full support” with food as they are now.

    in reply to: autotrade #5755
    Nilla
    Participant

    Can I get this changed version anywhere? It´s pretty tedious not to be able to auto trade any food when you buy almost all of it except proteins and so far I´m only at 300 inhabitants and I wanted to see if I can make 1000 this way.

    in reply to: Steel #5735
    Nilla
    Participant

    It´s not only your blacksmith. If you want to produce steeltools, you need to buy steel.

    in reply to: Longhouse #5724
    Nilla
    Participant

    My opinion is that happiness detraction or not isn´t important for that building. It´s unlikely that you will build a lot of longhouses (it could work but only with a lot of tedious micromanagement). I would use it as the first (or second) housing for the start and as one or a few boardinghouses for temporarily use for nomads later in the game. In the beginning, you will not bother about happiness anyway and if a few nomads are fully happy or not for a short time isn´t very game-changing.

    And I find, use of fittings is OK. I think it pays off even to build a goathi and demolish it if you want to. I also think that it´s possible to build the longhouse as the first home in most starting options where you have iron from the start.

    in reply to: crayfish #5723
    Nilla
    Participant

    I have seen such crossings, that´s a vanilla bug. It may happen if you by accident tries to clear something on the wrong side of the river; they may find their way there but not the way back. But I´ve never seen someone turn who was on his way to something like your “mushroom lady”, taganaya.

    in reply to: Longhouse #5711
    Nilla
    Participant

    It wasn´t easy and unless you´re very lucky or have a much better starting position than average I guess it only works on “mild” but I actually did build the longhouse for my 3 “seafarer” families before winter. Although I needed 3 attempts.

    1 attempt; I prefer the tar kiln to make charcoal but it started to make 9 tar from that small amount of firewood that was there and it was winter before I even could produce any charcoal.

    2 attempt; instead I built the charcoal pile, could produce some charcoal and even some iron fittings. All building material was there but only 3 fittings delivered to the building site. I thought, now is someone carrying the rest 3 fittings around but they were nowhere to find until I discovered that I´ve only built 1 store and it was completely full with food with no space left for any fittings. Again failure.

    3. attempt; this one took long. There were at least 10 “not playable maps”; several with about 10 trees to reach unless you build a bridge or no close water and even if I don´t really intend to go on with this map, I don´t want to kill many of my sheep. Finally, I found one; everything worked out, although it was pretty close because one lady seemed to love these fittings and decided to carry them around for quite some time but in the Jule month, just as the first snow began to fall, the impressive longhouse stood there and everyone could move in.

    It´s lovely. I do like it. Thank you. But next time, I guess there will be a goahti for the start.

    (The map for my last attempt only had rye and turnips as crops, I thought they always had barley. Weird that they couldn´t plant any, it was all they had in their bags)

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    in reply to: Longhouse #5710
    Nilla
    Participant

    I´ll try it out later this evening at the beginning of an Iceland start. But since you need fittings, I´m pretty sure you can´t do without first building at least one goahti before the first winter.

    in reply to: Achievments #5704
    Nilla
    Participant

    As far as I know, no achievements work with a mod. You can´t even use a translation.

    in reply to: Free thoughts about what I miss in a Viking game #5703
    Nilla
    Participant

    OK, so the longhouse will be a small boarding house. That´s a good thing. Usually, in Nordic games, I take a lot of nomads and if they must walk around for a long time without a home, they are harder to get happy. So it will be useful also after the start. But also in this case, I would prefer it for 3 families. I also read that living in longhouses were abandoned about year 1000; a bit later on Iceland a bit earlier on the Scandinavian mainland. They were still in use but only for feasts on the big farms.

    in reply to: Clay #5696
    Nilla
    Participant

    I have stopped using these small clay spots, just because the reasons you say; it´s not so easy to refill them. I usually build a large claypit (in the menu of bricks) right at the beginning.

    The small holes can be filled but you need the same amount of clay to fill it as you got out of it; so making a new small spot to fill another is a “never-ending story”, as far as I remember you need a builder to fill it and it follows the limit of logs, so if you have more logs than the limit you´ve set, nothing will happen.

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