It’s an interesting result, thank you for posting. I also did such tests back then and cows are intended to be the strongest livestock in max size pastures but I dont remember them to outperform so much. Reindeer was only added because people liked the “deer as livestock” option from other mods and it should be more a niche thing if not even moved to a special scenario but that’s another problem.
My first thought from your test is to increase required size, maybe from 30 to 36 for a cow and slightly reducing food output in addition. Or even more size but that will make it quite difficult to place pastures for at least 10 cows, which is the minimum to split a herd, if I remember right.
Cows should still be noticeably better on large areas than the others because it is more expensive or time consuming to establish such a big herd and also less fexible in terms of land use. Another small drawback of cows is that you actually need sheep to be self-sufficient on warm clothing.
Hi Jase, nice tradition! I plan to do some modding next weeks and of course will let you know here.
Thanks a lot for your questions. I think they point out some problems with the last mod version. I hope, I will find some free time over new year to work on an update. There was already a change prepared to improve the grain production chain..
1) Yes, these ranges mean just the difference between uneducated and educated workers. If there is only one number, then there is no difference. A random yield modifier is not possible.
2) The idea is to give both grain types a use in game, based on historical background or realism. So barley used as porrige especially in the old times and in the far north vs. rye as the common grain suitable to bake bread in a developed settlement. That means barley needs a higher plain yield and also a better cold resistancy than rye with the latter being superior after investing in milling, baking and education. The circumstances are defined by climate, space, distances, materials and education. That gives some interesting combination of cases where one or the other grain is better and it should not be a nobrainer for the player. I think, on paper it works already quite well but as you say, barley might be the winner in too many scenarios. The reason is probably that logistics is messing up the rye chain. A solution I was working on already was making rye and wheat inedible grain that can’t be piled in houses and a granary that works with wheelbarrows for much more efficient transport. If that is not enough, the productivity of millers can be slightly increased as well.
3) In current version you can optimize it by minimizing this part of the rye chain. So keeping short distances between fields and the mill. Also, people should actually not pick food from the granary if they life in the radius of a marketplace or a village shop.
4) I compared wiki and code of the latest version and the wiki is correct. Pumpkin was maybe missed when other crops got a buff and the text still tells about biggest yield for educated farmers. So whenever an update comes, there will be increased yield for pumpkin with still 100% education gap.
Thanks for posting this. So far I can’t see anything wrong with the chapel and its innards (model, pathing info, use points and such).
Sorry for the lost post and late answer.
The most similar thing would be my grid texture mod for the North. It works also separately and just overwrites terrain textures. It has this grid though. If still a thing, I could make one without the grid.
Just found this, burried in the list of pending posts. Sorry for that. It was some blocking feature to keep away spammerns posting links and I did not check to approve it.
Looks like they did a great job rebuilding the church. And interesting to see it from inside. I had no such view when carving it in sketchup myself.
Hey Brad,
no news from Nilla since her last post 2 years ago. I hope she is doing well.
I was also quite absent this whole time. My last info from WoB was that someone wanted to take over the forum but did not happen. To completely lose the site now would be bad. There was a lot of gathered knowledge about modding this game.
The link to Simtropolis I added to my list in the footer.
I’m sorry to say it, but nothing new to try out from my side.
Thanks for asking. I added a button to delete the account on the profile page.
Yes, the charcoal pile produces charcoal faster. Worktime is not a simple number here and output of the tar kiln can be quite random, but in average it is +50% faster. I will make a note on the wiki page.
Hi Czari,
it has not changed, but going slowly. What is done so far are reworked textures, ambient sounds, parts of the UI and solving issues of old versions, which is mainly polishing stuff and not worth showing. I also started to model town houses and a few other pieces for expanding content. To make real progress with modelmaking I need more time in a row instead of doing something now and then at weekends.. The issue with payed work constantly getting in the way (and hitting that priority button).
I wonder what could cause a yearly up and down, but maybe necessary to test.
There are initial branches when starting a map and then trees constantly spawn it. Young trees don’t until half matured. It spawns independend of temperature, so should not come in waves. And it wastes away after a year.
Bogs spawn birches and also branches as you noticed, which is meant as deadwood not making it through the swampy conditions. Also constantly.
You could wait for that one last birch tree to reseed.. =)
But probably dying before that happens, running out of either peat or lifetime.
That’s right, the lady is not yet interested in that boy.
Nice you solved it. The red warning is normal and not a problem in this case. The game simply checks if mods contain a file with the same name and marks them red. Here the Ironman mod overwrites files of the main mod but of course intentionally.
I’m not sure if I understand your case correctly but the “cancel removal” button (the last in that toolbar) has no effect on peat cutting. Maybe you misclicked and used the “remove structures” button. This one indeed removes peat cutting spots.
If you remove it before the laborer chipped away the sod, then nothing happens. But after the spot was opened, you should not remove it before the peatcutter finished it. Because then the spot is gone without yield and can’t be placed again. Maybe this happened.
I forgot to answer that to your last post.. Mods in general disable achievements, for cheating reasons.
Wow, that’s quite a rich town. You really mastered the mod on its toughest setting. Hats off! :)
Hi and welcome!
Nice to see such an attempt again and very well done so far. I think that’s indeed the hardest setting with this mod. And sacrificing people is definitely not unthinkable. =)
The simple smithy causes fire more likely than anything else if I remember right. So it’s a good idea to place it a bit away from houses. Tornados however are extremely rare and not that devastating in the North.
Hi and welcome!
that’s a tricky part with the happiness system, also in the modded version. With 3 of the basically 5 requirements, you still don’t get any visible effect beyond 3 stars. In your game you also need a tavern/alehouse/meadhall with drinks or food for entertainment or a chapel/temple for religion to start raising happiness.
Those little bumps are due to newborns, who start with 5 stars until the next calculation where they realize that it’s not so nice in your town.