Why not both!
Fair enough.
Anyone who's interested in started a succession game, post, and we'll start setting up a list.
Why not both!
Here.Fair enough.
Anyone who's interested in started a succession game, post, and we'll start setting up a list.
How are we going to do this? I have quite a lot of civ4 and civ5 sg experience and one thing I've learnt is that if people don't have similar ideas as to how to the game should run its really annoying.
For example pre turn planning and discussion, report style, in game objectives etc. I'm using my phone to write this so going to stop as its annoying!
Spoiler :I asked JC for his save, thinking i could turn around things in a somewhat convicing fashion based on farming (and other) micro managament (i convincingly failed).
He asked me to show him his town if it still lives later, and i suppose i'm doing that now.
As i said: Things didn't turn out as well as i hoped.
Pastures need to be worked to have the animals breed.
To my surprise i found your pastures completely empty. I didn't know that could happen. My unworked animals did just stagnate (with their pop count). I didn't see them die from not being worked before.
I visciously scrapped much of your town for parts, but i kept with the vision of the original Fair Valley as the center.
There were other possible choices for a market based center, but this one was fine. Particularly since i wanted to keep the hospital and that wouldlimit alternatives to something east of the central town, saving some of the workshops but awkwardly placing the town between those hills.
So Fair Valley downtown it was.
Ok...
So i had a fairly reasonable plan:
1. Resize the farms and bring in a few good harvests, while having the population slowly dwindle, stabilising at something like 70.
2. Build a school and a market and rework the town for efficiency.
3. Oh, yeah, and stem the tide against that tool shortage.
I soon realised that #1 was highly problematic and #3 was next to impossible, both because toolless uneducated workers are really terribly useless.
Like any attempt to staff the mine and the smithies proved to be completely futile during the first summer. So i postponed that and focussed on 1. and 2.
That did go, well, not half bad the first year. People where constantly dying from starvation, but breeding too. The first harvest fell short of what was needed but was essentially as good as one could expect. Adult population was at, like, 80 during the winter and the decline seemed to slow down.
I managed to scrap buildings where the market was supposed to go and scrapped some workshops for the needed iron too.
The second harvest however went the way of Atlanta, which catastrophically improved the tools-to-people-ratio (along with the everything-to-people ratio).
So essentially i got to start over.
With buildings instead of natural stone and iron to mine.
Oh and that population was still rapidly loosing the tools it had left, was increasingly unclothed and of course completly uneducated.
But at least the school was up and running and the market was on its way.
Spoiler :![]()
You can see here that i have already resized the farms again (and deleted like two thirds of them) on account of the much smaller population.
From there i spent 5 years essentially getting nowhere. The tool shortage got worse before it got better, even though i commited whatever labor could be spared on addressing it. I really only managed to break free once i had scrapped most of the remaining workshops for iron. The mine was still just ridiculous. By the look of it the untooled uneducated folks working there were playing canasta all day.
Once that was somewhat under control, i started to work on the settlements i was still using to keep myself afloat. West Town first, then North River. I deleted the housing in newtown, because people kept moving back there for no apparently reasons (all economic buildings there had been offline for ages) and Irontown became Ghosttown - completely abandoned, save for a few - still useless - miners and one of the first tooled and educated guys i could find operating the only surviving smithy.
Unfortunatly most of the people surviving Fair Valleys meltdown were - apparently - rather old and kept dying of old age even when provided for.
So even while there where plenty of children growing up, total population remained frustratingly stagnant.
At the end of the twenties all that had finally passed. A well educated population in West Town and North River finally a) grew and b) produced significant surplusses that could be traded and/or invested into revitalisation of the other settlements.
By 42 things look like this:
Spoiler :![]()
River Town has moved its forestry to the other side of the river, the new South Town is operating the economic buildings left over from Newtown as well as two fully filled max sized chicken pastures and some orchards on the other side of the southern hills.
I recently got sheep and there are already multiple max size pastues off screen waiting for them.
River town has it's own port now, with a smithy right next to it. There space for more smithies as well as a mine there (the paused thing).
Popuation is soaring and the town generated huge surplussed in, well, everything. The ports are stuffed with 2000 firewood, 4000 venison and some other stuff.
Those farms haven't been used in years. Hunter's each have only one worker, Gatherer's only 2. In the light of that i was just to lazy to bother with the farms.
On the agenda:
- Expanding the town to the east, revitalising Irontown and finally making use of that quarry.Stone is the sole limiting factor right now. Hence the third trading post.
- Scrapping that pasture there and buiding 2 fishing huts and a third merchat there.
- Increasing the well count from 4 to 7 or 8.
But, yeah, as i said: I completely, miserably and unambiguously failed with the hoped for quick turnaround.
- Normal difficulty, disasters on
- No buildings and no farming off that island. Exceptions: Bridges and stockpiles.
(I didn't start on the island so my first building had to be in fact a bridge)- The initial barn has to be razed as soon as survival permits (summer 3 in my case)
- No Gatherers, no Hunters, no Foresters.
- (incidentally) no Quarry, no Mine (a Mine would have been nice but could have only been placed where the Market is - the other sides of the mountain didn't work - and i really wanted the Market)
90% of the difficulty came from the lack of a forester.
Ok, i'm going to say it:
The people on reddit/banished are complete imbeciles, who at some point must have gotten wind of "scientific methods" and didn't get the memo that those are not very effective as a remedy for, you know, one being stupid.
Quill is ok. He's a completely different species than the reddit morons anyway.
Fair enough.
Anyone who's interested in started a succession game, post, and we'll start setting up a list.
I took metatron's dictum and built a school early on - year 2. I staffed it and waited a whole year for a student to arrivedidn't realize that not all babies go to school. Live & learn!
Antilogic posted that gathering can yield a pretty efficient food supply, but I saw deer all over, so I thought I should exploit that too. Hunting & Gathering, just as The Ancients did![]()
So a couple of specific questions :
1. How can I eliminate the Cart? They keep dumping stuff into it (like tools), but when I try to destroy it, I get a tool shortage notification. There's no way that I can see to tell the cart to refuse deposits.
2. When do merchants arrive? And does the dock have to be staffed when the trader arrives? I've got 1 ant sitting there waiting for a trader, but I could really use him elsewhere sometimes. But I don't want to miss the boat!
Quarry/Mine should be one of the last things you build. The labor required compared with the amount of return you collect simply isn't worth it in the early stages of the game. Use it only when:
a) You've exhausted all your above-ground stone/iron
and
b) You're floating enough laborers to operate the mine/quarry fully.
The first of these would probably be to get a coal mine going for steel tools, but that should only happen once you've achieved a stable food intake and have provided most of the other amenities.
The other biggest tip is to keep a careful eye on your resource stockpiles. Keep a stockpile of food equivalent to 100xtotal number of citizens in the town. Gather necessary supplies for new buildings before construction starts. Check your town hall constantly. If you're only rectifying dangerously low resources when the notification pops up at the bottom of the screen it's already too late.
Now you tell me!
The only areas that still have stone are a very long hike (or seem so to me) from the village. And stone is something my building program waits for. So I went for the quarry. I think open stone is >50 tiles distant. I'm on my phone or I'd link Screenshots.
I've got more surface iron ore for a few years, but timber will be my next bottleneck after stone.
I haven't built a townhall because it seemed a luxury in these early days of scarce worker-days.
Good advice about 100x population for food stores. I'm not close to that, more like 15x.
I'm curious to learn how the population growth works. Does it always trail food supply? Is it non-correlated with food? Is it more about happiness and/or health?
I'm pretty sure it's 18.Education starts at the age of 10 and they graduate at 16 or so. Not sure exactly when they get out.
I'm pretty sure it's 18.
Thanks for the praise but i really didn't manage the crisis itself well. I should have had clearer priorities regarding what to do while everything is blowing up.Damn you're good at this game.
Wish I could figure out exactly what I was doing wrong and fix it, it seems I find my way into the same rut each time.
That's odd then. I can't explain it.The reason the pastures weren't worked is because the animals all died when I did work them. One had sheep, which after having 2 workers care for him died after 5 years without breeding. One had chickens, which after 5 years or so also failed to breed with two workers. So I just turned them off.
I like to tinker with the small things. Hence the affinity for additional limitations.Man, you sure like the tough challenges.
Allegedly women can give birth from 12 to 40. And allegedly couples tend to be less fertile the bigger their age difference.Ah, I cross-posted ya.
Villagers will only procreate if they can move out of their parent's house and start their own family. So only "adult" pairs aged 10-35 or so (or 16-35 if you have a school) can have children.
NI haven't built a townhall because it seemed a luxury in these early days of scarce worker-days.
I have a rather long draft for a guide here (i'm very unsatisfied with the text, that's why i'm not posting it) on that particular phase of the game: Shifting from forestry based camps to a big integrated town.
Here are some tl-dr-pointers:
1. Build a school.
Schould be one of your first major buildings. I build my schools before my smithy, but for conveniences sake just go:
Smithy -> school -> tailor -> market/trader/well (in whatever order) -> lengthy epic gameplay -> more lengthy epic gameplay -> hospital... maybe.
You had way too many workshops.
If you place your workshops well it takes a long time before you need a second smithy and even longer before you need a second tailor. Heck, you barely ever "need" a second tailor before you get into building tailors as an export industry.
Heck, technically you don't need cloths at all. It's not fun not to have any but it's a relatively harmless condition.
2. I'm speculating here: Purely based on the looks of it all your 5 settlements started out quite reasonably, but you added more houses to them later and fully staffed most/all the economic buildings.
You're not meant to do that (many people do, though). All the buildings of the early economy have diminishing returns. That differs quite a bit between buildings:
The fourth guy in a gatherer's hut will still turn a decent profit, just not as much as the first one. Second and third hunters are a hell of a lot weaker than the first one but may still be ok. (The first hunter in a hunting cabin is essentially the most OP worker in the early economy).
3rd and 4th fishers are just terrible. A fourth fisher will barely add 100 to the output of the hut. But he'll eat roughly 100 and consume a tool and a coat and firewood and may have a house that interferes with other economic activities.
If that guy derps of a tall ladder, congratulations: Your economy just got better.
That's odd then. I can't explain it.