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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Captain
![]() Join Date: May 2007
Posts: 518
Downloads: 62
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I have 30 hours and no crash yet over here...
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NASA's budget in 2011... $19 billion. Result: Hi-resolution images from 127 million miles away. AT&T's budget in 2011... $20 billion. Result: Still can't get any signal from my bathroom. |
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#62 |
Undetectable
![]() Join Date: Sep 1999
Location: Colorado
Posts: 1,221
Downloads: 132
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@Nippelspanner
You need to quit breeding arsonists!!!!!!!!!!! ![]() Thanks guys, I'll give the Steam version a go. |
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#63 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Feel bad turning away Nomads but I'm struggling with stabilising Food Production.
Farming mechanics seem a little off. Even with spare labourers and fully staffed farmers, most of my crops won't be harvested before the onset on winter, where they start dying off. It makes for some twitchy bum moments towards the end of winter. Not much I can fault with banished. A couple of niggles. For example, why can the population walk over terrain and I can't build a road over it?
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#64 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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Is it possible to over fish or over hunt an area? One of my hunting lodges was turning out a huge amount of venison but has, over the last year, really reduced it's output. I am aware that the edges of the village have begun to encroach on it's hunting area, and that has an effect as it scares wildlife away, but can simple over hunting be a factor too?
I really really must stop playing this game. I've got a bunch of articles I need to write and it's impossible whilst looking after those little buggers. |
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#65 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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I noticed the same with a fishing dock. According the game's web page it's possible for such things to happen:
Quote:
Would take a fair few years though. My fishers are at half capacity and hunters at 3 quarters, seems stable. Farming output is still steady. Dan; haven't had issues with farming. Got 8 15x15 fields, 6 farmers each. Some crops are ready for harvest early/mid summer. Getting 1400-1500 per field each year. Are the farmers all educated? ![]()
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Contritium praecedit superbia. |
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#66 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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Hell of a clever little game. Well, Didn't manage to put the theory into practice in time - lost about 25 people to starvation in the course of one summer. I'm having real problems creating enough firewood as well - no building underway, plenty of timber in the stock piles and two woodcutter working 24 hours a day and i just can't keep up. Seems a might strange considering I only had a population of about 120 at the towns peak. Last edited by Egan; 02-23-14 at 02:44 PM. |
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#67 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Trying a new tactic and creating farming communes, exactly enough homes per field/orchard should result in a more dedicated workforce. Of course, it could be the crop at fault. Do certain crops take longer to yield and therefore harvest later? I aqquired my last missing seed from a trader today, I should test it out.
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#68 | ||
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Yeah, was gonna bring that up; beans grow really fast, harvest early summer. Corn is fast too, then wheat and cabbages. Potatos are slow growers (stopped planting squash, pumpkin and peppers at some point, can't remember how well they do).
I was playing in a mild climate too. Started in a fair one now, seems to get cold a lot sooner. * just like housing, barns in close proximity help a lot too. Quote:
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Prolly better to have few large, centralized stockpiles than many small ones. ![]()
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Contritium praecedit superbia. Last edited by Arclight; 02-23-14 at 09:59 PM. |
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#69 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Ah right, the thing that kind of crippled my thus far most succesfull town: markets. Do not put producers close to a market. They end up delivering their goods their, and it won't get distributed to other markets.
For example, if the closest drop off point for your fishing docks is a market ( ![]()
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Contritium praecedit superbia. |
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#70 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Did you build 'around' the market or add one in as a latter thought?
One thing with markets that I have learnt is that it should really have a Stockpile next to it. This ensures that any material that can be stockpiled doesn't take up space that could be better used by food items. Just opened up my second seed, this time I'm going to plan the entire town layout first, pause everything and bring it online when needed. Let's see how that works out.
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#71 |
Lucky Jack
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I broke it.
![]() It would seem that if a farmer accidentally leaves a basket of wheat/whatever in a field over the winter, the field will not be replanted come spring. ![]() ![]() Apparently it is a known bug, so hopefully it'll be fixed. Thankfully it was on my smaller, first, wheat field, so I can probably put a house on it or something. (and yes, I know in the screenshot it's not in the right mode, but that's because I deactivated it to switch the workers to my other field which was currently being rested.) |
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#72 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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That's an odd one. Does a laborer pick it up though? Field becomes useful again?
Haven't seen any stray items laying about too long.Afterthought. First town went tits up pretty quick, that was my 2nd which ran for 76 years with some 300 citizens before I felt I had to give up on it. The logistics became unmanageable since I was just learning while going along. Worked myself into a corner basically.
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Contritium praecedit superbia. |
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#73 | |
Lucky Jack
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![]() Quote:
http://shiningrocksoftware.com/forum...nting-planting That changing the priority might do the trick, so I'll have to give that a try, had to rattle the report off quick though since I was just about to head to work. ![]() I fully expect another mass starvation feedback loop before my population reaches 50. ![]() |
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#74 |
Stowaway
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Yes. Every food source can break down if you get too greedy. For this reason, I never use more than 2 people for each building, no matter if it is a hunting cabin, a fisher hut, or a gatherers hut.
This has three positive effects: 1. You won't extinct any food source 2. In case of emergency, you can add workers to these buildings and double your food-income for a short time to prevent starvation. 3. You don't need as many workers for food production, so you can use them elsewhere. |
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#75 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Well, that was... new. Didn't freeze all winter. Coldest it got was 0C early winter, after that it got gradually warmer until hitting 8C at the end of winter.
Then as soon as spring hit it rapidly dropped to 3C for a bit. ![]()
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Contritium praecedit superbia. |
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