In fact, it became more than one year I have grown no turnips after that. #BANISHED CHEATS DISASTERS FULL#After that, the barns were so full of turnips that I decided to close the fields one year. I´m not sure but it looks like the heavy turnips have a not very pleasant side effect: I grew turnips the first two years. And we still haven´t cut one single tree for firewood. When I need logs, I only cut single trees here and there. I try to take care of the forest when I locate things like the Thingstead or the moved larger pasture using spots where I can keep as many trees as possible. After the harvest, we will produce the needed wheelbarrows. We have a Thingstead and have collected materials for a trading port. It ought to be at a slow speed to motivate the construction of the real sites but I find them a bit too “fancy” (and expensive) at this early point. For a future development it would be nice with an early buildable workshop where you could make wadmal and wool coats and maybe you could add making leather from sheepskin and deer hides to the campfire. I´ve used the iron they brought for some tools but also a few iron fittings so we could build a tanner and a tailor. One question about the pastures is it a difference in the breeding of livestock if you have a herdsman or not? We could also make some tar and charcoal and are about to replace one trout fisher with an ordinary fishing dock. The turnips need a lot of space, so we will need a couple more. But now it´s there and it will stay, at least for a while. There will be no food problems with farming on “fair”, so I will not need to hold back the number of children. I have a small chopper but it hasn´t chopped one single log. It needs 9 logs less than the turf house but if it needs about 10 firewood more each year, they will soon be “eaten/heated” – or not. I don´t know if it was a mistake to build a gouthi as the first house. So we will need more clay at the beginning than usual. Since the pit house stores are the most efficient stores/used log, I will only build these small stores first. I also made the decision to go for a real clay pit from the start. From my last game, I was a bit tired of farming on “harsh”, so I choose a “fair” climate in this game. There are also two fields one for turnips, one for barley. I wasn´t sure if trout fishing would be enough so I also sent a hunter to get some black grouse, but it doesn´t give much meat. I´ll show you some picture and tell/ask a little something to each of them. If I remember it right, there were less on the first map I tried (and rejected because the starting spot was too far away from water and trout fishing or maybe cray fishing are the only way I see to survive the seafarer start). There are not so few trees around the starting position. I think I was pretty lucky with this map. There´s not much wild food but fortunately a lot of deadwood. It was enough to survive until the fields were harvested and a few berries started to grow among the birches. But they didn´t bring much food, there are no deer, no berries from last year left, a fisher hut needs tar……Īnyway, I put 2 trout fisher at the river. How do you manage the start? These people were wise enough not to bring any children on this hazardous trip (luck/bad luck or always so?) so there were “only” 6 adults to support with food during spring and summer. I will tell a bit more in detail about my starting strategies. I´m still not fond of the absence of early nomads but since you put all this work into this mod, Tom, I can endure some slow starting years. Since you´ve made some major changes, I guess you want the “seafarer” start tested. That other thread was long, so I´ll start a new.
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