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Henslykg

Economy breaking structures in 1.7

1. Here is a screenshoot of how just broken those milk,egg and wool pens really are. Milk and egg pen produce 400 units of food on average and about +100 units in leather and feathers.

For a super small tiles that ignores weather thats really insane. I decided to make large scale production and use it as a main food source. I just surrounded it with bank barns and thats about it. Infinite, reliable food. Even with a super small settlement i am already in 1/10 of max food limit. Oh i totally forgot that i have about 14k leather in those barns which i just ignored and dunno what to do with it.

And about those wool pens..  with +100 wool/year just couple of them will make army of tailors super busy.

It was interesting in start obtaining domesticated animals in enough numbers but very soon it became trivial. 

 

2. Houses in in the new England set. Super cheap, super OP. 

I thought that this could be interesting to shift the game from obtaining enough resources to build classical extra good 6 person homes(with high cost of 1-2 homewares and and similar) to more industry development and faster expansion. Results are not good in my opinion.

I can just build those 6 person homes(with a warmth of stone houses!) with some insulting price of some lumber and 6 stone and be done with it. For me atleast, trying to get enough homewares and building supplies to keep town expanding was the endgame. Keep on getting bigger fast enough with best houses or die with population aging was in the nutshell my endgame before.

 

But now, even with the super low pop i am rich with 100k stored in 7 trading posts, beside what i have in barns. I just buy like 100 building supplies for fun. And i dont know what to do with it.

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I hope that my contribution to testing economy will provide insight in balancing economy. I only would like to provide constructive feedback and not to bash hard working people behind the mod.

Thanks for reading

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was this done as a test??? wow why so many pens?? 1 of those in a fort would be fine. your food # is not bad,thou the leather could b dropped back. although the pens might b better if they were double the size they are. i don't think they were ment to be made in such a quantity.that is a ton of workers on less space also. they would work good in a mission or a fort. where you are trying to make a lot in a smaller area. look at it from the point of how much food do you want 1 worker to produce? i think an average of between 300-500 or more is good target.

  at least your way ,you have plenty of room on the map for buildings.

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As far as the New England set goes, they are recieving a large reworking for 1.71.  

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7 hours ago, stiles said:

was this done as a test??? wow why so many pens?? 1 of those in a fort would be fine. your food # is not bad,thou the leather could b dropped back. although the pens might b better if they were double the size they are. i don't think they were ment to be made in such a quantity.that is a ton of workers on less space also. they would work good in a mission or a fort. where you are trying to make a lot in a smaller area. look at it from the point of how much food do you want 1 worker to produce? i think an average of between 300-500 or more is good target.

  at least your way ,you have plenty of room on the map for buildings.

It was a test of sorts, i just saw huge food production building i wanted to see will what will happen if i use it as a main food source.  I somewhat expected frequent animal diseases which will kill of animals pens or some kind of events which will make mass food production from pens impossible if you just build it 24/7.

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I have also think that there is illogical production from 2 almost very same building. Lumber yard(cost: 40 logs, 15 stone) and a saw mill(cost: 110 logs).  As you can see cost difference is somewhat minor but production from those is very different as you can see on my screenshot. Same number of workers for a whole season to make things fair, but sawmill can have 1 more worker and up the production to 1400 firewood/year.

Not that big of a deal but someone clearly put an effort in artwork to make this building right which sadly doesnt have any space in economy.

Maybe make sawmill crazy expensive to build so there is sense in using lumber yard till you get resources?  

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P.S. - I just remembered that because of domesticating animals, many of diseases and plagues appeared - > quote from wiki " One side effect of domestication has been zoonotic diseases. For example, cattle have given humanity various viral poxes, measles, and tuberculosis; pigs and ducks have given influenza; and horses have given the rhinoviruses. Humans share over sixty diseases with dogs[citation needed]. Many parasites also have their origins in domestic animals.[3][page needed] The advent of domestication resulted in denser human populations which provided ripe conditions for pathogens to reproduce, mutate, spread, and eventually find a new host in humans.[citation needed] "

I would not mind that with exponentially larger number of animal pens and pastures plagues gets much worse and more frequent:shape1:

 

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Edited by Henslykg
Added P.S

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Everyone plays Banished differently.  You have an interesting point of view but I would never create a town that over uses the animal pens like this. I'm sure that if I tried, I could find other ways to break the economy in my town - but what fun is that??? I've always found that the sawmills are a bit overpowered and I need to turn them off at some point. The new Lumber Yard is a nice alternative.

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12 hours ago, The Pilgrim said:

As far as the New England set goes, they are recieving a large reworking for 1.71.

where have you been???  do you still have plans to expand the colonial mod set into the mid-atlantic and sounthern colonies as well? plans for production buildings?? you had such good ideas,would be a n awesome set.

 

yes the sawmills make more firewood but usually they are feeding a production area that uses a lot of firewood not just to heat homes but to fuel glasswares,brickworks,etc. as far as uniformity differences,that post should be sent to the 1.7 page.

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31 minutes ago, stiles said:

yes the sawmills make more firewood but usually they are feeding a production area that uses a lot of firewood not just to heat homes but to fuel glasswares,brickworks,etc. as far as uniformity differences,that post should be sent to the 1.7 page.

I only make firewood for a few years, then I build a Sawpit to get enough Lumber to build a Stacksburner; it produces 11 Charcoal per Log vs the Woodcutter's 4 Firewood per Log,  I use Charcoal to produce Furnace Fuel and heat homes.

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@stiles. There will be much more expansion of the New England set, but I can't mention too much right now without giving away other plans. 😁

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2 hours ago, estherhb said:

I only make firewood for a few years, then I build a Sawpit to get enough Lumber to build a Stacksburner

Yep, same here...

As for "breaking the economy" - I guess you could do that by lining up 100(!) of any structure, not just animal pens... :)

 

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yessss WB,TY PILGRIM. excited to hear more is coming. we like surprises keep us in suspence.

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And here I was, wishing that the animal pens dropped more leather. xD

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So what you're saying is we should limit pens to 1 of each.

 

:)

 

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16 minutes ago, ShockPuppet said:

So what you're saying is we should limit pens to 1 of each.

 

:)

 

meep ....  no ...  ugh!

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