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jjones_50

Anyone else this crazy?

I started with Adam & Eve and with 1 year is 1 year mod. This mod also makes it to where children can go to school or become laborers at age 6.

The game started with me 2 adults, and 1 child at age 4.

So at the end of year 2 I had built a school and made one of my only 2 workers a teacher for the child that just turned 6 and started school so they would be educated.

Now I have just 1 working adult for the next 6 game years...lol

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I use Real Time Aging in all my gameplay, my favourite aging mod. The city develops slowly and I taste the evolution.

I tried Adam & Eve a few times, but I don't really like it. It's a bit too much... incestuous :ph34r:

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Posted (edited)

I like how in that mod you mentioned they make babies up until 44 instead of 35...but I really do prefer children starting school at 6 instead of 10.. 4 less useless years lol oh and I also like being able to move people into houses when they are 7 as unrealistic as that maybe It allows to build houses sooner.

Edited by jjones_50

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you should make a start with 2 adams and 2 eves :)

their children will marry together.... and after they will be cousins and grand cousins :)

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I ALWAYS start with Adam & Eve and with 1 year is 1 year mod.

I guess I'm crazy too.

And I don't accept nomads… I want them all to be consanguineous ! -_-

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Posted (edited)

I always do 1 Adam and 1 Eve with the "One Year at a Time" mod. I don't really think about the incest as I mostly consider the whole beginning as like the 'Time of Myth' or something.

Edited by Kedryn
Misplaced quotation mark

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1 thing i do like with the 1:1 age mod is if you pull up the changelog there are mnay different versions. gives you a way to pick and choose what options you want.nowdays i use the propertime mod which is set to age the bannies at 1 yr speed. my version the kids do start school late but finish at about 16. then they are ready to move out and start families.it does work out good. in early game before you have  a school,the kids don't become laborers until 10 or 11.i watch females and when they are 15-17 i will build more houses.this will force males to move with them. if bachelors move by themself and stay alnoe too long, they can stay that way. females even living alone will have babies.this mod extends childbearing into mid 40's and allows old age to 80-90 i believe too.it seems to be a good balance.

   it will take a lot of micro-managing to function and build a town with only 1 worker.i usually hold off on a school til the 2nd generation.

  i can't use adam and eve starts with the mods i am using now. i do hope that gets fixed. i agree with the idea of a pair of adam&eves to start a game.

i would like to do a game where you start with A&E or a pair of them,do no trading at all,and accept all nomads.debug the seeds and the 1st set or pastures. and grow and advance the technology  by yourself.

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I forgot to say but I always play at speed 1x, too. Even at the beginning of the game.

The first years seem really slow but it helps to schedule everything.

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I can't bring myself to start with Adam and Eve. It's just too icky. I always go for nomads to contribute to the gene pool, I know it's not a thing but it is in the back of my head. I like the nomad church in the Mission theme because it only has half or less of the nomads requesting citizsenship at any one time who i can usually easily accomadate.

 

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You might also like kid1293's Nomad Well. It attracts Nomads every year.  Eventually, you may need to remove it as the groups of Nomads become too large. However it does help you grow your town quickly.

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Yes, I have tried that, my last game I had that Nomad Well and the Mission Church. At a poulation of 400 or so the well would attract up to 60-70 or more nomads which would completely cripple me on food and resources but the Mission Church at the same time would attract only 12- 20 nomads which I could more reasonably accomadate. I found the Mission Church very useful but the Nomad Well- I would always see them filing into town and thought no- not enough food or houses for these mob.

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I dunno, I must be a "the more the merrier" type. I start medium mostly, sometimes even easy! And I invite people asap. And I build excess houses so they fill up quickly. My biggest challenge is often how to feed the population explosion after I have them build 10-20 houses.

Plus I confess, after food and fuel are (pretty much) stable, I run on 5x or 10x speed. I enabled 'proper time' mod once and was just about bored outta my mind....

I love happy folks and pretty neighborhoods (gazebo!), and I love new starts. i play up to around 800-1200 people, then move on to the next map.

:)

 

Application-steam-x64 2017-04-12 00-46-57-441.jpg

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I always start Adam & Eve and build a school to educate the first born children. It takes micromanaging like crazy to keep enough food/wood/clothes/tools, but it's nice to have the buildings up and running and as the kids get old enough to work they have their workplaces all ready to go for them. 

I never take on nomads, but what would encourage me to do so is the notion that the population, once exposed to a new nomad brought in disease and it's defeated the whole population has a resistance to that particular disease, to make it less likely to spread the way it did the first time. 

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This is how I always play :)

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On 6/18/2017 at 1:19 AM, Bro said:

I never take on nomads, but what would encourage me to do so is the notion that the population, once exposed to a new nomad brought in disease and it's defeated the whole population has a resistance to that particular disease, to make it less likely to spread the way it did the first time. 

I used to never take on nomads for this particular reason, and then a disease popped up anyway so I thought- bugger it, I'll just look at dealing with the disease and take the nomads. I have a town of 1200 and only 1 hospital. I have always taken on nomads in this town and never had a problem. The hospital is central but isolated on an island with only one entrance. Nobody ever goes there apart from the physician and the sick people (and the occasional playing child) so when the disease periodically infects those nearby, there is usually nobody nearby. In this town I have never had more than 6 people sick at the same time. In contrast the other towns I have built I have had several hospitals in busy areas around the town and had an epidemic of up to 60 sick and 20 dying -all infected by walking near the hospital.

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Trading Posts also can spawn diseases too - apparently brought in by the merchants.  I haven't had a serious epidemic in a long time even though I take in Nomads. Maybe it's because I keep my population healthy? 

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