I find the “seafarer” start difficult and that it´s not easy to support your people with food when you´re using a “harsh” climate so I thought “ironman” would be impossible to manage. Now, Thorik showed that it can be done. He used the trick to starve all people except one family at the beginning. But I thought; if 2 adults and 1 child can survive; it´s basically the same for 6 adults to support themselves and 3 children. So I made an attempt. The first time everyone died. Not because there wasn´t enough food. In order not to increase the number of children, I didn´t build the first house at once. Normally people with clothes survive until the first winter but the spring was unusually cold so they all froze to death. The second attempt was better. I´m in year 28 and we´re doing well. I´m using the “old trick” for ironman on “harsh”; letting the number of sheep and cows grow faster than the number of people. And crayfish is a powerful source for food.
The first picture shows a Sami merchant. There are two types of Sami merchants. This one pays the hight price for wadmal and herbs, there´s another one who pays well for wadmal and clothes. I thought you´ve changed the merchants, Tom that they all want the same things when they come from one place. If I remember it right, no Sami merchants used to pay the high price for neither herbs nor clothing before.
So you solved Ironman-Seafarer on harsh flawless but only on a map where they did not freeze to death in first month? Hm.. I’m not sure if this counts as victory. =)
When we talked about trading I changed them especially at the Export Dock paying well for more goods and always for goods their region wants. Overall more predictable but not equal.
It´s the same map, don´t worry. Just built a goahti earlier the second time. But I was happy that the first map with not more than 3 children had a stream close to the starting position. It would probably have worked also with normal fishing but cray fishing gives more.
“Ironman” is indeed special. You can´t afford to be overconfident for one moment. I´ve held the ration adults-children 3:1 the whole game but since everything looked very good, I let a few more children be born and look at the food graph! :/
I hope I can save it before the stores run out; there are a couple of 11 years old and I have resettled as many couples with 1 child from the longhouses to the goahtis as I could. I also think that the boats will soon be bigger and I have some wadmal and coats to sell for food. I´m happy that I had a large food store that might allow minor mistakes like this.
I played this map until I had about 100 inhabitants. As long as I´m disciplined and don´t let too many children be born, it works fine.
I started a new game because I don´t think I really hard tested the changes by the merchants. So, I started a normal valley map; “nomads”, “harsh” and yesterday I had a weird bug. Every laborer refused to work for about a year. I don´t think it has anything to do with the North but it´s described here; http://worldofbanished.com/index.php?topic=3753.0
I will see if it returns so I can find a reason for it.
I’ve had that happen on occasion and “solved” it by using the priority selection. The annoying thing is you can lose a lot of productivity before you notice they’re idling.
That sounds annoying especially when playing in harder settings. It’s probably an issue in pathing or worker assigning functions of the core game and sometimes solved when things get recalculated. I guess we can’t do anything by modding.