the exiles of kimberon – year 3

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Year 3

We’re having a major lumber shortage. We also have to bring our housing level up to 8 before the year ends or I fail the challenge. If I can’t build two houses before the end of the year, well, yeah…

To that end, we are squandering all of the lumber we don’t have yet to build a very expensive bridge to The Land of Convenient Trees To Be Cut Down.

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I’m also going to selectively designate a dozen trees for manual clearing from our current forest. They’re probably getting older and are what the forester will start trimming anyway – that is once I allow him to start cutting trees instead of just planting.

Early summer, and the bridge still doesn’t quite have enough wood – but food supplies are way up. We have 1600 surplus, double what we’d ended the year with. Some of that is thanks to the butcher extending the value of our venison, but not much. The fishers are really knocking it out of the park – having almost matched their catch from the previous year (which, to be fair was a very incomplete year).

And blam. Mid-summer, we have a bridge, and can now safely cut all the trees.

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In celebration of this, I am going to build a two-story house to handle our growing population.
The ground floor costs 24 wood and 16 stone, while the upper floor costs 32 logs and 8 stone. This is more than the price of 5 shacks and almost 4x the price of vanilla wooden housing. But it’s permanent housing – we won’t ever need to replace/upgrade it.

And they look awesome, Redketchup did an amazing job here.

Each floor is a separate building, capable of housing a separate family in comfort. The fact that the house renders in two stories is just a bit of voodoo – it is possible to build the floors as independent buildings, but the second floor buildings look strange without the ground floor below them. It’s also possible to jam a bunch of 2nd floor houses all up next to each other… which looks hideous and is kind of an exploit I guess?

We will be making heavy use of these houses, and will be using them as they are intended to be used. Occasionally, I will place a ground floor by itself, but will always leave room to add a second story in the future.

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Early autumn, and we have the first floor built, and the family moved in. Clearcutting the convenient forest is providing enough wood for now, so we are already ready to start building the second level as well.

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And that didn’t take very long at all. Second floor is complete. One of the fun things about this mod is that you can pick which color roof you would like. I am committing to complete randomness with these, so the ground floor had a red roof when initially built, but the second floor replaced it with a black roof when finished.

There are greens and blues as well, so it will make things look more interesting as we slowly replace many of our lower grade houses with these.

CC adds a number of nice houses itself, but most of those require materials that we cannot yet produce (rope, glass, bricks), so we’ll not be building any of those houses any time soon.

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Now we need to finish that tailor shop and get a forester planting saplings. Since the year is already half over, I think the tailor really is priority – because I expect to run out of coats this winter otherwise.

We’re also a bit short on firewood after adding the two new houses, so it’s a very good thing that we wasted 60 lumber on bringing all of that extra lumber closer 🙂

Early winter, the firewood supplies are running dangerously low, and the tailor STILL isn’t started yet…

3 new babies were just born.

Mid-winter, we still have 2 coats to spare, and they’re almost done building the tailor’s shop.

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And 3 more babies were just born, bringing our population up to 16 adults and 8 children. Every house has exactly one baby – 2 of which will become adults next spring, requiring us to build a 9th house.

Late winter, and the tailor is finally completed as we consume our last two coats.

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Not a moment too soon. Also, since the construction project is done claiming all of the lumber production, the woodcutter is starting to build up a surplus again.

Our food supplies are over 2500 now, and I’m going to pull 3 food producers (one from each source) off of their normal jobs to assist in tree chopping and building duty until we can get a barn and the forester put together.

Year 4

The tailor made a coat. Actually, she made 4 coats, but 3 of them were claimed immediately.

All of our food production numbers were much more in keeping with my expectations for the buildings in question this year. Once the forester comes online, we will have achieved a level of stability that allows us to start thinking about commerce, so that’ll be fun.

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Of course, people will keep breeding. And they’ll probably start to need medicine soon – their diet isn’t quite varied enough to keep their health from degrading slowly as it is otherwise wont to do.

Medical care will actually be a fairly major concern of mine as the settlement grows. I don’t know if it’s superstition or what, but larger populations seem to have more problems with disease and once I start allowing immigration, they’re absolutely going to start introducing new and exciting bugs to the mix.

Thankfully, since we won’t be spending any resources on schools, we will be able to build a physician much earlier than I would normally consider affordable – before we build our town hall 🙂

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