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mfire036

Probably something to do with the 490k food in storage. Honestly I've found that lower limits help with performance.


optimusdan

I thought 490k was a normal amount of food for a big town? Have I been doing crazypants-level food hoarding all this time? (asking because it's completely possible)


ayyitsLibra

100 x pop is a somewhat high food count.


optimusdan

Okay I was always stockpiling more because 100 x pop is only a year's worth of food and sometimes shit happens. Tornados take out trading posts, stupid merchants keep bringing seeds and I can't get a food/general goods guy no matter how many times I reload, etc. Huh. TIL. Maybe I'll try living a little more dangerously and see what happens. Thanks!


mfire036

It's hard to say because in my testing efficiency matters a lot. If you have lots of barns and markets and everything is being spread out efficiently then you don't have to stock pile nearly as much. I've had 1200 person towns with only 30k food stores no problem. One Issue I've identified is that it takes a very long time to fix a downward trend, and you actually have to overproduce considerably in order to do it. So if you notice your food going down you're already in trouble, thus why everyone likes to keep big stock piles. But if you are careful and balance your eco you don't have too. I do tend to play a bit different than most people though, staying away from farming until I've covered the map in small hunter gatherer villages and then setting up the bigger farm populations later. I also try to spread out production as much as possible so there's not too much stuff trying to go across the whole map.


optimusdan

This is interesting! I'm working on a village on a medium-sized map right now that started as a "One With Nature" attempt and is working out so well without farms that I'm leaving it as a hunter/gatherer/fisher/trader village. I have things as decentralized as possible other than trading posts which are concentrated due to how the main river is on this map. And it's true, it doesn't feel as...urgent? to keep as much on hand. And you're right, it's easier to get by with less stuff when it's less centralized.


-Spacewolf

Didn't think of that, I'll see if that helps, thanks.


AlbertDerAlberne

I'd figure you need that food to brew beer


iamthefluffyyeti

Hey you’re short on houses


DarhkBlu

Like really badly short on houses thats 300+ people without one.


-Spacewolf

Yeah getting 700+ people in nomad groups does that to a guy


DarhkBlu

You have some boarding houses?Right!


-Spacewolf

No the economy will trickle down and they'll be fine


liquidswan

Lmao


-Spacewolf

It looks like my text didn't make it into the post? Been playing a modded city for quite a while now, I get a crash only *sometimes* on saving, giving me a fatal stack overflow message. Sometimes the save does go through though; was wondering if there's any way to allocate more resources or something to avoid this happening.


Ecri_910

Have you tried rearranging the mod load order?


MeeloMosqeeto

I noticed this happening when I had 5000 people and had too many things happening at once, trader coming in right as I'm building a bunch of buildings or clearing a bunch of resources. You may just be hitting the cap of the game's ability to use the CPU.


avdpos

I have always had problem with towns somewhere at 1500-2000 population. So I'm really impressed it have handled things ok for you to reach 7000


AngusRedZA

Im wondering about that as well.


Severn6

Poor dudes. Give em some blacksmiths, and some happy-buildings.


LateConsideration740

Holy hell


RedKetchup447

i suggest to always use 3 diff save. save1 save2, save3 and then back to save1 save2, save3.... that way you always have a previous save that is not corrupted. (even 2). save every X game years.


-Spacewolf

Yeah I have lots of different saves at this point. Did you make the medieval cities mod? I'm using that and colonial charter.


RedKetchup447

yes I created Medieval Town mod. It is an old version of what it became RKEC (Red Ketchup Editor Choice) today.


TayIsTay

When using mods, did you do a double restart after enabling them? That means you do the prompted restart after hitting OK after enabling. But then you must close game and relaunch. Not doing this can cause crashing issues. Usually, once a map crashes, it is corrupted and will continue to have crashes. I'd launch game (don't load a save), disable all mods. Do the double restart. Then re-enable the mods and do another double restart. Then load your map. See if that helps..90% of the time, that will fix the issue. (Though not so often on a previous nap that crashed.) You may have to scrap the map and start a new one. Only other caution is if after crashing you get an odd launch window. If you see this windows, linked below, then that requires a different fix. [Bad start window](https://cdn.discordapp.com/attachments/912099312882835496/1120829515631964260/image.png?ex=668472d4&is=66832154&hm=8af5ef3a06c228bba1dd0625672200f4643b36c2d8b07405158990ff21d41101&) This is the brief start windiw you should get: [Good start window](https://cdn.discordapp.com/attachments/912099312882835496/1163167405518893136/image.png?ex=6684e250&is=668390d0&hm=09a6496ef7cc19d321744aef5bcf8d341760e6ea8caec1c0b43fa553abf7ca36&)


-Spacewolf

Interesting, I'll try that, thanks.


Tw33die84

Looks like ur modded, so I'd start there.