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Or, you can build a new pasture.
Personally I would take the latter choice.
You can only split or empty a pasture if you have another pasture ready for them to occupy.
Better to keep a steady supply coming through.
Why not build a new pasture?
Your sheep will wait at your trading post for a fair while.
If you are having starvation problems a few sheep won't solve it.
More gatherers is what you need.
Also, the spare pasture helps in the case of infestation. Once that hits, i immediately empty the herd out of the infested pasture to the spare pasture (they will die otherwise). Once the infestation has passed you can move the herd back into the original pasture. If is has grown too big, just kill a few to match the size of the original pasture, remember if you want to move them back you want to move all of them so again in order to empty the pasture that you are moving back to has to be big enough to hold the herd that was moved.
In all the hours of playing I can not recall every intentionally killing animals, maybe once or twice in a pinch to get 800 food. Given that you can not grown animals, have to wait for the right trader, and have to wait for the time for herd to grow to capacity in the pasture, i don't want to do that over again after an intentional killing.
So an extra pasture helps to move herds around and to save animals in case of infestations.
i hope some of this helps
This may sound like "cheating" but for pastures i only assign one farmer per pasture. Also i do not get too worried about distance of pasture to home, unlike all of the other jobs.
As for the underlying game, i am not sure it i ever get to do want i want to do. :-). The game is matrix such that it is a classic rock paper scissors and you are always robbing Peter to pay Paul, and one can never stock pile tons of food as on ineviably needs to not dedicate workers to farmers as they are needed for other duties. But this is part of the allure of the game.
That's why I play with Increased Resources Combined mod. Especially with all the great builds available using Colonial Charter - New Frontier and New Medieval Town.
okay . . . I use the CC mods, but do not use the increased Resources Combined mod.
Very cool, thank you! I have been letting my town simmer for a while, around 200 adults, just making sure that it can sustain itself and also stockpiling more resources and food and firewood. I am currently set to build almost an entire new town at one time. I hope to do this so I can get a better opportunity to lay things out the way I want them instead of emergency farms and woodcutters strewn wherever there was space.
i hear yah, i have been playing CC mods for a bit and have not played an vanilla game for a while. But yah when one first starts out the town lay out is basically not by choice but by what is required.
A couple of things before any big biuilds.
1) biuld a stock pile first, then when you build the other things, and workers are clearing space and gathering the resources they will have a place to put them close to the clearing area and then can get it again for the new building in that clear area.
2) i like to set the market first then a few houses to run the market and provide biulders for the rest of teh new town. i know in vanilla the market it big, but you really need one.
Also, you can see the area of any of your buildings, in yellow circle. You can also keep the building select while you dropped down new buildings, this is helpful as you can see the area of the exisitng biuldings and can plan accordingly. In order to have the building say on, select it and then move the building window box and when you click something else, its stays. If you do not move the window box it will dissappear once you make your next click. I find this helpful when i do not want buildings to compete (i.e. two foresters) for land, and too see how far my new building will cover and too if you want to match up the area covered of two like buildings, like two markets.
Aslo, there is noting wrong with going idle for a few years, especially of you have a positive food flow and you can building up some food stocks.
Lastly, if you have not already done so and have the spare resources a town hall is key for me, am using it all the time for the accounting of things. i does not ahve to be near anything and so you can put in a place you do not want anything else, altho i do place in an area near my town to be authentic.
if i think of anything more will add it.
Cant wait to see how you make out with your new town area. !
What makes you think you need a market? I have a bustling town of 400 or more without even a market!
The market helps distribute the items. The vendors will go out and get a wide varity of things that the citizens need and place it in the market.
Normally citizens will have to go to barns/stock piles to get stuff, which works for a small town. But once the town gets bigger the barn at one end of the town will have most of the tools (say if you just have one blacksmith) and citizens have to walk across town to get a tool. True sometimes laborers will move things between barns, but the market will centralize in one location a pretty even distribution of items from the stock piles and barns. So the citizen only has to go to one location to get all of his needs. As opposed to going to the barn for corn then a stock pile for firewood.
Remember any excess walking by your citizen is less time they can be working.
You can get around this if you have a balanced map of each profession near the population centers.
if you want to try it load a game build a market, play with it for 30 minutes, and if you do not like it, reload that save game and continue without the market. You can see what is in the markert by clicking on it and one the house's inventory that are in the market's yellow circle, then click on a house outside the yellow circle and you will see that that house will likely have a lesser distribution of goods than the ones inside the circle.
Not all use markets, but i like them.