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You need to give more info. A screenshot with some stats window would be nice.
I don't have a trader.
I built a town hall to check the production and all of the potential of the production described above is slightly less than consumption.
I recently downloaded and enabled the full Red Ketchup mod and the same thing has occurred in the last three starts. I haven't had this issue before enabling the new mod. I'm enjoying the mod and would like to fix the food issue.
This prompted me to build a MASSIVE storage facility/area for everything including food storage equating to a total of 25 stage units for food storage located in the middle of the colony with the wood and stone, etc.. on the interior and food storage on the exterior or within the residential areas - the farms were in the middle of residential areas.
Thinking more about my own battles, I was taking in 88 - 100 nomads that made my food total go way down for 5 years so increases in colony population take a huge toll even at a low pop. increase - so you have to make sure food comes first as population goes up but also make sure those farms and storage are very close to each other as well as the farmers homes which if you removed everyone from the work force and then positioned them closer starting with the farms, you should get farmers living closer and workers living closer to their careers, but also in the winter, I was removing farms and sticking them in other professions, such as the mines as well as orchard workers when I had a lower population for the mines and such - the job assignments will go to those that are closer to the job : residence (this trick also works great in big die-off eras to position people closer to their jobs and food sources without removing/demolishing homes).
You have to make sure to cover the population food total PLUS have about 5K+ more being produced per year or something like that - I forget the math but you need quite a few food resources and then some and you cannot have enough food in storage and you should NEVER put a cap on food production nor firewood.
There's quite a few issues with your set-up.
Another issue is building homes. Whenever you do, the new occupants will fill their pantry to the brim. Which means that for every home you build, 500 food will vanish from your storage into this newly built home. Better expand slowly, but steadily.
Now, as a short-term measure, trade whatever you can for food. Yes, this includes food for food. Venison and other meats (I think? Depends on the mods involved...) have a value of 3. Exchange them for foods with a value of 1 (fruit, nuts, fish, vegetables).
Another thing you can do is look for wild foods (outside your gatherer's areas) and manually send your laborers to collect them.
When you use mods, not all new food options are good ones. Especially salting and smoking is a bad investment in banished mods. Instead, go for mills&bakeries or tinneries. As an aside, which of Red Ketchups "full mods" did you enable? Editor's Choice, Medieval Town version xyz, any other???
If your production set up well, you should be producing: 9600 food from 4 gatherer's hut, and 4200 food from 6 10x10 crop field, and at most 8000 food from 4 fishing dock. That is almost 22k. You have about zero room for mistake, because I'm not sure your production will post that high number every year.
My estimation is pretty easy: I need 500 food per house, and my food producers need to average 400 to survive and 500 to grow pop.
I'm producing a lot more food. I'll keep tweaking all of it until it feels right. Thanks.