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NotJohnSmith
Austria
เข้าร่วมเมื่อ 29 ม.ค. 2023
Dad and casual gamer. Just having fun.
I bought it early to help you decide! FIRST TIME PLAYING CIV 7! | Civilization VII Gameplay - Rome
Let's play Civilization VII
Rome Episode 1:
Do you wanna know how the game feels for a regular guy, without prior experience playing it? Should I buy it? Is it worth playing Civ7? This is not a tutorial, it's a half-blind first look at the game. (Half blind, because I've obiously watched some videos from the big content creators.)
In this episode we're fighting independents, we're befriending other independents and we're becoming their suzerain. We're building a settler and are expanding and we're engaging in diplomacy with our neighbors.
game seed 688225970
map seed 688225971
00:00 Intro / Game Setup / Gameplay
4:17 Searching the Civilopedia
5:41 Gameplay / Talking about visual stuff
8:17 Gameplay
-----
I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. Enjoy!
Like & Sub would help a ton!
Twitter / X: NotJohnSmithYT
-----
Please keep comments respectful. TH-cam Community Guidelines: th-cam.com/users/aboutpolicies/#community-guidelines
Rome Episode 1:
Do you wanna know how the game feels for a regular guy, without prior experience playing it? Should I buy it? Is it worth playing Civ7? This is not a tutorial, it's a half-blind first look at the game. (Half blind, because I've obiously watched some videos from the big content creators.)
In this episode we're fighting independents, we're befriending other independents and we're becoming their suzerain. We're building a settler and are expanding and we're engaging in diplomacy with our neighbors.
game seed 688225970
map seed 688225971
00:00 Intro / Game Setup / Gameplay
4:17 Searching the Civilopedia
5:41 Gameplay / Talking about visual stuff
8:17 Gameplay
-----
I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. Enjoy!
Like & Sub would help a ton!
Twitter / X: NotJohnSmithYT
-----
Please keep comments respectful. TH-cam Community Guidelines: th-cam.com/users/aboutpolicies/#community-guidelines
มุมมอง: 439
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We're buildling up our Base on the Moon! | The Crust Gameplay 2025 - Ep. 2
มุมมอง 11112 ชั่วโมงที่ผ่านมา
Let's play The Crust Episode 2: The story is set up, now it's time to build up our Factory! Playlist: th-cam.com/play/PLduU049uhx45B0qVz82wjFVulMdq877nI.html I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. Enjoy! Like & Sub would help a ton! Twitter / X: NotJohnSmithYT Please keep comments respectful. TH-cam Community Guidelin...
RECLAIMING ANCIENT BEAVEROME - Beaverome Ep. 27 | Timberborn Gameplay 2025
มุมมอง 48614 ชั่วโมงที่ผ่านมา
Let's play Timberborn Beaverome Episode 27: The day has come! We are resettling the very first district of Ancient Beaverome! Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. Enjoy! Like & Sub would help a ton! Twitter / X: NotJohnSmithYT Please keep comments res...
Moon Factory & Survival Colony with thrilling Story!! | The Crust Gameplay 2025 - Ep. 1
มุมมอง 59116 ชั่วโมงที่ผ่านมา
Let's play The Crust Episode 1: What happens if you merge Factorio and Surviving Mars and add an awesome story on top of it?! Yes - this game! 00:00 Intro / Cinematic 04:08 Tutorial (Watch for Story) 13:20 Campaign Playlist: th-cam.com/play/PLduU049uhx45B0qVz82wjFVulMdq877nI.html I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. Enjoy! Like...
This is how BEAVEROME is supposed to look and feel! - Beaverome Ep. 26 | Timberborn Gameplay 2025
มุมมอง 533วันที่ผ่านมา
Let's play Timberborn Beaverome Episode 26: Rebuilding our very first Aqueduct - new Beaverome style! Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. Enjoy! Like & Sub would help a ton! Twitter / X: NotJohnSmithYT Please keep comments respectful. TH-cam Communit...
You can never have TOO MUCH WATER! - Beaverome Ep. 25 | Timberborn Gameplay 2025
มุมมอง 64014 วันที่ผ่านมา
Let's play Timberborn Beaverome Episode 25: Finally FINALLY the giant aqueduct is actually used for good water! Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html 00:00 Intro / Memorial 02:25 Bots Testing Refuelling 09:57 Water Pipe 19:52 Oops! (Flooding) 29:36 Filling the Giant Reservoir I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and s...
BIG PROJECT time again! Reservoir & Aqueduct - Beaverome Ep. 24 | Timberborn Gameplay 2025
มุมมอง 77714 วันที่ผ่านมา
Let's play Timberborn Beaverome Episode 24: We're finally continuing to work on the Double Layer Aqueduct. And the Big Reservoir becomes a GIANT Reservoir! Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html 00:00 Intro & Bot Production 06:14 Aqueduct / Water Reservoir 55:24 New Fresh Water Pipe I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment...
We shall use this new district to OPTIMIZE - Beaverome Ep. 23 | Timberborn Gameplay 2025
มุมมอง 43921 วันที่ผ่านมา
Let's play Timberborn Beaverome Episode 23: Expanding our colony into a new crater! Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html 00:00 Planning the new area 10:15 Getting power there 14:15 Storage 19:06 Metal production 24:09 Bot production preparations 30:45 More housing 35:02 Water for the new area 39:06 Checking for bee stings 46:07 Testing the water supply to the new ar...
REDOING the Food Processing Area. It's nicer now! I promise! - Beaverome Ep. 22 | Timberborn 2025
มุมมอง 44328 วันที่ผ่านมา
Let's play Timberborn Beaverome Episode 22: After rearranging the Farmlands we now need to tackle the food processing. Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html 00:00 Plans for the episode / Stairs to new district 03:38 Working on the food processing area / Village I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. En...
I redo the FARMLAND area to make it look way nicer! - Beaverome Ep. 21 | Timberborn Gameplay 2025
มุมมอง 689หลายเดือนก่อน
Let's play Timberborn Beaverome Episode 21: The folktails farm gets some love. Lots of details! Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html 00:00 Clearing the farmland 06:15 Farmland rework 30:17 Extra food storage in the cliffs I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. Enjoy! Like & Sub would help a ton! Twitt...
It's about time we use the FULL POTENTIAL of our Reservoir - Beaverome Ep. 20 | Timberborn 2024
มุมมอง 1.4Kหลายเดือนก่อน
Let's play Timberborn Beaverome Episode 20: Working on irrigation and the water reservoir. Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html 00:00 Working on irrigation 11:20 Using the whole water reservoir (while also still working on irrigation) I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. Enjoy! Like & Sub would help...
Working on some AESTHETICS for a change - Beaverome Ep. 19 | Timberborn Gameplay 2024 - Update 6
มุมมอง 625หลายเดือนก่อน
Let's play Timberborn Beaverome Episode 19: Let our Beaveroman engineers do their magic! Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html 00:00 Batteries and Dirt 10:00 Beaveromifing I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. Enjoy! Like & Sub would help a ton! Twitter / X: NotJohnSmithYT Please keep comm...
I was not prepared for the SCALE of this project! - Beaverome Ep. 18 | Timberborn 2024 - Update 6
มุมมอง 1.1Kหลายเดือนก่อน
Let's play Timberborn Beaverome Episode 18: Finishing the enormous power generation structure! Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html 00:00 Herbalist 04:25 Small fix for the power generation system ... thing 09:15 Piping the badwater sources 14:13 Windmills 16:34 Building it! 54:24 Following a contaminated beaver because why not 55:49 Building it! 01:08:04 Tearing apa...
Is this plan TOO AMBITIOUS?! - Beaverome Ep. 17 | Timberborn 2024 - Update 6
มุมมอง 744หลายเดือนก่อน
Let's play Timberborn Beaverome Episode 17: Working on an enormous power generation structure! Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html 00:00 Intro 02:15 Dynamiting 16:37 Designing the Power Generation Structure I'm a dad and casual gamer and I'm here for fun. I hope you'll find some entertainment and stick around. Enjoy! Like & Sub would help a ton! Twitter / X: twitte...
Aqueduct 2ND LAYER operational! - Beaverome Ep. 16 | Timberborn 2024 - Update 6
มุมมอง 1.1Kหลายเดือนก่อน
Let's play Timberborn Beaverome Episode 16: Wanted to work on a power generation system, ended up working on the aqueduct main pillar. Playlist: th-cam.com/play/PLduU049uhx44bFz38QkgDMBllxcLmJNRm.html 00:00 Intro 03:20 Plans for a giant power generation ... thing 14:04 Working on the aqueduct main pillar 33:42 Badtide hits the unfinished construction site 41:52 Dynamite situation I'm a dad and ...
DOUBLE LAYER Aqueduct! - Beaverome Ep. 15 | Timberborn 2024 - Update 6
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มุมมอง 9412 หลายเดือนก่อน
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มุมมอง 2.2K2 หลายเดือนก่อน
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BEAVEROME - How to survive the HARDEST difficulty in Update 6 - Ep. 1 | Timberborn Gameplay 2024
was not excepting you to play civ 7 but its very welcome.
Your aqueduct is turning out very nice!
Thank you! :-)
It will be interesting to see how they expand the tech trees/missions etc.
Yes!
When transferring power vertically, you can put impermeable floors inbetween shafts without interrupting the power transfer. So there's probably a way to put gravity batteries into the badwater tower and connect it to the rest of the power network while keeping things watertight.
Yes, thanks. But I think the fiddling around wouldn't be worth it. We'll find space for batteries.
Your overflow is not functioning as an overflow. An overflow canal needs to be freeflowing. Sluices with a closing condition don't provide a freeflow. Removing the last sluice or keeping it permanently open would solve the issue, but then you can never fill the reservoir to the top. There is a better way that allows the use of the aquaduct as an overflow. The game water physics mimic real world water physics in such a way that the law of "comunicating vessels" still apply to this game. You can use this physics law to make an automatic overflow system. You can keep the current sluices, but they won't be the actual overflow outlet. Step one would be to turn the aquaduct level for clean water into a pipe. This is so the reservoir (your first vessel) can communicate with the second vessel. Then you need to build up the tower in the middle of the lake untill it matches the height of the reservoir except the top level will need to be dam pieces or floodgates instead of levees. Sluices allways kept open would also work, but dam pieces will allow for slightly more water storage. The tower will be your 2nd vessel. Once clean water flows through the aquaduct, the water level in both the reservoir and tower will allways be at the same level. The dam on top of the tower or floodgate not at max height will overflow sooner then the levees of your reservoir. FYI, the law of communicating vessels will work for any number of "vessels" connected by a pipe. You can build more reservoirs across the map and connect them all py pipe. Only the vessel with the lowest overflow point will do the overflowing, assuming it can handle it. You are limited by the 2.2cms droprate per edge. So make sure you have enough edges for water to fall down to handle the combined flow of all hooked up sources. Sidenote: The reservoir and tower will not be true communicating vessels. For water to flow from the reservoir into the aquaduct, it currently passes through a sluice, which is a 1-way valve. Water can flow from the reservoir to the tower but not from the tower into the reservoir. Removing that sluice would make them true communicating vessels, but for the purpose of the tower being the overflow into the lake, that's not necessairy.
Thanks for your elaborate comment! Right now the top of the reservoir is the overflow, which is obviously not good looking, as it is not finished yet. The aqueduct is right now not meant to be an overflow, because we would flood the original ancient beaverome crater again. And we can't have that anymore, because a lot of infrastructe is now dependent on that to not happen. Your idea with having multiple reservoirs across the map connected via pipes is really nice - I do have another plan in the back of my mind, but maybe I can adjust that! Thanks
I think that you can pass power through an impermeable floor tile… so theoretically having a gravity battery inside the bad water column should be possible.
Yes, thanks. But I don't think the fiddling around would be worth it ;-)
35:24 more water dropping!!!
Hehe alright
Close to the start of the episode your industrial area flooded from the extra good water.
Oh, didn't notice. Thanks, we'll have to fix that
The best thing to do with bots is to not give them jobs that require long walking trips. So pretty much every job but builder and hauler is good use of bots. Primary bot jobs are those with high injury risk. Farming is a low injury risk job but once you add beehives it becomes a high injury risk job. Bots aren't affected by bees so they make ideal farmers.
Yes, thanks
I think the multiple waterfalls look nice. I wonder if it would look too busy to have another pillar and aqueduct coming off of that pillar and going into the new aqueduct. But I guess it depends on the aesthetic you're going for. I think the spa would look nice in that area you mentioned, where your temporary industrial area is.
Thank you!
It makes me sad to see the original Beaver Rome Baron and empty Could you build an aqueduct to keep it green and re-establish a district there?
Maybe a small farm community that exports potatoes.
That's the plan. But you're right, I should really do that soon!
Liked the episode, I also don't know why, but that fence at the end of the aquaduct looks like it belongs there. Almost some kind of filtration system that catches the floating debris. Can't wait to see what the future holds for Beaverome, good luck mate, keep up the good content :)
Thank you so much!
The new acquaduct pillars can be spaced a bit more, it will also improve the curvature under the waterway. it looks a bit cramped in terms of pillars
I'll have a look again!
Addicted to this series and really waiting for the new updates to roll in Timberborn
Thanks a lot!
I believe scrap metal has a higher weight per unit than metal blocks. Weight matters for haulers as their carry capacity is limited by weight. So you'll want metal block production as close to the mines as possible as haulers can carry more units of metal blocks in a single trip. Weight is also the reason why you want to put warehouses next to construction sites. Only haulers have an increased weight limit. Limiting the distance builders need to travel with materials therefor speeds up construction.
maybe someone commented this in future videos of this series, but youtuber @DisTurbedSimulations has figured out beehives also boost aquatic crops (plants grow roughly 20% faster). You can build the beehives on platforms over the paths so that they don't get flooded and they still boost the aquatic plants.
After all this time the aqueduct works and my god it’s glorious. What’s next? What crazy builds you got in store besides adding another reservoir to the reservoir so your reservoirs reservoir has a reservoir
More aqueducts probably! ;-)
The crisis was fun :D maybe industrial area should have a crisis management center with spare pumps for emergency ready The waterfall from inside tank to outside tank was also nice to see . maybe you can put brazierm, statues, etc space one apart so water will fall from between them when inner tank overflows.
That's a nice idea! We'll see how this can be incorporated
it appears the 'out of fuel' bots will go to the tank that was nearest when they completed their job. so closest to smelter or mine where they delivered. closed in distance but not closest in path distance. Which means every place/area bots are visiting for picking or dropping their work can have a few tanks for refilling biofuel and catalyst
ok, comments... For many videos I have wondered why you'd want to have a bad water duct ABOVE a good water duct. In reality, you'd never place a clean water line BELOW a sewer line; that's crazy. You've got it backwards and earlier on you were on a better path but then you went and changed it. It's a bit too late now, but boy, that's been frustrating to watch. Also, and I see this on pretty much everyone's videos: you don't always need to check the sluice box to close above downstream depth. If you uncheck that box I think the overflow will not happen. There's no need for the water to build up in the aquaduct so it should never overflow the sides. IDK why this is such a big struggle for everyone. good luck and waiting for the next!
The bad water is above the good water, so that we can use more of the good water reservoir without having to use pumps. But yeah, I'd prefer it the other way round as well. If I don't put a sluice on the aqueduct or don't check the close above downstream box, the reservoir will always drain to the point where no more water can get to the aqueduct and the lake below would rise to a higher level than I want. The aqueduct overflow was happening because I didn't set the checkboxes correctly at first. I want the lake to more or less keep the same amount of water in there - if it drops, then the sluice on the aqueduct opens, thus if the water level in the aqueduct drops, the sluice in the reservoir opens.
HI! There must be a huge custom memorial for the 2 lost Beavers...
God these mega builds getting wilder and wilder. I can’t even imagine trying to make anything this complex. 😊
Thank you :-)
Yeah envy the people who has actual creativity since I lack it big time :/
Bots running out of fuel are not a problem. You just need to have a small number of unemployed bots. When a bot runs out of fuel it immediately becomes unemployed and the extra bot takes over its task. The bot will complete its current task while unemployed and get some fuel after. So effectively you have extra bots working in the same workplace with some being really slow. When you do not have spare bots the issue arises since you get vacancies. The mechanism is really the same as injured beavers. You have many injured beavers but they don't bother you. Initially it is better to have bots working in the high injury places like mine, explosive production and metal production. When you have extra bots and spare bots you can employ them as haulers and builders without any issues. I run whole large districts on bots and had no issues.
Oh thanks, I'll have a look at it again!
nice fun video, planning for bot factory and plank crisis. love the cool and calm narration, but it gets too cold towards the stranded beavers. also, it looks like more medical beds are needed
Thanks! Yeah, I usually always try to save all stranded beavers. I decided to ignore it this time and immediately felt bad 😅. Will probably build them a memorial
Bots will grab the nearest fuel only after they have completed their current mission. Place small tanks close to where they are working. Have catalyst next to it if possible.
Somehow I could not figure out what tank the bots target for refueling but it is not the closest. I noted a path where they run out of fuel and placed 2 tanks along this path, one of the left and one of the right. Bots ignore both tanks and went to some other tank far away. Only when I emptied that tank bots started to go to a closer tank. Catalyst lasts much longer than fuel so for bots that walk around it does not really matter. But for bots that work in a stationary workplace catalyst next to the fuel is a must. Otherwise they will leave workplace to get the catalyst which reduces productivity.
@mark_da_it_guy @ab-gy7ie Thanks, I'll have a look at the bots again.
Finally got time to catch up with the series, found your channel a few days ago, like the series so far. And as a father to a newborn it gives me hope that may be one day I'll have time to game a bit again :) Keep up the good work
Thanks a lot and congratulations on your newborn! Finding time to game is easy - just give up on sleep and thus on sanity! It's totally working for me so far 🤣
Yes the aquatic farm gets a bonus from beehives.
Thanks!
Yes water plants are effected by bee hives
Thanks!
Great work here, really impressed by the way you rebounded the food situation up to 5k! About the sunflower seeds, the issue is actually I think that you just don't have enough planted. I think sorting that and carrot will help everything else out One thought about the new mine area: maybe just have bots build that area and then keep them all over there and have everything staffed in that area by them? That way you never have to split up districts which is just a huge pain (and when update 7 comes you can pop in a tubeway, haha)
Nice idea, but I think I wanna play around with having a district crossing there. Not 100% decided yet though, so I'll keep your idea in mind! And yeah, we probably need more carrots and sunflowers somewhere!
Perhaps a pool and medical beds and statues like a nice spa recovery center
Oh very nice idea, thanks!
I like your new area's village vibe. The other one is kind of more like a city. It's a nice variety.
Thanks a lot!
This is unfortunately the last episode of this series. The big goal of forming an empire was achieved and thus my motivation dropped.
I've been binging this series over the holidays break. I liked the aesthetics of the build but oh boy did my eyes bleed when it came to some of the game mechanics.
Thanks, feel free to elaborate
@notjohnsmithgaming Watching you struggle with the mechanical pumps was painfull. ironically, you got the right ratio at your first attempt. An unedited water source has a strenght of 1 CMS and each mechanical pump can pump 0.5 CMS. I respect you not wanting to use dev mode to check what the output of a sourceblock is, but even so, you can use stream gauges to check flow. If you place a stream gauge in every block to cover the full width of a river, you can add the cms recorded at each stream gauge to calculate the total cms coming from all it's source blocks and then do the math to see how many mechanical pumps you would need to suck up the full river flow. So quick example, the river is 6 wide, each stream gauge records 0.75 CMS, that means the total flow coming from all source blocks combined is 4.5 CMS, so you would need 9 mechanical pumps. The other thing i feel like you hadn't mastered fully were the water wheels. There was so much more power available from those water wheels if you would have just restricted the rivers flow a bit. The river was for the most part 6 wide so you could fit in 2 water wheels with the cog thingy resting on a platform. But that gave the river the freedom to flow 6 wide, while the parts of the water wheels actually making contant with the water only occupied 4 squares. You only made use of 66% of the rivers potential at best. in the canyon part where placing water wheels was a bit more difficult, you left even more of the rivers potential unused. On a sidenote, water can only fall at 2.2 CMS per tile edge. So if you ever build a river, aquaduct or pipe with a CMS that's higher that 2.2 per tile, you need to create more edges when letting it fall down.
Thanks for the detailed explanation. You're going full optimizing mode there, which is fine of course, but I don't really get why playing this game a bit more casual is bad enough for you to make your eyes bleed. 😅 Anyway, still interesting, so thanks.
those bees are gonna sting a lot of beavers as they are covering a lot of crucial pathways for beavers...
You're right, I have to keep an eye on that. Maybe we'll have to move some beehives
i learn a lot from your video series ... so amazing ... great content ... in begining with little space ... can survive ...
thank you!
So the aquatic farm can no longer reach all of the plants. I would put it in the deeper water next to the mine personally or just add another one on the other side. Also you have the deeper water area next to the mine where you could add dirt to plant more aqua plants or maybe a fountain or swimming pools. It just seems a little naked compared to everything around it. I enjoyed the episode and I look forward to the next one. And happy new year.
Thanks, yes, the water area still needs some work!
(:)- D
Love the vids, and your builds,hope you have a great holidays
Thanks a lot! Hope you have great holidays as well!
nice relaxing video to wathc, and aesthetically done. and as you are trying to include the terrain model in the village it is looking so nice. To remove the badwater from the lake quickly faster than just evaporation, you could add a few pumps to suck it out and then badwater fluid dump off the map nearby. badwater would be finished in no time
Thanks a lot! Yes, we could speed it up, but I think I'm gonna do one episode somewhere else on the map and after that the badwater will probably be gone :-)
Great job. things are really coming together. it will be interesting to see how long the reservoir will last, about half emptied in like 6 days. That said, you were filling the pond and irrigation canals back up
Thank you! Yes, we'll have to check after the next dry season, this one was a bit messed up. But I'm also gonna extend the reservoir in the future, this will be necessary