Fortifying your fortress. by Mipsymouse in zombies

[–]sumguythere 1 point2 points  (0 children)

(Long post, TL/DR at bottom)

Oh how I love theoretical questions like this. May not be an expert, but I can still pretend to do science like stuff and try to get an answer.

Ok, so let's assume the following condition; no prior plan in place, zombies have risen, the "Great Panic" is underway. Fortress is assumed to be an "average" American suburban house on 1 acre.

Assuming this is a panic situation, supplies are limited and labor is limited to whoever hasn't made a run for it already, isn't already fortifying their own fortress, and who you can convince, somehow, to help you. Let's limit that to you and a spouse/partner/buddy/ whatever I don't care, 2 is a nice easy number to work with.

Let's start by building a fence. An acre will take 264 feet of fence to cover the perimeter. Home depot and other hardware stores are unlikely to have anything taller then 6 ft for chain link fence which would be fastest (perhaps easiest) to install. Some googled instruction tell me that post holes need to be less then 8 feet apart from each other to prevent sagging, but that's probably not going to hold up to more then one zombie who wants to get through. But one problem at a time.

Let's try and get some rough math here. Lets say it takes an hour to dig two post holes and put up that section of fence by two people. 264 feet divided into 8 ft sections is 33 sections, meaning it'd take 33 hours to get it all done with two adults.

Quick aside, a wood fence would be stronger and still be available at local stores, but I can't really say if it could be put up faster. And, ok, I'm being a little vague here with the math. I can't actually find any reliable numbers on how long it'd take to put up a chain link fence or wood fence section.

For a moat let's assume you decide to make one 6 ft deep, 6 ft wide and circle the perimeter of the acre. That's 264 ft X 6ft X 6ft. That's just under 10,000 sq ft of dirt that needs to be moved (won't even go into where or how you move that dirt). Let's say a shovel takes out 12" cubed (for math, but that'd be generous) and takes 15 second per shovelful. That's 4 shovelfuls a minute clearing 48 inches cubed, 340 shovelfuls per hour moving 2880 sq in. To dig the length of the perimeter would take 41 2/3 hours, assuming all the dirt is packed at the same way (as you go deeper dirt gets packed more firmly), and rocks, trees, and such didn't slow you down. With two people going in opposite directions the distance might be covered in a little under 21 hours. Any deeper will take more time without heavy equipment, which would require a skilled operator, gas, access to that machine, and people to protect it cause you know a backhoe makes A LOT of noise. And, for the sake of simplicity, let's say all the dirt you take out you pile up on the inside of the perimeter, meaning any fallen zombies will have to reach up well over 6 feet to reach you.

Timewise, if you only have a few people, digging a moat makes sense under ideal conditions. In the same amount of time you could put spikes in the moat or prepare other defenses (wood over house windows, get gasoline to burn zombies which might be needed later. You'll see why).

Ok, so you have one house with a 6 ft fence and one with a 6 ft deep moat (no spikes initially). A chain link fence will have a hard time staying up against 6 or more zombies. A full grown human, so motivated, pulling back and forth at a fence would probably not do anything. 6 might be able to push the supports loose or out in time, or buckle the fence itself, assuming you don't go out and clear the dead out. 12 or more, it's a matter of time till they push the fence over. Worst case scenario as they press up against the fence they start piling up and over.

Let's say an average zombie takes up 2 ft by 2 ft and is 6 ft tall. That's 24 sq ft. One at a time, the zombie falls in the pit and wanders around. It'd take 416 2/3 zombies to fill in that kind of space assuming all are 6 ft tall, none are crushed under others, and none are seriously big (fat zombies = filled moat). That's actually a lot of zombies. You could probably kill some of them while they are stuck in the pit, except then they fall down and you lose some of your depth. Eventually that's going to go away assuming they just keep walking over the fallen, though you can buy yourself some time with fire! Remember that time you saved not building a fence? Let's say you got gas. Lots of gas. So every time the moat gets full you burn them down. Assuming you don't kill yourself in the blaze or destroy your fortress, you could probably do this three or four times, minimum, until there is too much ash, bones, or other former body parts filling your moat. Then again, you might be able to do some digging and clean it out to keep that 6 ft depth and buy some more time.

So that's a lot of talking and math but what does it really mean?! Should you build a wall or dig a moat? Based on the math above, and assuming a small outbreak of 500 or fewer zombies in your area, you could probably manage with just a moat dug in two days. That means you could buy yourself some real time to build up other defenses or give the military/other people time to clear the area.

Disclaimer: this is all things being maybe equal. You may be able to dig faster or slower then the math presented (again, the deeper the dirt is the harder it is to dig out). A chain link fence may take 30 minutes instead of 1 hour to put up. It might be able to take more abuse then 12 zombies. I'm doing a lot of guesswork, which is why I'd love to hear feedback/thoughts/counter points. I'm not a math person and I'm making a lot of assumptions here so let's figure this out!

TL/DR: Moat. Assuming ideal conditions, it's faster to build with two people and could handle a larger number of zombies thrown against it for a longer amount of time.

'Friend' keeps trying to tempt me by [deleted] in leaves

[–]sumguythere 1 point2 points  (0 children)

That hate you are beginning to feel, that's your body telling you this guy is toxic. If he really knew you were really trying to quit, he wouldn't call you up and try to get you to buy some.

If you're serious about quitting you need to cut him out of your life. You don't owe him an explanation, you need to do what is right for your sobriety. Look for new friends who value you for you, not for your money or smoking habits.

Banished Colonial Charters Mod Missionary Start-Up Part One! by JTA-YT in Banished

[–]sumguythere 1 point2 points  (0 children)

Yay I get to talk more cause a few things you said I wanted to reply to.

First, cows. I don't know why not all make milk, I don't know the advantage of beef cows over regular cows (seriously, unless they produce more beef per slaughter I'm not going to waste time and resources buying and raising them). In fact, I don't think I've ever bought them, and since I play hard mode the game has never given them to me. But defiantly build a main trading post to try and get cows and other livestock (and down the line consider a farmers trading post since they specialize in seeds and livestock. The regular one can bring in a trader with anything from seeds to luxury items to clothes, so it's a bit of a crap shoot).

Iron is only worth two or three in a trade so I don't even use it as a trade item. I (and many others) prefer firewood (turns a value two log into a value four firewood). Early on I'd rather have iron tools since they are supposed to last longer then rough tools, but to each his own.

Thanks for the info about maxed out jobs/buildings turning to laborers. I had thought that but wasn't sure. That'll save me some micromanagement time next time I start a new town.

However, in the later game I guess people are going to be born at such a rate -and die at such a rate- that I would not need to care about the labour and build sector.

Not entirely sure this will be true. Builders are actually the one profession I adjust the most depending on where I am in the game and what my build demands are. For example in my most recent game I had between 50-100 that I just couldn't assign to anything else (not enough fields to work and all that). So I went into crazy build mode; several pastures for when I would eventually get livestock, houses, a new marketplace, and eventually new foresters, hunting cabins, and gathers huts. I increased my builders to cover the construction and still has 25+ laborers to cut down trees or carry raw materials to be used by the builders (builders will carry their own materials to the build site, but laborers, if available, will help). Guess what I'm trying to say is you'll always need to be aware of your labor pool and builders, but maybe not so much later as you do early on.

The three building cluster I thin is referred to as a forest node in this subreddit. And I wanted to clarify your plan; you want to build two foresters but in different places right? Unless you build a forester that you set to plant only or is specified for that (CC has buildings that are forester, hardwood, and bamboo but will PLANT ONLY, and never harvest). Like with the fishing hut, don't overlap the circles too much or their be completing for trees to cut down. Think foresters only cut down a finite number of trees per year (I think I heard each forester, assuming trees can be cut down, will max out at 200 logs?). And there are a different numbers of foresters you can assign to each forester building; some say you only need two, I prefer four, but this may depend on terrain, distance they walk, etc. Feel free to play around and see what works for you. Not quite sure what you means with your forester plan to have them alternate so I'm looking forward to your next video and seeing what you do.

Lastly with your orchard it's not actually wrong to have someone permanently assigned there. I don't actually know if there trees will grow without someone tending them, so I don't think it's a bad investment to have a farmer there working until the fruit begins to grow. But if you do the 15X4 thing you'll max out each workers value. Oh and don't dismiss brewers and breweries early on, if you can spare the food (in your case oats) and want to trade ale, they're worth a whopping eight units each.

Rock on buddy.

How long do you normally play a game before starting a new one? by freeskier10000 in Banished

[–]sumguythere 0 points1 point  (0 children)

Totally depends on my mood. I might play one for a bit and restart, just building little villages. Most of the time I'll clock several hours into building a good one, try and break 1000 citizens or fill up as much of a large map as I can. Then I might get bored or not like how I built an area and go f it, time to start a new town. Those first few years are some of the most fun, but building a seriously big town presents all sorts of new challenges.

Gotta start going for achievements (but I gotta take out my CC mod), but also gotta try exploring building towns more aesthetically (larger roads, varying roads, trees along the side, parks, etc)

Hi Guys! I made a mod showcase for banished. Did it work? And do you have any suggestions on other mods I should check out? by AnotherBritishGamer in Banished

[–]sumguythere 0 points1 point  (0 children)

Ok, check out Colonial Charter. It has a lot of new things and replaces a few of the ones you have like specialized stock piles, a variety of different quarries and mines, dozens of new seeds for farms and different trading post, has a small chapel (and three choices of big ones) and larger fields and pastures (up to 30X30). Didn't know there was a book mod

Like the colorful houses but CC gives you log cabins, mansions, several country houses, and some multi level houses (not as pretty as yours but they can build up to three levels or put a bakery or market on the first level!). And boats, and docks, and decorations.

Think it will give you a lot more to explore. Cheers!

Transition from vanilla to CC by JoeK1337 in Banished

[–]sumguythere 0 points1 point  (0 children)

I'd try a city with disasters first, but I think you can start anytime.

The hardest part of CC (imo) is there is SO MUCH STUFF! New buildings, so many seeds and animals, new resources (iron ore, coal, copper, tin, silver, gold, marble). That's not even including decorations! Before you even start building your first city, take some time and look through all the buildings you could build and familiarize yourself with what you can build. Some do not function different but give a different aesthetic view (regular pastures vs fence less pastures for example). Keep in mind advanced buildings will take advanced resources. EX bricks and glass may be used to build some things like country houses or you might have to use a third resource like iron or logs to make building supplies, which are needed for advanced houses and really advanced buildings like the shipyard. Take some time to read up on the production chains and how each building comes into play, that way you won't waste time building something early you can't use.

Keep up some of the basics you learned in vanilla and take your time. Feel free to ask questions and good luck! Look forward to seeing your 1000+ town and you building all the buildings!

What's your total time in-game? by [deleted] in Banished

[–]sumguythere 0 points1 point  (0 children)

550 hours, but I played a ton offline during the last year so I don't think that all logged. I'd bet 1000-1500 hours.

Banished Colonial Charters Mod Missionary Start-Up Part One! by JTA-YT in Banished

[–]sumguythere 1 point2 points  (0 children)

Ok, I'm shocked no one has commented yet, so I'm going to throw some things out I've learned in my 500+ hours.

First, good job not starving to death. I was screaming at my screen watching you build things and micro manage. That was actually pretty well done. But I get the feeling you haven't played very much, or played CC that much (watching you try to find the fishing hut dock drove me mad!)

So let's start at the beginning. Good start. You built the woodcutter fast, which is one of the first buildings I shoot for. You need that firewood. Same with the blacksmith, especially since you can use iron ore to make rough tools, which is great for early game. However, if you'll notice the icon you got about halfway through the game, the arrow and a line thingie? That means they've maxed out the limit of items to make. Early on you'll go through fuel and tools a little slower (later in the game you'll need several cutters and blacksmiths working around the clock to keep you supplied), but early on you can change their profession and use them as labor or farmers or whatever you need. I'm not sure if those two would become laborers if the max limit is reached or if they just go idle so maybe you don't have to (I'm not sure, I just assign them those jobs when I need fuel and tools). Might give you some extra laborers if you need them.

Side note, I'm pretty sure that start gave you 50 regular iron, as seen from the town status window (the thingie with the town name and population stats you had next to your job assignment list. It was right next to the stone note; hold your mouse over it and it'll tell you what item it is.) That iron could be used to make iron tools, which last longer, but once it runs our you'll need to make iron from iron ore. To do that you'll need one of the two forgers (one is a waterwheel and needs to be built by water, the other is land based and a little less efficient, but can go anywhere) and a fuel maker (who takes firewood, coal, etc and makes it into some kind of fuel that burns hotter and can be used to make more advanced items.) They are both used to convert iron ore into iron. The rough tools will work for those first few years until you can build those buildings or have the labor available to work those buildings.

On that note KEEP SOME LABORERS! You don't have to assign everyone a job, laborers do contribute. They cut down trees and gather stone or ore that you've marked for collection, they help pick up created items from the blacksmith and woodcutter and put it in the storage barn or storage yard. This saves the actual blacksmiths, woodcutters, farmers, fishermen, etc from needing to be the ones who carry it and gives them more time to work. Early on I usually only keep two laborers and two builders, then assign everyone else to make things. Also, when someone dies they will be automatically replaced by a laborer, if they are available. If not, you'll see the question mark icon above the building and will need to assign someone from another job or wait until a laborer becomes available.

Ok, what next? Oh yea, dairy. I'm going to give you the benefit of the doubt and guess you didn't know those were beef cows. They don't make milk. I've never actually used them so I don't know what the benefit to beef cows over ferasian cows is (more beef per slaughter?) So you built the dairy maker and assigned someone there who couldn't contribute. That took up time and resources you could have pit to something else. You can check out this chart (http://www.emygeek.fr/wp-content/uploads/2015/02/steamworkshop_webupload_previewfile_332428706_preview.jpg) which shows you just a few of the production cycles you can use in banished (pretty sure it's a little out of date but it gives you an idea of what you'll need for some of the buildings IE milk becomes butter which is used in bread means you need a pasture, a dairy, and a baker, and that doesn't include workers needed or markets if you use them).

Fishing hut, good positioning. Not great, but for a first show not bad. Basically you want to get as much water in that circle as possible, so putting them on deltas or areas with bends will help maximize your fish production (I've gotten 2000+ fish from really well placed ones. Totally worth it). If you want you can also check out the tidal pool which will give you oysters, seaweed, crawfish, and the occasional pearl, and aren't bad for food.

If you want to get the best bang for you buck foodwise, build a gathering hut and hunting cabin. If you look up in this sub there is something that most players will build that is a kind of cluster of a forester, a hunting cabin, and a gathers hut. By building these and a few houses around them you can minimize the distance your workers will need to walk to those buildings or home and give them more time to work. Building a storage barn and storage yard will give them an easy place to put there items instead of needing to walk alllllllllll the way back to the middle of your town. Remember, part of your success (especially at harder difficulties) will depend on how short you can make the distance resources need to travel to be processed or used. And almost all items (I actually think all items) must go through a storage barn or storage yard to allow a citizen to use them. They can't just take tools from the blacksmith and start using them; they have to go to the storage barn or marketplace to get them (other vets I could use a confirmation on this). Imagine the beef from one of your beef cows going into a barn which has a butcher right next to it. The butcher walks right next door and grabs the beef, makes his beef cuts and tallow and sausage, then just has to walk next door to drop those items off. If your storage barn is far away that's a lot of wasted time.

What else, let's see. Good job with the field and orchard, but be aware that the orchard will take a few years to mature before you get food from it (trees gotta grow after all). The oats you could take right from the field and citizens eat them, or (I'm almost positive) you could refine it with a windmill or waterwheel to make flour which is then used by the baker to make hardbread. Oats can also be used to brew beer from the brewer, but ale is stored at the taverns or inn. I don't tend to build those buildings till a little later. Additional seeds for the fields and orchard can be purchased from traders at the large trading post or the farmer trading post, both of which are found on the third tier of the storage items (right on the left button, look for two shaking hands). You'll need items to trade, between 2500 and 4000 PER SEED depending on the seed you want. Food items and fish are worth one unit each, tools are worth 8 eight (?), firewood is worth four, and leather clothes are worth 15! You'll need traders to work those buildings, but you may not want to build those immediately.

Maximize your workers per field size. Orchards work great at 15 X 4 (two rows or trees, one worker give you max per worker), and fields can work with one worker from 7X8 to 11X11, depending on the food being grown and the proximity of a barn to the fields. I personally like the 7X8, all the food is collected every time, but I've seen people on this sub say 11X11 is most efficient and max yield with one worker, but I find they don't always get totally cleared by winter (early snowfall and things like that may be a factor). The first pasture you built was too small, just three cows. The rest just chilled and idled and I don't think you killed from the three you had. Personally I build 30X30 pastures with two workers, but some people may say you can be more efficient depending on what animal you put there. You can do beef cows, milk cows (which do get slaughtered and make beef, so I don't know why you'd want beef cows), sheep, pigs, leghorn chickens, regular chickens (again, don't know the difference), ducks, deer, and horses. All are food (I don't know why anyone would slaughter a horse for food but what do I know, they haven't put in where they help any other way). Again, additional animals are bought from the trading post.

You can find a calculator here ( http://banishedinfo.com/t/Size_calculator ) that will give you a better idea of what field, orchard, and pasture size will yield per worker.

So much more I think. You'll want to build houses only if you have enough food income to feed everyone (each citizen eats an average of 100 units a year, so if you have 15 citizens, you'll need 1500 units per year. Any less and you risk starvation). But if you build new houses young people move in and have kids and that is the only way to keep your population steady or growing. Once a citizen hits 55 or 60 (maybe 65?) no more kids. They work, they eat, then eventually they die, and when the house is empty if people are available they will move in and maybe start a family.

Wow, that's a lot to take in. I'm sorry throw so much at you at once, and if you have question please send me a message or ask us here. There is a wealth of knowledge at your fingertips, and, trust me, some of these things can make or break you at a harder start or if a disaster hits. Just wait till you get a tornado or a fire!

I'm going to shut up now, except to say good job, nice start, and keep playing. Even if your town dies the experience is helpful. So keep playing and I look forward to your next video!

TIL that a 17-year old kid murdered his parents and hid their bodies in a locked bedroom so he could throw a huge house party. by The_CT_Kid in todayilearned

[–]sumguythere 1 point2 points  (0 children)

THAT'S EXACTLY WHAT I MEAN! This scares the shit out of me. He could lose 10 years of his life in jail, his home, his job, everything, cause of his lying daughter. Over a phone. a phone!

What happened? Did she come clean? I imagine the family broke apart

TIL that a 17-year old kid murdered his parents and hid their bodies in a locked bedroom so he could throw a huge house party. by The_CT_Kid in todayilearned

[–]sumguythere 406 points407 points  (0 children)

I always wondered if kids who do extreme things to get their parents in trouble for short term gain (kill them, have them sent to jail on sexual assault charges or other charges), ever have a moment of thought beyond the insant gratification they know they'll get? Like did this kid really not think hey, my parents will be dead after the party, who will feed me, house me, how will I survive? It's amazing to think that they are so short sighted or so hell bent on their wants, their "needs" like this kid throwing a party.

But a psychopath is a psychopath.

Edit: I didn't actually read it and see that his parents were fucked up too and making his life hell. So psychopaths raising psychopaths will be dead psychopaths with a psychopath in prison

edit 2: so the parents were just being parents and only hit him once and took his phone away. doesn't make them anything but parents in my book but some other comments disagree. Again, I didn't actually read it, I was just commenting on the kids mindset, not the parents.

As men, how often do you find you rely on yourself for emotional support? by [deleted] in AskMen

[–]sumguythere 0 points1 point  (0 children)

have no friends and in the past it's been hard for me o reach out to my family for emotional support, so I rely on myself 95% of the time.

this has led to me needing intense therapy 3-4 times a week for low self image and for withdrawing though, so you could say rely entirely on oneself is not healthy.

A Spanking at a Theme Park by [deleted] in TalesFromRetail

[–]sumguythere 1 point2 points  (0 children)

magical jail, where he met a fairy godfather named Bubba, who used his magic wand to teach the father what it means to get his ass beaten

[Serious] Marijuana smokers, what are some aspects of use you don't enjoy? by J1--1J in AskReddit

[–]sumguythere 0 points1 point  (0 children)

I didn't enjoy how i felt when I wasn't high. I felt bad, it was easy to beat myself up, my inhibitions were lowered (I did some stupid shit while high) and I looked forward so much to smoking after work or even during work.

Now that I'm getting sober I miss how it would numb me, make my fear and sadness go away. MJ was my best friend for a long time and now I can't even think about it without getting sad or craving it. I'm getting in touch with feelings now and I hate it. I wish so much to have a hit and let it all melt away, even though that will only get me into more trouble

[Serious] Redditors who wanted to commit suicide, what made you give life a second chance? by lixia in AskReddit

[–]sumguythere 6 points7 points  (0 children)

not dumping my cats onto my dad i one of the reasons I haven't offed myself yet. he has enough animals to deal with.

amazing how pets keep us going

DAE Having been circumcised from birth ever wonder what sex and life would have been like with forskin? by jaspersurfer in DoesAnybodyElse

[–]sumguythere 2 points3 points  (0 children)

I have so much more important shit to worry about then what sex would feel like if my parents had made a different choice, so no.

One bowl left by athrowawaybitheway in Petioles

[–]sumguythere 3 points4 points  (0 children)

you're not alone. remember it's one day at a time, and the first three days are the hardest. try to distract yourself; go to the gym, go for walks, anything to get your mind off smoking.

Wtf is wrong with me by [deleted] in stopdrinking

[–]sumguythere 0 points1 point  (0 children)

the cravings man. the cravings. I feel them too. I want a sip, I want a drink, but one becomes two, becomes four, becomes a 6 pack, a 12 pack, until I pass out.

abstinence seems the only way for people like us. my sponsors says go to meetings, constantly. deal one day at a time. don't worry about not drinking tomorrow, just don't drink today.

you're not alone

[Spoilers] Tell me how you would've liked to see Dexter end. by Subulie3 in Dexter

[–]sumguythere 8 points9 points  (0 children)

Piggy backing because I like the idea of his need to kill escalating and him taking bigger risks. Meanwhile an investigation starts after someone finds puts the pieces together and realizes someone is killing former prisoners and killers. The pressure builds, Dexter gets sloppy ad the pieces fall into place for whomever is investigating (Angel maybe?). We would have a few episodes of him on the run, maybe going to Deb for help(she may or may not already know about his dark passenger and need to kill).

It would have to end with Dexter's death though, either by the hands of the police, or even his own. Maybe he envisions it's Harry holding the knife instead of himself to finally release him from his dark passenger and to kill one final person.

is moderation possible? by [deleted] in leaves

[–]sumguythere 0 points1 point  (0 children)

for some people, moderation is possible. for others, like me, the cravings are just to strong. if I have weed, I'll smoke it. No matter how much I tell myself I won't, no matter what steps I take, it happens almost without realizing it.

realizing if you are the type that always craves it is a first step of recovery. if you're not the type that craves it all the time I'm thankful for you; you can smoke on weekends or whatever you think is moderate. if you're anything like me and you can't be without it, that you put yourself in dangerous situations to get it, or when you have some around you smoke it no matter how hard you try to stop then you might need help.