World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on July 09, 2017, 08:43:18 AM

Title: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 09, 2017, 08:43:18 AM

         GOOD morning,after wayy too much testing and completely rebuilding my mod order,i do think i have fixed most issues.after much consideration i decided to drop back to the original NAT DIV mod.the upgrade slows this computer too much.this way is 4times faster.oddly the original has conflicts with less mods as well. i moved the flax patch,pine and NAT DIV to the top just below RK's trade fix.the pine workers work better and aren't so quick to help the builder.i do give up reeds but the dock reed grower will supply some.this is the best balance i could get.hopefully i have no major issues.

mods added:brad's smoke shed-added with the start group so it isn't overrode by CC,EB material store, EB natural irrigation+deco,
     EB irrigation system 170004,KId plimouth harmonized,KIDS houseboats.
mod count 110+

adjustments: NMT 2.04,training camp,and garden wall utility above CC to help give more water and hunting.  KID's colonial above all KID mods to fix the
     icons,NECORA's group down below CC so we don't override CC and ducks.

map: TOWNS,280400288,fair,lake map.CC huge map,medium start<nat div>, disasters off

goal: to build at least 1 of every piece of all mods. exceptions: CC orchard forests do not work.with so many pieces and "f" variants,this is a huge project.2 forts,4 castles,a major park,a supersized zoo,and too many towns.added pieces of varous mods.3 road sets and 3 canal sets.

       we start with 10 adults and 3 children.we will build from the mini mod to start.add 2 lookout towers
,a small barn,and 2 crop fields.it will be tight living in tents for a while but we will manage.it will take time also to build supplies.
       
       in year 4,2 indiand arrive.they will start a mini forest to the east.once the pine storage is built,we can clear the rocks for the forest.
      to give some insight to the production,the mini fisherman is about 500,the lookout towers are 4-500 minimum,and the crop fields are 500+.
     to help keep logs moving to the firewood chopper,we add a market cart near our pile.this helps the chopper produce just short of 500 firewood per year.

       i did figure out what the weird greenish blobs are. they are furs.the mini forester will collect these as well as pelts.a nice change to the pine mod.
        in year 9,another indian couple found our small village.they will gather herbs and run a first aid tent in the forest.
     
pic 1:map start settings
pic 2:start
pic 3:mini mod
pic 4:green blobs that appear
pic 5: mini forest area
pic 6: year 9 inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 10, 2017, 05:14:51 PM
YEAR 10-17

    we had 2 nomad couples.our population has increased by 10.we have a few more buildings to finish off the mini mod set.we are gaining on resources and food count is over 10,000.

   wow,the barns are filling too fast. we decided to build a small market.by being centrally located it will help move goods across the map.planning ahead,we build the vanilla boarding house near it.later we add a large food barn with cellar.with a 9000 capacity, hopefully we have enough storage.a lumber yard is built at the edge of the forest.then we can start on the fort north wall.yes,i am going slow.with so much to build,i am trying to make a plan.
   part of the plan is to build forests to the east all the way to the edge.then go alone the edge with more forests as needed.to the south between the 2 rivers,build the main fort.this should give it more room.a nordic town is planned to the far northeast.along the lake to the west,trading posts are planned.south of this i would like to build the 3 large towns.hopefully by the time i get there i will not need the hills for stone and iron.between the main river and the next stream going west, crop farms with the 2 plymouth sets are figured.to the far west on the pennisula between the lakes, the zoo and a park since we need the water for the whale. yes, there is a killer whale in here.there is a mountain to the east for a mining production area and then the far northwest corner.that still leaves the thatch,fodder,5 castles,and several villages as well as a ton of markets.
    for now,we expand south and clear land for the fort and begin some of the buildings.

     in year 15,8 settlers arrive to help us.now we will begin to make lumber and furniture.working east south of the lake,we add a forest outpost.we will use iron and build the emporium to store the venison and other supplies.the forest outpost herbalist collects herbs but the mini did not.
       by spring,most construction was completed so the laborers could begin to push a road through to the FO. forest.once the road is clear, rocks can be removed from the FO. forest.work will begin soon on the mini trading post.by fall of year 17,we add a grinder and house from the workplace mod.as workers graduate,we can expand our diets and trade goods.

pic 1:lumber yard and furniture joiner
pic 2:forest outpost
pic 3: emporium
pic 4: workplace grinder,shed,and small house.
pic 5: start of main fort construction.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 11, 2017, 03:02:14 PM
year 18-19

     
   by fall,14 more settlers find their way to our mini townhall.they will help expand our forest.we add a FO school and a pine furriers hut.to help process furs,we add RK's fur tailor and expand on the workplace mod set also.with so many "f" variants and trying to conserve space some buildings may look out of place.
   the nomads brought with them a child who is sick with mumps.he is sent to the med tent in the forest to quaratine him.the forester did catch it, but both recovered quickly.a builder fell off a ladder and died.
the following year we had a bad case of dysentery run rampant through the forest workers.we lost 1 child before it was cleared up.

pic 1:forest outpost diagnal houses
pic 2:workplace mod expansions
pic 3:more work on the main fort
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 12, 2017, 04:01:55 PM
YEAR 20-24

       our population has grown to 65.new settlers arrive frequently.we have clothing to trade,honey mead, and stone tools.we stockpile furniture since the mini TP won't stock it.the mini mod is almost completed. the church and a small food market haven't been built yet. i plan to build all the churches in 1 location.the workplace lacks a dairy and baker and we continue to expand the FO. with the forest.progress is being made on the fort when the builder has time.
       as we break even on food,we continue  to add fields.our workplace grinder keeps making flour,which we will need lots of later.with so many buildings needing the production area,we need to build food way up to support it.
   
       in year 22,22 new settlers arrive.we consider sending some to the fort to start processing iron.this would allow us to build a surplus while we have extra firewood.now that we have a bridge to the east from the fort,we should start a fodder field to the south and extend the road to the future production area.with 1 fishing at the fort,we still need 3 or 4 of them to produce food.for now, we send a quick hunter and fisherman out.
    with the plimouth farms started,we will add  the rowhouse traders for livestock and seeds.to keep the trading easier,we will ship furniture at the seed TP,tools to the livestock,and keep our clothing and mead at the mini TP.our mini TP does trade for spinach seed.
    during all our construction,we have an outbreak of mumps.luckily the only death we have is from childbirth.
     once our workers are caught up,the builder begins on the fort office and storage cellars.the laborers continue to push a road east.we did build a lot in 1 year.
      we clear more fields and trade for bison.our small holding pen can not handle many.once completed,our workers begin clearing rocks for the fodder field.the holding pen is switched to leghorns that a merchant brought to our livestock trader.

pic1: year 20 stats
pic2:year 20 inventory
pic3:year 23 inventory,
pic4 year 24 production
pic 5: year 24 inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 14, 2017, 01:57:13 PM
YEAR 25-28 summer

    we have grown to 104 citizens,35 adults,10 students,and 39 children.we have had 3 deaths over the years.  we are working on building our 6th mod set.for now we do need to continue adding to the first plimouth plantation set and our farms.we now have 3 trading posts.we have made some trades for chickens, bison,and 3 crop seeds.
   we build a larger chicken coop.the next merchant brought us 2 pigs. our small holding pen is always useful.
    while we ait for graduates,we keep our builder busy.a supply shop,mini food market,school,cemetary,and woodchopper are added to the plantation.soon after,the workers are sent to help clear trees for the fodder.
a stable and well are added.this will allow us to build up a supply of water and fertilizer.

pic 1: stars year 25
pic 2: plantation farms
pic 3: fodder stable and well
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 15, 2017, 08:05:59 AM
YEAR 28 SUMMER-year 30

   IN SUMMER,28 new settlers arrived.a few are sent to the forest. a diagnal lookout tower and the FO sauna are constructed along with more FO cabins.our workers are sent to clear as much land as they can for crops while ,more plantation houses are being built.with the amount of food we will need,it will be a frantic year.
     fall brings a case of mumps.as the outbreak spread,we had to send a doctor to the fort clinic. it takes all 3 health centers til spring to clear up the mumps outbreak.they did handle it well as nobody died.
   we add a medievil apiary to the plantation.work begins also on a greenhouse near the fodder.we plant a pecan orchard near our main cemetary and finish off the DS stone hovel mod.by winter of year 29,our boardinghouse and barracks are empty.our food stocks are slowly recovering.

pic 1:Forest outpost sauna and school.
pic 2:plimoth plantation mod 1 finished.
pic 3: 1st fodder greenhouse.
pic 4:Ds stone hovel diagnals and pecan orchard.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 16, 2017, 08:44:40 AM
YEAR 30-summer year 33

       population 145,85 adilts,17 students,43 children.32 % educated.43 houses+ boardinghouse and barracks
other than churches,mini mod and plimoth plantation 1 are completed as well as several small mods.we have 4 schools operating plus 2 out of 3 trading posts and med clinics.our food is recovering from the last group of nomads.we have traded for 5 new seeds and pigs,bison,and leghorns.
  the workers are busy clearing and supplying a pig pasture.after that,we will take time to clear and lay more roads.since we have extra workers,we double up at the fodder and stable,and add a well in the fort.
    as more students graduate and the forest population grows,we expand east building a maple forester,
herbalist,hunter,and pine cabins.this will work well to give us food and logs both.the sap can be stockpiled for later.
    when the merchant brought tomato seeds,we started work on a ketchup factory.we also trade for beef cows and sheep.a bare pasture is cleared behind the market in the fort and work continues on a large pasture along the river.

pic 1: year 30 stats
pic 2: year 30 production
pic 3: year 30 inventory
pic 4: 25 year food graph
pic 5: maple forest
pic 6: ketchup factory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 17, 2017, 06:12:20 AM
SUMMER YEAR 33-35

    20 new settlers arrive in early summer of year 33.after much consideration,several families are sent east of the stream. this will expand us toward the mining mountain.others work to expand pastures and farms for the 2nd plimoth plantation set.this will help boost our food so we can handle more large nomad groups.
   by year 35,our boardinghouse and barracks are empty except for a 12 year old female.finally we are able to move the bison to a larger pasture near the beef and pigs.we have 10 seed crops plus the pecan orchard.our tool count and clothing has dropped.the vendors have tried to keep everyone supplied.we add 2 more blacksmiths and up 1 to iron tools.even though we shut down the refinery,our smelter still has fuel to process iron ore.


pic 1:pastures
pic 2: shorehouses and stone houses
pic 3: overview
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 18, 2017, 07:51:20 AM
YEAR 35-37

   ALMOST 200 bannies.several in their 50's,a 62,63,and a 64 year old.after this year,we will need more houses.we do have a  few 15 year olds.our education is ar 36% and with us accepting all nomads it should stay about that level.
    as our pastures fill,our food reserve should increase.we will need to expand the fodder and stables before we can supply more greenhouses.
    we expand toward the production center slowly. the log depot and a sawmill and then a CC apiary to stock wax for candles.we need different building supplies to build many of the fort buildings.
    in year 36,we expand on the 2nd plantation set and add 2 fields.we also send workers to help with fodder and our 2nd meadow.to push fertilizer more,we clear a plantation field along the stream to grow grass.we also add a pine trapper and a FO diagnal cabin between the forest to help supply textiles.

pic 1: log depot suppplies the furniture and sawmills
pic 2: grass plantation field
pic 3:south fort wall and bridges
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 19, 2017, 08:02:47 AM
YEAR 37-40

     WOW,29 MORE SETTLERS came to town in spring.the workers are stopped from helping clear the 2nd fodder meadow.the workers are sent to clear more land for the plantation farms and the builders are sent to build a forist between the 2 fodder meadows.the farther out we work to expand the longer clearing takes.we expand the plantation and add the old bakery and mill.
    we add a 2nd greenhouse with a well.this should give enough food to the east to beginn work on the some mines.we add our perfume shop and begin a road of adobe houses for workers.then work can begin on the multi mine.
    by year 40,we have 76 houses and the barracks and boardinghouse are empty once more.we were able to trade for freishman cows.we can now build the workplace dairy and bakery.other than fencing this mod is completed.

pic 1:adobe houses
pic 2:plantation mod #2
pic 3:old bakery and mill
pic 4:perfume shop
pic 5:workplace and gaden mod
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 20, 2017, 07:11:04 AM
YEAR 40-42

    wow,40 YEARS,at this rate it will take 200-250 years to finish this.i have tried to leave the builder and laborer counts higher to speed it up.nomads have come consistenly as we empty the boarding houses.even though we have pushed food constantly,i wish the reserve was double by now.
    we have completed the mini mod,both plimoth plantation sets,the workplace and vegetable garden.several smaller mods were also finished including the ketchup factory,Ds hovels, and new trees.some work remains to the forest outpost and pine mods in the forest.with all the work,we are probably about 10% of the way through.

      population 261,156 adults,23 students,82 children in 76 houses.education level is at 42%.we start the year with over 13,000 food.our food production and graph shows progress,as we did gain 4000 extra food last year.
-----------------------------------------------------------------------------------------------------------

    according to the math,we need 2 more houses. this will finish off the diagnal FO houses and help keep some laborers in the forest.since we are ahead on fodder,the stble field is switched to peas.with the worker count so high,we increase limits and set all buildings to work.this leaves us with 4 builders and 20 workers.if they find extra time,they can clear for the next pasture.
    before the bannies have time to start the pasture,33 nomads arrive.this means 7 more food workers will need to be planned.work begins on the pine forest and to clear land for sherbrooke to the north of it.we also send workers to build a 2nd stable.as soon as they finish the stabe they will build 2 more greenhouses.
    by spring,the pine tower,hunter,trapper,and harvester are working. the 3rd greenhouse is producing corn. the 4th will hold off a year til the stable gets ahead on fertilizer.though we pushed as hard as we could,we barely had 2 fields cleared by late spring.the farmers do start to plant them.more fields are cleared and the builders start on the colorful sherbrooke houses and shops.it becomes a busy town with all the textile shops.finally the boardinghouses are once again empty.
     we extend the main sherbookre road south and line it with pine workers.the turpentine,pitch kiln, firewood chooper,sap boiler,and lodge housesto keep from overstocking,we send crews back to finish off the RH trading posts north of the plantations.we send flowers to the seed trader since they are over 2000.our general RH trader is stocked with perfumes.the livestock trader continues to stock wood tools and now some perfumes.
   we have 323 settlers.

pic 1: year 40 stats
pic 2: yr 40 production
pic 3; yr 40 inventory takes 3 windows.
pic 4: yr 40 long food graph
pic 5:sherbrooke's colorful houses and textile shops
pic 6: pine forest work,turpentine,lumber,sap boiler,and lodges
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: kid1293 on July 20, 2017, 10:43:11 AM
Noone really writes comments.  :(
This is fun reading, hope to see the town in 200 years!

One thing - you have a lot of space between your buildings. Is the map big enough?
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on July 20, 2017, 11:01:16 AM
Quote from: kid1293 on July 20, 2017, 10:43:11 AM
Noone really writes comments.  :(


i rarely really writing comments too ...
but i very often reading :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: embx61 on July 20, 2017, 11:07:53 AM
Me too.

I read the blogs but hardly comment on them.
I miss Nilla her blogs. I hope she is doing well.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on July 20, 2017, 11:22:40 AM
i will try to make some soon.

but before i have alot of job to do :P
i have more and more the will to just play some games with my own mods....
and i noticed that i will never play with everything i did for this game. yeah some things (alot) i did are nice... but to play with ? nan, never

so probably i will ending to make myself a kit , a whole package with only with the items i like to play with ^^
kinda a "Director's cut" or "Editor's pick choices" of items i like and make a personal package. will offer it to people, of course.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 20, 2017, 12:44:29 PM
KID,i hope so. it slows me down sometimes. i have to pause and think where i want the next set of nomads.some buildings can't be built til i build that production area up more.so some of the spaces is planned.some i have for more houses  like the plantation farms. i needed crop space more there.even necora's sherbrooke has more housing than i need til i get domestic animals.the game has its challenges.
   EB, i miss NILLA also. she stopped and said she was ill and didn't explain faather. that has been a while ago.
  at least now i know i didn't put you all to sleep yet.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 21, 2017, 08:30:39 AM
YEAR 42-45

      year 42. to use up bonemeal,we build a tropical greenhouse at the fort.it will produce pineappples.
work continues on sherbrooke.we build a tailor,blacksmith,and hospital.behind the hospital i play with the riffle mod and form a small pond.using KID's decor plant mod,we do make a small park.
      it will take time for the pine trees to grow and produce,so we have many extra workers.we send them to clear land around the new town.we added a cemetary,a fishing pier,the mill,and boathouse.we do manage to build a bridge to access the northwest corner.
      finally,we are able to drop back and work on the mining area.we add a small stone quarry.work begins on a candle shop,potter,and cooper.near the market square,we build a stone roof office,school,and health center.a tool shortage slows work down.with trading and adjusting blacksmiths, we do recover.

pic 1:riffle pond and park.
pic 2:boathouse and cemetary.
pic 3:sherbrooke mill
pic 4: candle shop and potter
pic 5: RH stone textured main buildings
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 22, 2017, 10:44:51 AM
YEAR 45-47

     in summer, 23 nomads arrive.we begin work on snughouses near the mining. to get our tool count up,we build a vanilla blacksmith and several market carts to move materials.next we will work to boost food.a large pasture for the dairy cows and more crop fields and also fill in some spaces with more plantation houses.we also add the throwback old dairy that will produce multiple items at the same time.we send 1 couple to expand the stables to produce more fertilizer.1 family remains inour boardinghouse.

pic 1: snughouses to the right
pic 2: old throwback dairy,more plantation houses and fields.
pic 3: 2 market carts to supply the tool maker.
pic 4: stable #3
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 24, 2017, 09:46:56 AM
YEAR 47-50

     now that our food is up over 25,000,we need to get our log count up. we also need to add 4 houses.work begins on a vanilla forest,hunter,and gatherer with log cabin housing.this is our 5th forest.as the construction and a road is being finished,60 new settlers sail up to the mini townhall.
   we decide to send 20 to the production area,10 houses.the others we will splt,some to a western town near the fodder and some to start colonial farms across the stream to the west.we will have to trade for more tools and food.in 1 year,we have about half of the RH production houses and western town build.half the new fields are layed out as well.
    we have had several deaths due to scarlet fever. our cemetaries are about half full.i checked on our old peopple and found 2 that are 77 years old.
    by winter of year 49,we have 50 crop fields plus a pecan orchard.our food reserve is over 31,000.with all the construction,we are still trying to push logs and iron up.we have way more workers that need to have a workplace. we have 55 laborers and 15 builders.
   
pic 1: vanilla forest area
pic 2: wild west town
pic 3: fields and colonial houses to the west.
pic 4: production rowhouses and shops.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 25, 2017, 08:06:02 AM
YEAR 50 review

    population 493,292 working adults,56 students,145 children in 129 house + 4 boardinghouses.43% educated

    we grow by over 5 bannies per year.this means we should add a food worker per year.we need 7 more houses.we should also add 12 more food workers.we have traded for 17 seeds mostly vegetables and sheep,dairy cows,deer,leghorns,pigs,and bison.4 or our 5 greenhouses produce fruit. 1 is set to corn.
    we export mead for food,lobster pots and turpentine for building materials,perfume for livestock,
furniture and flowers for seeds,as well as leather and pelt coats and candles.we peoduce several different types of clothing and tools.

     mods completed:mini,plymouth houses,veggy&fruit barn,storage shed,emporium,KID's deco plants,forest outpost,workplace,chicken coop,zmasher,bakery and mills,tropical greenhouse,brad's smokehouse,new trees,RED;s fodder utility,ketchup,snughouses,and DS hovels.i have held churches and fences for later. about 46 mods out of 110 mods.i have only used about 25% of the map.several large mod sets are started.with many large mod sets yet to build,i think i am close on space but not overly concerned.
     our greatest problem seems to be logs.we should start to run the east edge with forests.this will also push our meat and fruit up.in the next 5-10 years,logs and our production area should be a primary focus.if nomads arrive,they should expand the colonial farms and out wildwest town.for the next 50 years,i want to build the large city mod sets.unless i get food reserves up condiserably, i will hold off building more nomad catchers like the lighthouse.
    though i should do a tour,i will hold off.it would be a lot of pics.lets see where i am by year 100.

pic 1: year 50 stats
pic 2: 5 year production
pic 3: 5 year food graph
pic 4: inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 25, 2017, 08:14:26 AM
YEAR 50

   we give the workers time to catch up and finish clearing areas they are working.they add 2 fields and the builders finish off a couple markets.we add another greenhouse and well.we expand our production rowhouses.the thatch hut will be built south of the wildwest town. since i have the original version,this will complete the nat div mod.it will give us more logs for now and help our firewood later.we have a fatal error winter of year 50.that sucks cause the production town had a lot of work planned or finished.there was no save today so that is a lot of work lost.grrr %$^#$%$#@!!
    after redoing the entire year,we added aonther tiny mine for coal and a quarry.to use up feathers,we build a dock workshop and another shorehouse.we have built all of EB's markets to finish off another mod.

pic 1:general store and mini food trader
pic 2: salt mine and more RH housing
pic 3:5th fodder greenhouse
   
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 26, 2017, 08:45:33 AM
YEAR 51-summer of 52

   work begins on the hardwood forest.we add the vanilla gatherer and herbalist and RK's hunter cabin.
across the north forest road we build a pine school.to deal with our growing student count,we build a dock school near the workplace village.once completed we will remove rocks from the forests.
    with extra workers,we dig 2 mines.we expand the western town and our colonial farms.of course we have a tool shortage as soon as we begin to gather the rocks.

pic 1: hardwood forest
pic 2: dock school and sheard that doesn't work due to domestic fix  mod
pic 3:more work near the production center
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on July 26, 2017, 02:15:28 PM
@brads3 oh my gosh, year 52 already.  You have some nice pictures and your inventory is very colorful with all the different products.  Education rate is good considered large population.  Nice  :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 26, 2017, 02:30:11 PM
yes i figure it is going to take a long time to do all the mod sets.the work goes slow. a few tool shortages have hurt us.we almost constantly trade for tools,logs,and some food.but we produce lobster traps,saddles,turpentine and several clothing types.we use fur and wool coats. sherbrooke has linen clothing.
  one thing with soo many products i like to do is have more trading posts. then you can set them to trade different products. then i split about half the item from  the inventory to the trade posts. say i have like 225 turpentine,i'd send 100 to trade.it does help keep track of what is going where and what is being stockpiled.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on July 26, 2017, 02:46:12 PM
Do you have the trading posts set for auto trading?  There does seem to be a lot to keep track of and it seems to be going pretty well though.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 26, 2017, 05:44:59 PM
no i do not. i do them manually when boats arrive. good reason for it. if you auto trade yet don't have enough surplus,it will trade anyhow.say at harvest when you have food built up from crop fields,it would auto buy food and use up some items. one thing with the traders to remember is they have an order to how they stock. say you set a trading post to trade 2 items out. the dude runs around trying to stock the 1st item and won't stock enough of the 2nd.
  i had a case where i was using furniture for seeds and then set it to stock flowers.if the flower count went too high,other buildings would stop working due to the limit.it works once. then the guy is waiting for furniture and doesn't stock the flowers back up.next boat,i would not have enough items to buy seed. if he had stocked the flowers then i could have bought some seeds.this problem you have control over by manually trading. if i auto-trade then the problem would be worse since then it would happen to all the trading posts.the other thing i worry is on auto trade,they will reurchase the seed i already have.so you send goods for no gain.
   when i stop the game every 5 years or so and do status and production pics and info,i then take time to check the inventory and adjust the amounts of the items going to them.i think by trading out half of any item helps alot.this way uyou don't over-trade stuff away and the trading post can be restocked quickly.say i trade hide coats,by only trading half the amount, there is always some in stock for the bannies to use and there is room below the limit so the tailors don't stop functioning.
   these boats have brought items shuffled as well. say a seed then a bunch of stuff and then another seed listed by the merchant. if it trades top down, it could miss items or it might trade for veggys when i would rather fruit.they have gave me plenty of veggy seed but no fruit seeds. i have been setting the greenhouses to fruits to keep health up.
   that is 1 reason it may look like i jump around and not finish 1 mod area completely. each has had to wait for certain items or livestock,or seeds.like the workplace had to hold up for cows to run the dairy and bakery pieces. sherbrooke waits for flax seeds and waited for the pine forest to produce as well.now it waits for maple seeds.the fort waited for building materials and cannons before some pieces could be built. now it makes muskets and stocks military supplpies to make more pieces.the other thing that holds buildings back with CC is iron. you start with about 40.then you have to refine ore and fuel to produce iron.now i have several mines but i use the iiron just as fast.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on July 26, 2017, 10:02:48 PM
@brads3 , thanks for info on auto trading.  I have never tried it.  I don't do a lot of trading, usually only for seeds and livestock and don't have much of a variety of trade goods.  I do want to give it a try sometime though.

You are keeping an eye on what needs what, it is a big job on this map, I think.   I managed alright with the iron ore chain in the North, CC not so well on the freezing up maps so I used the iron is iron mod on the last cc map I tried, so I could spend less time on iron and more time seeing what else was in cc.  I want to try cc again and the pine set too, I will have to test and see if I can do them together without freeze up. 
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 27, 2017, 08:07:17 AM
SUMMER YEAR 52-55
      38 NEW SETTLERS,have arrived.we send workers to expand the colonial farms.the builders will add 2 greenhouses near the production center.to help our tool and log situation,we will produce hardwood furniture.we recover from our tool shortage by winter but work still goes slow.
    we dig an iron ore mine.we expand out western town back to the forest line.we add lookout towers and 2 gates east.finally we are able to build the fort quartermaster that will bring us military supplies.clearing near the colonial town continues.

pic 1:greenhouse area
pic 2:wild west town
pic 3:fort quartermaster
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on July 27, 2017, 08:29:03 AM
Hey Brad, I still see buildings I don't recognize, in the last picture is that trading post from CC?  Is the long building with matching roof row houses?   Good that you did not limit yourself to only 1 of each building, that would have been extremely difficult. Hope tool supply improves as you hope it will.  :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 27, 2017, 09:07:46 AM
the building to the left of the watch tower? that is the quartermaster.it doesn't work as a trading post. you set a worker and it brings military supplies which then are used to build and maintain other fort buildings.that building requires  "building supplies" to build it.now that the quartermaster functions.i can uild the blockhouse and several other fort pieces.some require hardtack and some silver.KID's rowhouse blacksmith makes muskets that are needed for some pieces also.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on July 27, 2017, 02:31:19 PM
ah, the quartermaster, yes.  Well that sure works different.  And I didn't know kid's updated rowhouse blacksmith makes muskets.  I barely finished trying 106 mod now I will have to start all over with 107 updates.  And they are still making more mods  :)  Are you going to add the new ones as you go along or just stick with the ones you had when you started the map?
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 27, 2017, 07:00:56 PM
shhh don't tell him.the original version made muskets too.noo i won't add til this map is done.i might mae a list somewhere but mainly i think RED will be a while doing the NMT anyhow.that is why i thought now wAS a good time to run a long play.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 28, 2017, 02:30:19 PM
YEAR 55-58

     population 610,360 workers,94 students,and 156 children in 148 houses+2 boarding houses.2 boarding houses are empty.48% educated.our production shows progress on logs but dropoff on food.we mine for stone,iron,iron ore,coal,salt and gold ore.our many traders have been busy keeping us stocked.

     finally, we are able to mark and plan the rural market square for our colonial town center.the builders go to work building a school and large houses while our workers continue to clear fields.we build KID's market bbq and soup mods.they will feed the production workers.
    we begin work on the colonial production buildings and meeting hall.with good trading,we keep our tool and food count up.

pic 1: year 55 stats from the colonial farms
pic 2: yr 55 inventory from the wildwest town looking east
pic 3: the fort quartermaster and blockhouse.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 29, 2017, 09:02:37 AM
YEAR 58-60

   while we have been busy pushing food up,we hit the limit on logs.all limits are now adusted.even so,we set out to build the nre tree forest and connect the east forest road to the production road.as the suplies are delivered,the builders work on the parade and musket range.after trading for domestic animals,we build the small animal pens at the fort.before much work is done,62 ablebodied settlers sail up to the mini townhall.little did we know they brought measles with them.
     we add a 3rd fodder meadow south of the wildwest town.this will improve our greenhouse production.work begins on a dock-quay town between the lakes north of the mini and FO forests.we work feverishly.we manage to get the sugarhouse,bakery,and boardinghouse built in our colonial town.with the new forest, we add another trapper and herbalist.though we accomplish much by year 60,we need more housing.
    as the measles was cleared up, a diptheria outbreak starts.we lost 12 from the disease and 3 from old age in the lasr 2 years.we still have 1 citizen 88 trs old.
   our stone and iron ore mines are both shut down wating for candles and to be dug deeper.we have way more workers than we wish. over 100 laborers and 25 builders.as we continue to take food in trades,our food reserve is over 30,000 in  spring.

pic 1:musket range and parade grounds.
pic 2: east forests.new trees to south,trapper in center and hardwood north.
pic 3:colonial town center.
pic 4:dock and quay area under construction.2 duck hunters,a market,driftwood finder,fishing,chickenhouse,
and a water scavenger.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 30, 2017, 10:08:44 AM
YEAR 60- summer of 61

     population 745,470 adult,81 students,194 children in 174 houses including 5 boardinghouses.
52% educated.

      the goal for the past 10 years was to bring the log count up and work on our production area while we expanded the colonial farms.we added forests,extended and connected the roads.our colonial fields extend to the west river.we added mines,markets,houses,and more to the production area.the wild west town was expanded east and a fodder meadow addded to the south. 100 new nomads have moved into our towns.
      mods completed: KID's wildwest,2 market food mods,RK's hunter cabin,EB farmhouses and leather shops.
8 more mods finished.
-------------------------------------------------------------
   guess i'll take a minute to explain a couple things. i don't use autosaves.i save when nomads arrive and i save near the 0 or 5's depending on the game flow and how busy life is at the time.if or when there are errors, then i do start to save more to narrow down the error.these stops give time to regroup the production and trading ports.with the game paused i can go through the inventory and rotate stocks.CC has many items but i don't have a lot of any 1 item.i was able to move the candles out from the trade posts since the mines need them to dig deeper.after that candles will build in stock.i adjusted pelt clothing since now i am using more coats.the other thing i find is sometimes a trade post is busy trying to stock 1 item and not stocking another on his list. you over use the 1st item but the 2nd stocks barns and adds toward the limits.like say i set 1 to fancy furniture and flowers,the furniture produces slower than the flowers.he will run around trying to find the furniture and not stock the flowers.then when the merchant comes,there won't be enough to trade with even though the inventory shows a surplus. with CC,there are so many different merchants that they come and go steadily.if you don't correct these issues and send a balance of goods to each trade post,then you end up short when you really need a trade.often you have enough for 1 boat and then a short while later a boat will bring something you want or need and that trader isn't stocked yet.

  excuse the mess as well. the goal is to build at least 1 of everything,so i am not even trying to make it look neat and decorated.i am also leaving spaces on purpose.some is planned for building later.some is so trees can grow in case i need more logs later to build with.normally i would make main roads 3 spaces wide,here i have not kept up on that.with a few tool shortages and diseases,i am about 60 houses short of where i should be. i have too many laborers as well.
   i try to take all nomads but i am not sure i can keep doing that.they aren;t helping enough. i have too much behind.
------------------------------------------------------------------------
     
     there are enough projects started that the bannies need time to catch up. they are busy working on the dock village,a pasture,a milk barn in sherbrooke,and to clear an orchard.the main goal for the next 10 years will be to catch up and  extend the forests south to the southeast corner.i would like to get the roof tile production started as well.
    ok well,i can't build quay houses until we have housewares.i will extend the dock along the east side and leave the west for later.sherbrooke also has a problem. it needs corn to feed the dair barn.we don't have corn seed. it also is waiting for apple and maple trees to make cider and the CC sap boiler.the game goes a different direction than i wanted.
   while i was trying to figure out the plan,the bannies stayed busy. they have cleared more land and built a CC pine forester,gather hut,and cabins.we send the crew to sontinue south and build the 2nd hardwood forester.
    84 nomads show up in summer of year 61. we are not going to be able to accept them with all our boarding houses still being used.sadly, they will depart and travel to a different town or build there own.
the workers are tired and so am i today.     

pic 1: year 60 stats
pic 2: yr 60 producion for 5 years
pic 3: inventory
pic 4: dock village note quay buildings are paused.
pic 5  84 nomads
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on July 30, 2017, 10:56:40 AM
745 citizens, it is starting to be good :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 30, 2017, 11:54:12 AM
too many laborers and not enough houses at the moment.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on July 30, 2017, 12:23:19 PM
Quote from: brads3 on July 30, 2017, 11:54:12 AM
too many laborers and not enough houses at the moment.

yeah too much space between houses
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Savidan on July 30, 2017, 02:49:45 PM
100 laborers +82 students + 205 childrens oO

You have 50.3 % of your citizen that are not productive.

You had only 30k food stock, you lack of food. If you make houses the problem will be worst (more childrens) ... you have to make food, fast !
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on July 31, 2017, 11:21:32 AM
YEAR 61-64

     GOOD MORNING.it works better when i play a day or 2 ahead of posting. then i can go back and fix a mess up.when life has its busy time and appointments, i can post even if i don't play for a few days.i actually used those times up. what is posted is where i am at now.if i had been ahead i could have fixed the mistake with the quay set.i had plans to build a duck hunting and fishing area. that would have helped push food up.instead i fell farther behind.
     i could debate the idea of building houses closer together.yes it would conserve space but then i would have more bannies with less food.some places i do build them closer and leave a walk space between.when i did the plantation sets,if i built closer together they would live farther from the fields.areas like the production,mines,or fort,housese work closer together.areas like farms and forests,they don't.
     the game also has its own play quirks.it gives you the wrong seeds or sends you too many nomads at a time.this 1 hasn't gave me much fruit seed and no corn.the greenhouses are set to fruit and the wild west saloon and sherbroooke dairy can't work.
       there is also a plan that the game works against.sherbrooke has soo many houses,more food is needed  before it can grow.the pine trees took time to produce so there were a ton of laborers there for a while.across the stream to the north i had planned for a nordic town.when i realized sherbrooke needed more space,it got held up.plus i wanted maple and apple orchards there for the CC sugarhouse and the cider press.south of the colonial production,there is pilgrims houses. that is another huge list.plan was to run a double house stip then more fields. then start the next large town mod.again i can't just build the houses without food.it does have its challenges.hopefully i don't mess it up to badly.

--------------------------------------------------------------------------------------------------------

   while the workers are busy clearing land,the builders have mines and more forest sets to build.along the south edge,i would like to build the orchard forests if any of them will work. i do know the apple does not.if none of them work,that will free up some space.along the far west river,we are already working on pastures.
    while we wait for candles,we dig copper and tin mines.we will need more building supplies to build the storage sheds.we trade for some housewares and slowly work on the quays.we also start a diagnal rowhouse with tile roofs.a tunnel is dug through the mine mountain.the forest road is extended south to the edge of the fodder and new hardwood forest.with the mines complete,we run into a tool shortage.iron has been used more than it was mined.
    i do have a mod conflict causing low production from the duck hunters.this doesn't help our food reserve.it must be a mod up moved to override the bakery plus.
    by winter of year 63,we only have 1 family living in any boardinghouse.we do catch up our tool shortage by trading for iron.

pic 1:quay houses
pic 2: fort work camp produces a variety if we have enough iron tools.
pic 3: ducks at the small holding pen. note nobody clipped their wings so they fly around.
pic 4: tile roofed rowhouses.tobacco cure barn to the left and to the north the copper and tin mines.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 01, 2017, 08:11:19 AM
YEAR 64

    WE finish off the duck and beef pastures.as the builders work to catch up,the laborers clear fields south of the colonial town. hopefully they left enough room for PILGRIMS new england colonial houses.we have built just enough housing to empty the boarding houses.several building projects wait for more building supplies.
    to test the orchard forests,a grape forester has been built along the southern edge.it will take several years to find out if it will produce grapes.2 watch towers are planned there to keep watch of wolves coming over the mountains.

pic 1: west of colonial town.dairy,duck,and beef pastures
pic 2: grape orchard forester test
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 02, 2017, 01:29:43 PM
YEAR 65 review

    POPULATION 823,522 adults,112 students,189 children in 189 houses.59% educated.
our food is showing progress. the 3rd fodder field is helping the greenhouses.we definetly have our log production up. our production and mining has been added to.even as we put more bannies to work,we maintian at 100+ laborers and 25 builders.
    i make several adjustments to traders. sherbrookoe's boat house is set to fishing lures to use up pine materials and not logs.some where we will need a dock shop to use reeds for fire bundles and more tailors.we should push more mead as well and trade it for food.
    we spent the last 5 years trying to catch up mostly. we have dug mines deeper,and added forests to help our logs and food.there is many projects started.the colonial town is almost complete.we will add more food processing and production buildings as we start the new england housing sets.this will maintain our food and give us trade goods both.we should build a furniture joiner for regular furniture now that we have extra logs.the diagnal tile-roofed row needs an end house and a school.lets see if tyhe town can gain ground in the next 5 years.

pic 1: yr 65 stats
pic 2: yr 65 5yr production
pic 3: yr 65 inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 02, 2017, 01:32:18 PM
YEAR 65-66

     we finish the row of crop fields back to the stream.we start orchards south of it. 2 creameries and an old dairy and the colonial barns are finished.the NE house set is started and with it we begin to build KID's storage sheds.a workplace beekeeper and brewer fits tightly with the houses.RED's lighthouse is completed.another light house is build to the west end of our trading ports.we also had to increase our food limit with the fall harvests.we have made progress through the year.

pic 1:dairy and creameries.
pic 2: RK's lighthouse
pic 3: KID's light house
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 02, 2017, 01:52:09 PM
hey btw , i found at some point Lighthouse has some crash with some extended 1.0.7 extra ressources flag setup :P
before clicking those... make a good save lol
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 02, 2017, 06:14:01 PM
HMM Don't say the word "saves" today.LOL i forgot to save the game,dug it out of what would have been a major mess and yep i did it again.so much for me playing a day ahead.  hopefully,the compatability 1.07 mod would override the lighthousse glitch though.it does seem to help NMT and CC items be compatable and interchangeable.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 03, 2017, 06:59:54 AM
YEAR 66

    we add the 1 room school and several  more of KID's storage sheds.several bridges help move goods faster.while our builders are working faster than the laborers can clear land,we continue the row or traders and fishing along the south shore.
    we continue building more houses and clear fields.we do need to build more fences for the west pastures.there is 1 more planned.once it is finished,the colonial set will be complete.

pic 1: more trade posts
pic 2: colonial barns,meat locker,and smoke house
pic 3: looking east near the colonial townhall
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: kid1293 on August 03, 2017, 07:56:08 AM
Last picture made me laugh.
Two nomad statues?
Isn't that too much with your population size?
Are you going for 5000?
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 03, 2017, 10:07:48 AM
yeah, if i allowed all the nomads i would be hurt from here forward. i wasn't sure it would let me set the 2nd statue, but they look good on either side of the walk to the townhall. i did use a lot of your sheds in between thse houses and still haven't built them all.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 03, 2017, 10:30:37 AM
hey !!

what plant is that ??
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 03, 2017, 12:59:36 PM
now that is a different question. that is tomatoes. i had to look it up even.there is so many crops. as i get seeds i plant the next field with them.
would you like more?
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 03, 2017, 02:36:37 PM
it comes from which mod ? cause i find they are alot better looking than mine. mine looks "chardon" (sorry dunno the english name of it)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 03, 2017, 02:51:13 PM
CC.  the version of the ketchup factory i have the seeds comes up blank tag if i put your mod above CC.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 04, 2017, 06:14:11 AM
YEAR 67-69

    SPRING brings 96 nomads.with them comes a case of yellow fever which is quickly cleared up with our herbalists and hospitals.since we have corn and apples now,we send a group to sherbrooke to clear more land and build townhouses.
    we deny 90 nomads.we don't even have room for a night or 2 for them.everyone else is super busy.
     in fall of year 68,the colonial pasture finally completes the set.we still need time to build fences.many housese and sheds are already planned to keep builders busy.hopefully by year 70,we can have all the planned construction projects finished.our boardinghouses are still full.

pic 1:colonial pasture.
pic 2: trade port row
pic 3:sherbrooke north
pic 4: sherbrooke short townhouses
pic 5: RH tile roof medic and school
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on August 04, 2017, 06:38:03 AM
Hey Brad, those colonial and Sherbrook houses add some nice color to the map.

If 90 nomads show up at my town, I am sending them back  :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 04, 2017, 09:06:56 AM
 :P haha
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 05, 2017, 10:36:03 AM
YEAR 69

   with all the colors,sherbrooke has a lot of buildings to the set. it is a growing busy town.the workers did take time to clear ground for fences around the wild west town and pastures.they can be started soon.we did send a couple more groups of nomads away.our trade ports have been busy adding several seeds ,clay,iron,as well as rice for the dock town.
     i will review and check inventory before starting year 70.

pic 1:special wharehouse district took a lot of building supplies to finish
pic 2: sherbrooke tall rowhouses and colored productions
pic 3: sherbrooke in  spring

Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 05, 2017, 10:40:33 AM
YEAR 70 REVIEW

    POPULATION 1020,656 working,129 students,and 235 children in238 homes including 6 boardinghouses.education level is 61 %.our food production shows progress.we have 100 crops and orchards and 9 greenhouses.plus over 40 hunting and fishing.
    we produce soo mnay items.i do need to take time to adjust trading posts.
with all our forests, we have plenty of logs.our mines are busy trying to get ahead on copper and tin.iron ore is being processed into iron.soon we will build the resource mod to the far west edge.the only concern is sherbrooke needs a lot of pine materials to function. there is space to buildmore forests to the northeast.
   we still need 100 houses and workplaces.as fast as we build ,workers graduate.i don't want to just throw houses without having workplaces to keep them busy.

   inventory: what a mess of items.it never balances.several items produce faster than they are used ,others much slower.even though the boats come and go steadily,they bring the wrong items.this is time consuming to reset.
flowers are over 4500 and perfume can be produced as there is plenty of water.if we add a well,we could build another perfume shop and 2 greenhouses.next is feathers and reeds.we need a survival coat tailor and a ropery.since half the tools are lower grade,we should adjust the smiths as well.then all the trading posts will be working.
 
mods completed: RED's country houses,wood butcher, EB material wharehouse,KID's lighthouse,both colonial mods,nat div,and special storage.over 65 fully completed.NECORA's mods wait for a few houses and domestic animals.we have only covered about a 3rd of the map surface.

goal next 10 years:finish sherbrooke and start the nordic mods.add the renewable resources to the west with EB"s wharehouse.PILGRIM's houses.main goal is to get the housing up over 300 and the workers under 100 laborers.

pic 1: yr 70 stats
pic 2: yr 70 5yr production
pic 3: yr 70 inventory takes 4 TH's
pic 4: 25yr food graph
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 06, 2017, 07:50:02 AM
YEAR 70

    we turn 76 nomads away.we have enough projects and fences to build.by winter,we have the 2 greenhouses,well,and perfume shop built.we also add a tailor,weaver,and ropery.we acquire domestic animals in trade,and send a crew to build goat and chicken coops.though  we have not traded for food all year,our reserve is still high enough to increase the storage limit.

pic1: train camp fence
pic2: pasture fencing
pic3: textile productions
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on August 06, 2017, 12:21:55 PM
Good job @brads3 , over 1,000 population and not bad education rate either.  That mining section road is quite nice, realistic looking.   :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 06, 2017, 03:01:02 PM
with so many workers ,you would think work would go faster.there is so many projects and the workers live scattered here and there.it actually seems to take longer to get some things done.those roads i try to make 3 wide. 1 dirt<some areas 2> and then the verdant or clear on either side. saves trees growing back up.this game has been hit and miss on doing that.we never get caught up enough to go back over areas.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on August 07, 2017, 03:42:41 AM
Your workers do have a lot of distance to cover.  I have more workers now and not making much progress on what I want them to get done, my problem is wood and stone.  I am trying to get some more roads in.  :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 07, 2017, 06:05:48 AM
YEAR 71

        to help move goods,we add a market and 2 carts near the traders.sherbrooke adds several small animal pens for goats,sheep,and chickens. we also finish the shipyards.we manage to build the larger houses.the year seems to go by slower. as we continue on with fences,we also add housing and markets near EB's wharehouse and start the renewable resources.we do need to pick up the pace and accomplish more.

pic 1:greenhouse district
pic 2:training camp fence
pic 3: sherbrooke added shipyards.still waiting for more domestic animals for more pens

Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 08, 2017, 07:02:52 AM
YEAR 72

     the renewable resource is completed.we add 2 lookout towers to keep watch  over the far mountains. a few market puzzle markets will keep them supplied.it will take time for them to clear the trees.work begins on more PILGRIM houses.we turn 71 more nomads away.they didn't want to stay due to our measle outbreak anyhow.the disease takes a toll and we loose several bannies through the year.during the winter,the bannies begin to recover from the illness.we added a lama pasture,another school,a few production buildings,several houses,and more storage.

pic 1:pilgrim houses
pic 2:renewable resource mod
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on August 08, 2017, 07:54:41 PM
Those houses look nice in the snow.  Are those deco sunflowers or a crop that did not get harvested?
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 09, 2017, 07:00:21 AM
crops are still on the fields.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 09, 2017, 08:14:19 AM
YEAR 73

    WE finish a foundry and metalsmith.with so much ores to be processed we do need to increase our fuel refinery and add the bundling shed soon.a large group of nomads waunders through our towns.again they do not stay.there is more housing and land clearing planned but not much else.the game kicked me  out twice from a fatal error.this slows me down and forces me to save often.not sure if the game or my comp causing it.hopefully after thse nomads waunder off the map,i can trust it and pick up the pace again.

pic 1:iron foundry
pic 2: metalsmith and smelter
pic 3: too many nomads
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 10, 2017, 08:06:33 AM
YEAR 74

          we add a 2nd fuel refinery to the R&R area in the west.we will need more furnace fuel to process ores.we decide to run the tin and copper mines out then use them to process.if we need more ores we can then dig more mines.in the meantime,workers are busy clearing and laying roads for new greenhousese and another stable to feed more rowhouses near the production.the builders are busy constructing meat processors in the colonial town.by fall the pilgrim additions are all built.the builders can take a break before we start year 75.

pic 1:old smokey,NMT meat dryer and salter.
pic 2:lama pasture and decorations added to others
pic 3: road cleared for the next stable and greenhouse
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 11, 2017, 07:36:58 AM
YEAR 75 REVIEW

   population 1123,730 adult,130 students,263 children with 67% educated in 274 houses+ 6 boarding houses.

the last 5 years went slow. we did get the renewable resource and PILGRIM's houses built.sherbrooke is built as far as it can,it waits for more domestic animals.we added many fences and the training camp decorations and the wildwest sidewalks.there is much more to do.our food reserve holds very well.
    the 1st thing to do is some adjustments to the traders to use up extra goods.then add some processors to take care of others.we need a maple sap boiler and add a 2nd worker to the sugarbeet refinery.this is a process as some items produce fast and others we will need more of later.the biggest shortage is iron.we will double the workers at the foundry and build them 2 houses.we will add a RH tavern and a ricestill and paddy.along with all this will be housing for the workers.a year's worth of projects just to handle excess inventories.
      soon i would like to start the many canal sets and the nordic sets.

pic 1:stats
pic 2:production
pic 3: inventory
pic 4: 10yr food graph
pic 5:fort training pieces
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 11, 2017, 07:40:48 AM
YEAR 75

      we build 2 greenhouses,a rice still and paddy,and several houses by fall.considering the number of laborers,i am impressed with our food reserve.it holds at 55,000+ before fall harvest season.there is so many small projects scattered about to keep track of.they do finish some storage including 2 root cellars.work continues on a CC sap boiler and some orchards.1 needs cut as the bannies planted it wrong and another is being cleared for apples.

pic 1:honeydew greenhouse
pic 2: rice still and 3rd paddy.
     
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: grammycat on August 11, 2017, 08:31:27 AM
I'm enjoying following your towns' progress.  I have a question about the year 75 fort pic.  Is that oval track a road mod or how did you get that effect?  I really like it.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 11, 2017, 09:27:47 AM
that is the parade ground. a decorative piece.those are from CC frontier.some of the fort pieces take a while to build. you need cannons,muskets,military supply,building supply,etc.that pic shows some of the requirements for the pieces to work.this pic shows the return production for 1 year.it does varry from year to year though.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 11, 2017, 10:34:11 AM
how bout a tour of the fort? more zoomed in and pieces labeled.excuse the mess.since i am trying to add at least 1 of everything, i do switch textures often on KID's coverings.there is a lot of little pieces in the fort.the fence and towers take a lot of logs. the star fort requires canons.the small refinery and smelter are helpful early on to process iron.as is the lumber cutter.the barracks serves as a boarding house.KID's rowhouses work super well with this.the extra offices are helpful especially when i add the CC cellars. each stores different items.there is enough cellars to go along 2 of the RH townhalls.
the RH blacksmith does produce muskets.a fort needs a messhall so we use the pub kitchen and add a coffee house.to avoid scuvey we add a tropical greenhouse.the placer mines and smelters can suppply silver pferring,basically money or coins.this is where the small animal pens are handy for chickens,sheep,and dairy cows.
      i do wish the barracks was split so a family could live in each half of it. the doors are already there for it. just needs a center wall.i also wished the towers worked somehow. RED fixed that with the training camp but the towers don't fit tight with the fort walls.DS came up with his giant tower that raids travelers. both ideas work well.i do realize the CC crew is on strike and WOB modders are busy and don't wan't to take over for CC.
   there is other options that i didn't use in this fort.the dock pieces has a small school and herb grower.EB's new market set and KID's workplace mod would fit here.i haven't even planned the INDIAN village and trader yet.
       hope you enjoy the tour.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: grammycat on August 11, 2017, 03:12:58 PM
Thank you brads3-would you believe I never even looked under that tab as wasn't interested in a fort.  It does have lots of interesting buildings.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 11, 2017, 03:20:03 PM
and all this time i thought i was typing to myself.lol glad someone is paying attention. :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: embx61 on August 11, 2017, 04:57:25 PM
I personally am too busy with my own projects to take on a huge project like that.
I am also not really into the colonial era for Banished so personally it will be hard for me to create things as my mind will not be really set to it.

But beside that we don't have the code and meshes from CC so certain things will have to be made  from scratch if updates are needed.

So far CC still works with Banished BETA 3 and I only foresee (some) problems in the future if Luke add more and more new features to the mod kit/game and as a result CC will not be (fully) compatible anymore with the new features if BL stays MIA.

I like to add that I had that feeling a bit when I did the colonial houses for the Pilgrim as they are not really what I would design :)
But I still plan however to make the New England Colonial set from scratch to get rid of the many polygons which are not needed and to fit the Lean To's a bit better.

I already have some textures set aside to replace some of the ones used. No big changes, still about the same colors, wooden colored boards, but a bit more to scale.

As colonial houses are rather easy to create it will not take me a very long time to redo the whole set.


Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 11, 2017, 06:24:14 PM
i wait to see what PILGRIM comes up with for that set. he had such big great ideas for it.to stay historical and do each area of the country would be a huge undertaking.and yes i was talking wishful thinking. if you get bored or caught up,there are many ideas:)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 11, 2017, 06:39:12 PM
what if you start to learn make 3D and make mods ? Brad :)
we always love to find new talents :)

who will help to make Banished Great Again !
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 11, 2017, 07:06:16 PM
my luck and skill with modding is not good enough. i did learn from you to do some map modding with FS13.still have a giant map to finsih. i did some scripting,mainly copy and redo or change it.but am no good at buildings. i'd have better luck learning a new language than computer language.lol
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 11, 2017, 08:10:27 PM
Quote from: brads3 on August 11, 2017, 07:06:16 PM
my luck and skill with modding is not good enough.

i was 0 skill, 0 knowledge when i started with 0 people to tell me how i should do things lol
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: embx61 on August 11, 2017, 08:25:28 PM
You can just try giving it a shot brads.

Like Red said, we did not know anything either and Red was even in a more worse situation because he was just about the only modder in the beginning.

I learned quite a lot from Red and somewhat from kral by asking questions and Red has giving me a lot of his meshes to look at before we put them in the Laboratory.
It was a case of trust we developed under each other so we share our stuff without being afraid that some run of with them and claiming them their own.

If you get a bit the drive a lot will fall into place and things going to be a lot more easier.
And we still learning each day.

Start simple with some map changes or something. Try to make a simple house in Blender or similar 3d model and code it so it can be added to the game.
Nothing fancy. I started mostly with just a box with a roof, no windows and doors) to learn the coding so it fitted in the game.
When it worked I did more and more detailing.

The moment you see, even when it looks like crap, it working in the game you will get the drive to keep working on it :)

And if you get stuck we help you to get it working. Most of us learned this way and poor Red had to learn most by himself as there were no other modders to ask questions to.

Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 12, 2017, 06:53:18 AM
YEAR 76-78

      while there is still some projects being finished,the workers head north to begin clearing and supplying NORDIC buildings.a school,several houses,a mill and bakery,cemetary,and a hospital.we trade for 20 domestic animals to be used in sherbrooke.as time allows,they work on a canal near the dock-quay village.
   in year 77,we add more sherbrooke colorful houses and some processors.a vodka distillery,dairy,weaver,smokehouse,and venison dryer are built.to help our firewood needs,we assign more workers to our various sawmills.

pic 1: tjorko mill and start of a nordic town
pic 2:rabbit pen,chicken coop,goats,cow barn and stables. all using corn
pic 3:vodka distillery center with a weaver,tavern,hospital, and old dairy.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 12, 2017, 10:54:53 AM
how possible with 200 extra laborers you cannot never resolve the lack of fuel your towns have ?
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 12, 2017, 10:59:02 AM
it is CC.there is a lot of buildings using firewood for processing.houses are burning coke fuel and thatch also. i thought the no coal would override everything but firewood and thatch. it hasn't worked that way.i di have a lot of sawmills with 2 and 3 workers pushing out firewood also.and i have been steadily trading for it ,taking several hundred firewood each time.good thing is i have not lost anyone from freezing.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 13, 2017, 08:00:03 AM
YEAR 78

      while work continues in the north,a crew has been busy with the canal.it didn't look right so they rebuilt half of it.i admit i have not built many of these.since i would like to build only 1 of each set,i am trying to push it in a tight spot. this is just the 1st of 6.
    we finish a silkworm hut and mulberry grove to feed it.when the workers cleared land for a new sheep pasture,i realize someone stole the sheep.must have been all those nomads last year. there was over 500 of them.no telling which set took the sheep.
     though we now have over 300 houses and we have doubled up workers,we need 100 more houses and have 200 laborers.

pic 1: canal problems
pic 2: silkworm hut waiting for leaves from the mulberry grove
pic 3: stolen sheep
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 13, 2017, 02:19:57 PM
whats up with your canals ? and with they are some snow patch between some pieces ?
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 13, 2017, 03:21:37 PM
not sure. i rebuilt those because i thought i used the wrong pieces.they are the canal fillers,shorter than the sections.they look fine in summer too.this is the 2.04 version.i figure it has to be the AO snow somehow.there is a mound of dirt between 2 pieces i can't get rid of either.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 13, 2017, 04:21:15 PM
do you still have the very old NMT2.0 in your mod list ? because fillers are made from same living water as the bigger pieces, and since they are living and moving, they cannot attract snow :P

all the very old pieces from NMT2.0 were not moving so maybe they could get snow :P


EDIT : oh i see : you dont use NMT 3.0 Canal System !!!!!!!!
you are using NMT2.0 !!!!!!
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 13, 2017, 04:59:38 PM
YEA,I am surprised all the pieces don't look the same with snow though.i want to run this map and after you finish the new NMt look at more uploads.i haven't used the canals much before,but there are other parts to the NMT i use all the time.the meat dryer and salt mine and the tile roof or brickmaker are handy.i like the clay pit more than the CC shoremen. NMT lets me build most buildings without the added building supply so i can use them sooner too.i am curious to see if you split the NMT more since there is so many textures and options now too?
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 13, 2017, 07:57:12 PM
bah i try to do themes.

btw, it is possible there is an error in NMt2.0 filler that makes it gather snow. it was probably not a bug, but a missing from my part to change a line in the filler files while i did it for most of all other files... an omission ?
thats the testing part. most often i hope on people to find those errors quickly and tell me ^^
for now it is kinda late, i wont comeback make a "new" build of an old 2.04 mod made 2 years ago ^^ specially when i am redoing everything to update to 3.0
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 13, 2017, 08:53:22 PM
no of course notshouldn't be expected to redo the old files. i have plans to build the other sets and we can see how the others look.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 14, 2017, 10:25:02 AM
YEAR 79

           to finish off the nordic sets,we build more houses,another school with addition,and another market.we also add a multi-quarry and wharehouse.
more fields and a woodcutter were built also.
      a few bannies died trying to dig the canal.after some time it did start to take shape.there does seem to be some cosmetic glitches. in winter snow makes it look like there is a floor or solid part across the filler pieces.there is also a mound of dirt that won't let us dig out.i do get the complete 4x colonial textured canal to fit even if the water flows are not the same.please note RED has upgraded this set and that would solve the glitches.
       though we have over 20 bannies working on firewood,we do use it quickly.there is 4 sawmills,a dock wood finder,plus a couple bundler shops for reeds. our sap boilers,smokehouses,brick or tile maker,and others burn it for processing.most processing is done with furnace fuel via coke from the coal stacks burner.our houses do use coke fuel even with the "no coal"mod.they also burn thatch.

pic 1:north village
pic 2:canal glitch
pic 3:multi quarry
pic 4: firewood sawmills and bundler
pic 5: housing inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 14, 2017, 10:45:10 AM
it takes quite some time to be used for canals. yeah most of the digging problems have been fixed with 3.1
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 15, 2017, 05:38:10 AM
YEAR 80 REVIEW

    POPULATION 1244,826 working adults,143 students,and 275 children in 303 houses+6 boardinghouses. education level 72%.

   out of the 8 nordic mods only the school and addition is not completed.it waits for bricks and builders.all 6 of NECORA'S mods have been used.i should do more with the riffle mod however.we have also expanded our textile processing to include silk. total mods used and completed:85
   
    we need to finsih the 1st canal and clear more fields in the north village.as i expand the north farming,i will do more of the rowhouses and production area.i will adjust the trading.for the moment i will increase our food and firewood inports.
     i do have to decide what town will go south of the colonial.i have debated running a canal straight across since there are so many sets.i am not sure it would fit in 1 run and i still have EB's irrigation systems.i have room arround the lakes.if i use the CC colonial houses south of the colonial,it might work better and give me an idea of how much space is let.by then hopefully i will be down to the NMT and EB's irrigation mods.
    i set the new canal trading post to alcohol,cider,wine,and whiskey.the mini is set to leather coats.since the merchants like to bring what we already have,we don't need to stock much in the seed and livestock trading posts.some of the trading posts don't use all items.i try to set the food traders to items we do produce steadily.it would be nice if we could organize the inventories by flag,food all in a group,crafted,building supplies grouped.

pic 1: stats
pic 2: 5 yr production
pic 3: inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 16, 2017, 07:13:00 AM
YEAR 80

    BY summer we send away over 300 nomads.work continues on the north village and canal.we add a shorehouse for sand and a throwback glass factory to supply the distillery.we continue adding housing and fields.work begins on a large stone quarry next to the east mountain edge.with the canal finished,the crew starts on another rice paddy and reed farm.another house and storage barn are planned.with so many workers, you would think clearing would go faster.

pic 1: canal
pic 2:throwback glass factory,
pic 3: nordic school with addition
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 17, 2017, 06:52:15 AM
YEAR 81-82

     the next 2 years go slow.it seems to take longer to clear and stock supplies for construction.we do add some decorations here and there.boats,dock railings,benches,trees,a small garden,and some crates.we finish the rice paddy and quarry as well as a few houses.EB's herbalist is built and decorated with the irrigation deco mod.i do hope the bannies begin to clear faster.we trade for food heavily and need more fields.we have lots to do.

pic 1:ships near sherbrooke
pic 2:rowboats near quay fishery
pic 3:large quarry
pic 4:EB herbalist and IZBA house
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 18, 2017, 07:41:36 AM
YEAR 83-84

      a houseware supplier is added to the production area.land is cleared for houses,other buildings,and more fields to feed workers.we also fix an issue with the reed worker walking around the corner of the canal.we added dock pieces,bridges,invisible roads,and cleared debris.finally the bannies are comfortable with it and start adding a dock house for him.
    we add a 2nd set of rowhouse diagnals and more fields.we also expand the silk production with another mulberry grove.we add another greenhouse and begin a 2story rowhouse set with tile roofs.with 4 roof textures this is a huge set.

pic 1:canal access
pic 2:rowhouse diagnals
pic 3: 2 story rowhouse started and 2nd grove with beehives
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 19, 2017, 09:26:54 AM
YEAR 85 REVIEW

population 1309,908 adult,159 student,242 children.77% educated in 300+ houses

    as slow as it goes lately,i did finish a couple mods.the onestop mining mod,NORDIC school,EB herbalist and a deco pack.i did say it would slow down with some of these bigger mod sets.we did bring the food reserves up though it should be even higher.we begin spring with 38,000+.
     the biggest help to our food is being able to produce it year round.we don't need to just use farms and gain a huge reserve in the fall.our greenhouses help spread it out more.but the overall production shows we are near break even.the trading has helped.
    i don't like having the laborer count so high.i also wish i could get the housing up. to me work does not go as fast as it should considering there is soo many.and i certainly can't build houses without expanding food.
    someone mentioned building houses closer together,back when i was working on the plymouth farms.if i had done that,i would have pushed population higher than the food.the bannies in those extra houses would have no place to work either.even in the colonial village,1 house can work 2 fields.the other houses have to have work places.i normally like to have 2 workplaces per house,then add a couple extra houses to each village.this spreads the laborers out around the map.in theory it should balance the travel times and spread goods around to all the areas.
    this map has been played differently.instead of concentrating on balance,i have been pushing to build all the buildings.by now it is what it is.maybe back about year 50,i should have let a group of nomads go and got more control back.
      as it is,we have survived.we trade many items taking food and firewood.   the biggest challenge has been trying to figure out where to go next.though i have some ideas,the bannies work speed and needs dictate i work elsewhere.it will be interesting to see what happens next.

    i did take some time and ran a test to see how close to the top edge i could push things.debugged 2 canal sets and some buildings to see if the bannies would work the area.it did seem to function.it is a long ways to get there and will take time to clear and dig and build.

pic 1: stats
pic 2: production
pic 3: inventory
pic 4: canal debug test
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on August 19, 2017, 02:33:33 PM
haha i see you still have trouble with the canal handling
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 19, 2017, 03:42:58 PM
the test was more about where to place it.yeah it was a rough test..mainly wanted to see how deep into the outside mountains i can go and the bannies will function and use the buildings or houses.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 20, 2017, 08:31:53 AM
YEAR 85

       i take time to adjust the traders to move items.even with the added markets to help,they are picky about what they move faster.some stock quicker than others,some merchants are also picky.to help i am going to order an old town trade post for sherbrooke to ship the pine items and bring food and firewood into the northern part of the map.
       we complete a dairy barn and parlor in the north and the tile roof 2story rowhouse.the laborers begin clearing land south of the colonial village.
     we have a bad outbreak of TB.it claims 33 lives before our doctors gain control over it.

pic 1:old town trading post for sherbrooke
pic 2:dairy parlor and barn
pic 3: 2 story rowhouse
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 21, 2017, 08:35:13 AM
YEAR 86

    A set of saltbox houses expands the colonial village.we add a grain silo,lean to sttorage and an apiary.a 1 room school and library will keep them educated.we add a set of larger stone houses and extend the fields.
    finally we have over 100,000 food and over 2700 firewood.

pic 1:saltbox houses
pic 2:resource depot
pic 3:large stone houses from the fountain lite mod
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 22, 2017, 08:07:02 AM
YEAR 87

      keeping with building small CC house sets,we add the country houses and a gable house.we add a hospital and fenceless cemetary,a tavern,eddible market,and a windmill and bakery.
                                           
pic 1:CC country houses
pic 2:gable house
pic 3:hospital,fountain.mill,and eddible market                                                                                                         
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 23, 2017, 10:12:23 AM
YEAR 88-89

      with our towns well stocked,we can now start construction of a castle.a mountain castle is planned in the north with a medieval town.it will take time to clear land and supply the materials for the castle.
    it may look like i jumped away from the colonial village.there is good reson to that,some of the houses require fancy housewares.i switched several production buildings to start stocking those up.the housewares has already been stocking for a few years.that is 1 thing with the CC production chains,there is so many items and many are needed to build different buildings.the mines themselves have to be dug several times before they are deep enough to be unlimited.each time requiring different materials to complete the upgrades.as supplies are stockpiled,we continue expanding and building.
    most of the year is spent clearing and laying roads out.the builders add a precious mine and jade quarry to the north's mining.while waiting for the castle to be constucted,they start on the medieval buildings.an urban bakery and market,a bathhouse,school and library,and an archeology center are completed in year 89.through winter,the huge mountain castle is finished.

pic 1:mountain castle start
pic 2:jade quarry and 2nd precious mine
pic 3:NMT buildings started
pic 4:mt castle completed
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 24, 2017, 08:51:12 AM
YEAR 90 REVIEW

     POPULATION 1337,971 adult,154 student,212 children in 340 houses with 83% educated.
      we are in need of houses.our food reserves and other items are well stocked.the colonial town has expanded and we started on the NMT town.
   
     that is a lot of work.it has taken longer than i would have hoped.most of the small mods are completed.for the next 10 years,we will concentrate on the NMT town aand try to work toward the other canal sets.there is several rowhouses and CC buildings yet.even though i have placed decorations here and there,there is huge amount left.

pic 1: stats
pic 2: 5yr production
pic 3: inventory
pic 4: 10yr food graph
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: kid1293 on August 24, 2017, 09:22:24 AM
I think it is the most living town I have seen!
Everywhere there is a new view!

Like it! (where's the button?)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 25, 2017, 06:31:12 AM
YEAR 90

    we add several markets and more housing.a few hostels and add some sidewalks along the roadway.another bakery,clinic,dentist,barber shop,water tower, and an apothecary are also added.

pic 1: markets
pic 2: service buildings
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 26, 2017, 10:18:41 AM
YEAR 91

    we continue clearing land.a small park is set behind the water tower.a tailor and tavern are finished in summer.more houses are built.now that we have several grain fields in the NMT town,work begins on the many windmills. a  grain market puzzle will supply them.

pic 1:pond park
pic 2:tavern and tailor
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: kid1293 on August 26, 2017, 10:28:19 AM
First picture - Is the deer drinking from the fountain? :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 26, 2017, 11:36:47 AM
lol,probably.but nobody invented chlorine yet,so it is spring water.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 27, 2017, 10:51:33 AM
YEAR 92-93

    we finish the windmills.we clear a square for NMT 2 and 3 story houses.the village near the castle grows quickly into a thriving mill town.

pic 1:NMT ruins
pic 2: windmills
pic 3:grain crops
pic 4: 2 story houses
pic 5:3 story houses
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 28, 2017, 01:17:07 PM
YEAR 94

      more housing is built.we work to clear more land to the north ridge.pastures are planned next to the mountian edge.root veggys are planned along the pastures.a potter and claypit are also finished.

pic 1: corner houses and more clearing to north
pic 2: NMT overview from the south
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 29, 2017, 06:13:23 AM
YEAR 95 REVIEW

     population 1490, 1078 adults,104 students,and 308 children in almost 400 houses counting boardinghouses and hostels.even though we have a high number of workers as laborers,we have been productive.we are lacking nothng and have more items than we know what to do with.we have acquire all but 3 seeds and horses.with so much inventory,i will use the resource storehouse in the fort to stash some items.
    the main parts of the NMT mod are built except the medieval dairy,a couple small markets,and stonehenge.knowing the population boom that will come from all these houses,i may add RED's college.we will build more housing and probably add the meat processors to the town.we will contine to expand to the west and set up SLINK's markets to supply the canal sets.hopefully,we can grow and clear land that far by the 100 year mark.

pic 1: stats
pic 2: 5yr prpduction
pic 3: inventory
pic 4: 25yr food graph
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 30, 2017, 09:42:52 AM
YEAR 95

      while stonehenge is being built,the workers clear more land for pastures. a creamery is built and a meat store and storage.we begin work on SLINK's markets as well.

pic 1: NMT creamery,meat market and locker.
pic 2: stonehenge
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on August 31, 2017, 09:45:54 AM
YEAR 96-97

       we add a sheep pasture and chicken pasture next to the cows.a butcher shop cuts lambchops.a meat dryer,old salty,and a smokehouse are also built.
next to stonehenge we begin a cemetary.
       in year 97,we build RED's college.EB's winery is also built.

pic 1:nmt meat processors

pic 2: RED's college

pic 3,4,5:root crops
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 01, 2017, 06:34:40 AM
YEAR 98-99

     with the addition of a couple small markets,the NMT main set is finally completed. we contine adding houses and fruit orchards and fields.we add SLINK's markets and clear land back to the lake.soon we can access it and begin to build the canals.

pic 1: NMT west
pic 2: SLINK's makrets
pic 3: clearing to the lake
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 02, 2017, 11:16:03 AM
YEAR 100 review

         population 1644; 1111 adults,121 students,412 children in 410 houses.
our education level is 90%.we are very well stocked.we have survived and prospered. in 100 years,we have buit many mods 93 out of 109 .all but birchbarkcanoe,EB's irrigations*3,EB oil press,grassy roads,fountainLITE,iseeFIRE,KID's houseboats,KID's RH,marketpuzzle,NECORA's riffle,statue plus,NMT canals,more of KID's storage sheds,and CC.many of these have been worked on.

        even with the push on NMT,we still are short housing.we mainain at over 100 houses short and 300+ laborers.it functions fine and we aren't short on anything.
         i have covered over half of the map but there is lots of room left.the far north edge and northwest corner are open.there is a large space to the southeast of NMT town as well.i did leave room south of the colonial town for the higher grade CC buildings also.should be plenty of room to finish all the other mods.

      for now after much thought,i am going to drop down and work on the CC colonial buildings.as i do,i will send a crew or 2 to widen the roads and re-clear yards and ground around the towns already built.instead of stopping and doing a full map tour all at once,i then can keep expanding and building at the same time.

pic 1: stats
pic 2: 5yr production
pic 3: population graph
pic 4: food graph
pic 5: inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 03, 2017, 10:22:09 AM
fruit crops and orchards. this is mostly the hut and fruit trees.i left out the mulberries and have not planted the tropical trres yet. i try to post different crop sets for RED to have something to compare his works to. i should state that some orchards are planted dense and some standard. if more pics are needed please ask.

Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 03, 2017, 10:32:30 AM
YEAR 100

     there are still a few fields being cleared in NMT west.we will begin to move the laborers back south and clear roads near the mini town start point.now we will start the tour pics.

pic 1:tour pics:map start point
pic 2: east bridge
pic 3:west bridge
pic 4: looking south from start point
pic 5:workplace village
pic 6:fort which i did a labeled highlighted tour of previously

if someone wants to see something specific just ask.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: irrelevant on September 03, 2017, 05:34:09 PM
Congrats on your milestone!
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on September 03, 2017, 06:24:50 PM
Quote from: irrelevant on September 03, 2017, 05:34:09 PM
Congrats on your milestone!

indeed !

i never made it to 100 years lol
the max i ve got i think it was year 89 ^^
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 03, 2017, 07:11:29 PM
thank you. we aren't done yet though. :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 04, 2017, 08:43:25 AM
YEAR 101
    the bannies continue to clear and plant fields and orchards.they also clear the land around the plymouth villages and some of the trading posts.a few trees are planted and clear roads are being used to widen the roads.

pic 1:lighthouse trade district
pic 2:plymouth village looking south
pic 3:farther south
pic 4:looking north
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 05, 2017, 10:23:02 AM
YEAR 102

      the laborers head out to clear plymouth village 2.builders are already busy. they construct the edibles market and a throwback oil press.then we begin to work on housing,a school,and firewood supplies.

TOUR PICS
pic 1: plymouth village 2 east bridge
pic 2: west bridge
pic 3:looking south
pic 4: look north
pic 5: pastures
pic 6:overview
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 06, 2017, 06:12:23 AM
YEAR 103

       as the laborers clear land and lay clear roads for the tour pics,the builders continie adding houses,storage,and shops in the south CC town.in winter the laborers run south to clear areas and supply new construction.

pic 1: colonial trade district east
pic 2: colonial trade west
pic 3,4,5: colonial village looking south
pic 6,7,8:business district
pic 9,10,11: looking north from the center crop fields
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on September 06, 2017, 02:12:39 PM
Hi @brads3 the map is coming along very nicely.  I like all those crop fields with the buildings in between.  :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 07, 2017, 09:08:08 AM
YEAR 104

       with the builders supplied through the winter,they can work on the central market,shops ,and continue expanding roads.the laborers head out to clear land in the renewable resource center.
      i should explain how tedious this clearing project is. in vanilla you can lay roads ,and i guess the bannies will remove trees and stones before they lay down the new road.with all the mods i have,that does not work. i have to clear an area,then let the bannies work it for a while.say a long stretch of road or a town. then i must go back over it and lay the road down right then. this way what is marked for removal stops new road being layed down with a tree growing on the space.otherwise,i lay roads and there will be rocks or trees,etc left in the way. it is tedious.usually i do try to lay raods 3 wide,1 of the dirt or stone,and then use a grass or the clear for the 2 sides.
the exception being i leave a 1 space area all around fields.this saves them being blocked and gives the bannies room to place harvested goods.
       with this map,i didn't make yards around all the buildings when each town was built. with the nat div mod the regrowth is different.some areas grow thatch instead of trees.plus it is handy to have the supplies of logs and firewood.i have used 3 wide roads for the most part. places like sherbrooke,where there is soo many houses built at once,or the production area,that is cleared and then buildings are added over time,there may be narrower roads.plus it gives me time to do the tour pics at the same time. it is easier to see things after i clear the trees.
        as fgall approaches,once again the workers go supply the builders and clear land for the CC town.

tour pics
pics 1,2,3: central crop area going east to west
pics 4,5: colonial west pastures
pics 6,78: renewable resource center to the far west.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 08, 2017, 05:22:26 AM
YEAR 105 REVIEW

       population 1754;1160 adults,200 students,394 children in 433 houses with 94 % educated.as always,well stocked and growing.
     
       the workers have taken to the new routine nicely.they clear land near towns for tour pics in spring and summer. in fall and winter,they drop back to restock materials for the builders.many CC buildings have been completed.
a town bakery,preservist,a city blacksmith,water tower,several markets and carts,and many houses.
       more is planned and already supplied to keep builders busy.there is room to the south to expand and grow.a penninsula to the northwest of the trade district has been held.originally it was planned for the zoo,but an indian village might fit better. there is a larger area northwest of sherbrooke that might work better for the zoo.
    the tour from the start point west is completed.

pic 1: stats
pic 2: 5yr production
pic 3:inventory
pic 4,5,6:central park and service area going north to south
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on September 09, 2017, 06:49:51 AM
Those flower beds by the gazebo add a nice decorative touch to an already nice looking town.  A very nice place to visit.  :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 09, 2017, 08:16:13 AM
thank you,ABANDONED.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 09, 2017, 08:17:12 AM
YEAR 105

     I keep the workers busy with construction in the CC town.next year,i will continue the tour pics to the east. we complete the courthouse,city hospital, tailor company,more houses,and several butchers with a meat locker.with so much being built,we run low on building supplies.there is plenty of lumber and bricks so the labor time to make them has slowed the production.i assign another worker to the building supplier. while they stock back up,i will go elsewhere.

pic 1,2,3: CC town looking east to west
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 10, 2017, 09:58:30 AM
YEAR 106

     since work has stalled at the CC town,i start to plan a small indian village on the penninsula north west of the colonial villages.this will keep the builders occupied.the workers can start heading east from the start point and fort to clear land.

tour pics:
pic 1-11: east forests clockwise,hard to see since the forests are thick.

pics 12-18:  east of start point north to south,then farther east n-s.

Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 11, 2017, 06:57:30 AM
YEAR 107

       WOW,there is a lot of pieces.workers are busy placing decorative piles all over the  production area while a crew of builders builds storage carts and smoothes out some roads.since there are 4 "piles" of each item this takes a while.the other builders are busy between the indian village,CC town,and digging deeper mines.

tour pics

pics 1 and 2:main production area north to south
pic 3: winter overview
pic 1-5: mine mountain counter clockwise
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 12, 2017, 07:23:06 AM
YEAR 108

     we trade for building supplies to help build CC buildings.we add garden decoration pieces to the indian village.the laborers as always clear regrowth and lay roads around buildings.

tour pics:

pic 1: production market and office
pic 2: production town east
pic 3-7: meadows counter clockwise east of fort.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on September 12, 2017, 11:55:38 AM
those fodder fields are always so surprisingly beautiful !!!!!
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: irrelevant on September 12, 2017, 01:53:19 PM
Yes, very pretty! What mod are those from?
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 12, 2017, 03:24:14 PM
it is RED's fodder mod but named: RKgardenwallsutility mod.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on September 12, 2017, 04:04:07 PM
Quote from: irrelevant on September 12, 2017, 01:53:19 PM
Yes, very pretty! What mod are those from?

Garden Walls: Utility
http://worldofbanished.com/index.php?action=downloads;sa=view;down=240 (http://worldofbanished.com/index.php?action=downloads;sa=view;down=240)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 13, 2017, 07:58:21 AM
YEAR 109

         since KRAY released the CC dock mod,i did want to get some pics of the dock buildings.notice they can be placed on ground as well as over water.the herb grower can be handy in towns since it doesn't require the forest to function.the shop can make survival coats from reeds and feathers and also firewood bundles from the reeds.the chicken breeder gives eggs and does requires eggs to build instead of chickens.

pics 1 and 2: the 2 greenhouse districts
pic 3: quay pier
pic 4: canal 1
pic 5 and 6: dock village north to south
pic 7:main market and workshop
pic 8: work places
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 14, 2017, 07:11:24 AM
YEAR 110 REVIEW

              population 1847; 1252 adults,270 students,325 children in 439 houses with 96% eduacted.

              we have finished the colonial town hall,governors mansion,the tin factories set,set of butchers,an inn and local tavern,a seamstress guild, more markets,storage,and a few houses.an indian village is almost completed.there is a few decorations being finished.more buildings are already being constructed in the CC town as well.


pic 1: stats
pic 2: 1 yr production
pic 3:inventory
pic 4: indian village
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on September 14, 2017, 07:22:48 AM
thats alot of ketchup ^^
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 14, 2017, 08:40:34 AM
yes it is. with 1 factory and 2 workers. they are storing some in their houses so they do eat it.maybe they got tired of it.they are funny like that. they have more blueberry than i would think since it is being processed too.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on September 14, 2017, 04:45:36 PM
Like that native village  :) very nice there by the river.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 15, 2017, 06:21:15 AM
hi,ABANDONED> yes and no. it looks decent there and gave a good spot to do the garden decor squares.the buildings are non-functioning other than the trading post. the buildings are just decorations.it would be nice if the nomad indians could use the housing. i do wish we had a set that was functioning.a medicine man and a buffalo or deer hide tanner would be good additions to the set as well. and 1 of RED's fires should be a meat dryer.a bow and arrow and tomahawk hut for a blacksmith.a tailor that is decorated with feathers and headdresses.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 15, 2017, 06:28:52 AM
YEAR 110

       we will finish the south fence for the wildwest town.it was stopped years ago when we were low on logs.this gives time to finish up projects that are already ordered.

tour pics: KID's wildwest town combined with RED's training camp mod,EB's farmhouses and new markets,as well as EB's tannery.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on September 15, 2017, 06:46:25 AM
I agree, it would be nice to have a Native American mod.  There is a build monuments mod to build the burial ground to get arrowhead to make the native huts and teepee useable.  You just have to get artifact from trader first to build burial ground.  I have a map planned.  :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on September 15, 2017, 06:47:17 AM
your town is coming very nicely :) i am very pleased with what i see :)
thanks you for using my mods :)

btw i like alot the fences on last picture... around the horses... i dont know where is from but it is very well done
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 15, 2017, 07:21:08 AM
THANK YOU,REDK. much appreciated to hear compliments from modders.us players always want more and come up with crazy ideas.there are several of your mods that get used in about every map.until NECORA's pine mod,the NMT clinic was used all the time.nowdays,the hunter towers are used constantly. i was glad to see that mod. the CC fort towers are decorations,and i always thoughjt they should have some function.realistically someone would always be there keeping watch.
       ABANDONED,you mean the upgrades. i think,though it has been a long time since i did 1,when you upgrade the indian buuildings they become something else.not just in function but also looks.they become normal buildings then.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 16, 2017, 06:56:02 AM
YEA 111

     now that everyone is caught up,we will head north to sherbrooke and clear there.they can also start work on the old castle that will be the center supply building for the zoo park.
   
tour pics: sherbrooke west to east,south to north.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 17, 2017, 08:45:25 AM
YEAR 112
        the north isn't overgrown yet.supplies are being delivered for the old castle.to keep the workers busy while the castle is being built,more colorful sherbrooke houses are added.

tour pics:
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 18, 2017, 07:32:58 AM
YEAR 113

        while the builders are finishing the castle and some sherbrooke houses,the laborers begin to clear and flatten the ground to the far north.finally work on the canal systems begins.i did some surveying and planning for the 5 canals.with each there is a group of rowhouses,sheds,decorations and some experiments planned.this will be a long project.
         by fall,a road is started and a 8x colonial textured gate. EB's material wharehouse will bring supplies closer.raised wooden marsh houses will help keep workers closer to the worksite as well.
       the housing construction went slower than i had hoped. overall though, i am confident i have a good plan.next year things should speed up.

pic 1:old castle
pic 2: some of the new sherbrooke houses
pic 3:canal started
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 19, 2017, 09:29:41 AM
YEAR 114

       THE experiment was to build watermills along the far north canal.it depended on the water running below the ground that far.and then if the game would leave the deep voids if the canal pieces were destroyed.the water does not go that far so i will have to find a different spot for several mills.
      i also have a builder problem. they are busy stuck doing some of the production piles and garden decor pieces for the indians.i adjusted some outputs to help supply them ,but even with 50 builders i had none working on the canals.now i adjusted to 100 builders.we do manage to get the supply store and some marsh houses built.

Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 19, 2017, 09:32:21 AM
YEAR 115 REVIEW

       population 1891;1377 adult,227 students,287 children in 451 houses with 97% educated.since the 100 year mark,we have grown by 247 bannies and 41 houses.having 100 builders hopefully we can speed things up.
       we did complete the tour throughout the land.we cleared a lot of regrowth and added many decorations along the way.we have many villages and towns.the bannies will be busy with the canals and rowhouses for a few years.to the far northwest will go all the many churches.
   
       
pic 1: stats
pic 2: 5 yr production
pic 3: inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 20, 2017, 07:47:26 AM
YEAR 115-116

       it takes all year to get the supply markets and housing built.we conitue digging canals and adding storage sheds. to help ease the burden of firewood away from the needed logs,we decide to float logs across the lake and use reeds as well.
         by fall of year 116,the 8X colonial textured canal comes to life with some added decorations.with supplies routed to here we should be able to build more next year.

pic 1: supply markets
pic 2: 8X colonial textured canal
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 21, 2017, 05:22:22 AM
YEAR 117-120

      it takes time to clear and dig through this mountain.we add a small market to move more supplies and food.a NMT mill is planned closer to the lake.with the 8X colonial canal finished,we will downsize to a 6X set.

pic 1: snall market picnin area
pic 2: NMT stone mill
pic 3:start of 6X canal
pic 4 6x fishig dock
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on September 21, 2017, 02:25:29 PM
Hi Brad, that canal looks very nice, I like the bridges and storage units.  It needs a few ducks.   ;D
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 21, 2017, 04:01:50 PM
hahaha unfortunately i have a mod conflict that lowers the outputs of my duck hunters.i thought i had it fixed but in trying to fix KID's icons the lil' gremlin came back.dang migration i guess.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 22, 2017, 06:26:50 AM
YEAR 120-122

      took about 5yrs to build the 1st canal.we increased population by over 60 and added 17 houses.we send 2 workers to the canal trading post. this will bring in more food and keep the canl workers supplied.

       by winter,we have enough land cleared and flattened to begin work on a community. a school and office and rowhouse mini houses are already awaiting building supplies. the 6X trader is completed and moving goods.
       in year 121, we add a med clinic several houses.we expand the trading post and begin a long southern canal extension.

pic 1: yr120 stats
pic 2: 6x dig out
pic 3: grain mills
pic 4:trade port with added cranes
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 23, 2017, 09:03:06 AM
YEAR 122-124

       i spend a year adjusting the trading posts as the boats come in.some posts are specific about what they will trade

out.since our food reserve has dropped while working on the canals,i need to increase shipments.
       we work to take the canal 2 directions. the 8x NMT teture to the west and the 6x NMT south from the junction.to

help move the goods from the traders.we add a market puzzle square and a more storage.

pic 1:canal town center
pic 2:market puzzle plaza and swan tavern
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 24, 2017, 10:29:09 AM
YEAR 124

        i had to rebuild 1 section of the 8X canal.for some reason the bannies left a mound of dirt across by the trader.with the 6X i plan to build some mills along it.it will work nicely on the penninsula between the 2 lakes.
         we have a very bad outbreak of influenza that won't go away. it lasts all year and many have died from it.

pic 1: 8x NMT canal large port and market square
pic 2: 6x NMT canal milltown area. this should help supply firewood.
       
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on September 24, 2017, 06:41:48 PM
cant wait you rather use the new living water canal instead ^^ they have alot less terraforming bugs
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 25, 2017, 08:31:17 AM
YEAR 125 REVIEW

       population 2002;1543 adult,162 students,297 children with 99% educated in 482 houses.in 10 years of digging the canals, we have grown by just over 100 bannies and 31 houses.our food reserve has dropped by about 145,000. with all our trading,we maintain but the reserve is much lower than hoped.
    apparently,the greenhouse chain maxed out and has slowed the outputs.i did check them and increased the misc limits before.must be i checked it when it was functioning.our silk chain is over-producing mulberry leaf.even with the trade push our texile limit is maxed.the silk is used at the fort and our silver output slows that chain down.that is 1 of the chains that gives less outputs than resources it uses.silver is being used at the shipyard as well.i made several adjustments and raised limits.i also push extra stocks to the trade posts for storage.
        we need to complete 2 canals and do the 4x NMT textured.then the NMT mod will be finished.we continue with KID's RH houses and shed mods.soon we will be to the far northwest corner and begin to build the churches.

pic 1: stats
pic 2: 5 yr production
pic 3: inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 27, 2017, 05:25:01 AM
YEAR 125-127

       WOW,the canals have taken time to excavate and build.there has been a lot of dirt and rocks moved in 10 years.by now, our doctors have finally got control of the influenza outbreak.everyone should feel better and return to work.we add 2 CC waterwheel mills to the 6x canal.1 for firewood and 1 for barley.a driftwood finder supplies it.2 reed growers will feed a bundler.

pic 1:CC waterwheel mills and driftwood scavenger
pic 2: NMT textured 8x canal corner with more RH's
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 28, 2017, 10:09:05 AM
YEAR 127-129

        we have had several disease ourbreaks.one clears up and within a few months the next starts. went through TB,diptheria,and dysentary.we lost so many during the TB outbreak that all our cemetaries are full.
          though work has been slow,we add a small market and nordic wharehouse to the west to help stock supplies for the future church area.we finish all but 1 of KID's storage shed sets.we add more rowhouses and crop fields as well.we did add a brewery to the southeast corner near the mills.it doesn't use the hops that we have overstocked.the hops field was switched to eggplants,and the NMT brewery to hops and sorghums.
         by fall of year 128,we have built most of the canals. we need to locate and dig the 4x nmt set,6x 4way,and a 8x 3way to complete the NMT mod completely.

pic 1: west cananl markets
pic 2: south brewery and RH's
pic 3: canal construction overview
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 29, 2017, 09:13:19 AM
YEAR 129-131

     we try to speed things up.the workers clear trees and debris where the 4x canal will be dug out.this will send logs to the sawmill to help our firewood count.
      since the canal traders don't ship all goods,we make several adjustments. we change the goods shipped by several traders and double up workers at some of the CC trading posts and some of the NMT canal traders.we continue trading heavily for food and firewwood.
           to help increase our food,we begin a dock town to grow rice south of the canals.with all our trading,we are breaking even on food still.all my many adjustments have started to pay off though. the greenhouses do seem to be gaining again.
         though it has gone slower than i like,there has been progress the last few years.by the time the canals are finshed,hopefully we have firewood and food more stable.though we will need another school along the canals,i may need to go start housing and fields near the church area 1st.then come back add more to these villages.

pic 1: 4x canal layout
pic 2: canal dock village and rice
pic 3: progress of the 4x canal
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on September 30, 2017, 10:34:23 AM
YEAR 131-133

    we get the 4x fishing pier and trading post built.we add a CC tidal pool to supply seafood to the dock village.

pic 1: tidal pool
pic 2: canal work continues
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 02, 2017, 10:54:14 AM
YEAR 133-136
    while the canal is being finished,i take time to list what buildings are left to go with the church area.there is plenty of rowhouses;diagnals and 2 stories,a tile-roofed mini set;a set of orange 2 wide sheds,an old towne market,and of course all the churches.
     we add the salt works to the canal dock village.EB's wharehouse market to the west will help move supplies for the churches.hopefully thsi will help move stone.apparently having to haul the stone so far is slowing down the canal construction.

pic 1: saltworks
pic 2:EB wharehouse market
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 03, 2017, 11:06:13 AM
YEAR 136

       Took us over 20 years to dig the canals.the population has increased about 200 and we did add 50 houses over those years.we have had many disease outbreaks come and go.with all our many goods,we have been able to trade for food and firewood.with some adjustments,we are now producing about as much food as we use.
       there is 2 small pieces left to finish. there is 2 fields being cleared and some building projects started.i am considering adding more markets to help keep materials flowing.we add another RH school and several markets.slowly work begins on the city gate to the church zone.

pic 1: new school and crops
pic 2: town gate and supply markets
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 06, 2017, 02:13:31 PM
YEAR 137

     the workers begin to clear land for fields and supply an old town market.new houses should help bring laborers closer and speed this project up if more builders and other workers stop stealing all the houses.

pic 1: new crop fields and more rowhouses.
pic 2: the gate now has some bronze statues to welcome worshippers
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 08, 2017, 06:48:20 AM
YEAR 140

       our biggest issue is housing. workers live so far away that the travel time slows down land clearing.as i build houses,builders move closer and other workers, but laborers are still living on the other side of the map.there doesn't seem to be a solution except going very slow and continue to build houses and clear fields.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 09, 2017, 01:04:32 PM
YEAR 141-144

       we build several more 2 story houses. a dairy barn and creamery is built and land cleared for a pasture.since we need more thatch and charcoal,a pine forest and thatch meadow is planned for the far northeast corner.several adjustments to traders and extra workers are sent to the pine set forests and gatherers.a throwback candle maker is planed for the church town to use up tallow.

pic 1: pasture and food storage for the church town
pic 2: pine forest 2 and 2nd  thatcher
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 11, 2017, 07:54:48 AM
YEAR 144-147

       as we continue to clear land and add housing,we begin to work on services as well.the candle shop,an apothecary,a school,and a wood cutter are started.an abbey is planned.slowly clearing begins for the main church road.
       finally at the beginning of year 146,i lay out all 25 churches. they are paused as more fields are cleared and worker housing is built. for now,1 cemetary is set to be built.

pic 1:wood chopper and food storage
pic 2:school and candle shop
pic 3:north church layour
pic 4:south church layout
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: kid1293 on October 14, 2017, 07:17:22 PM
Thanks for doing all this, @brads3 !

There are not many comments  :( but I am sure a lot of people are following
your progress. I didn't know it could be so 'life-like' when totally mixing
all sorts of mods. :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: RedKetchup on October 14, 2017, 07:55:19 PM
i follow too
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 14, 2017, 08:13:29 PM
thanks guys. sorry it goes slow at times. this comp is having issues and i have to save more often and go back a lot. keep getting sysytem erros and no it isn't due to mods.i've already started saving files to flash drives.
    don;t mind the messes. it isn't designed to look good but i do think i have enough room to build every mod on 1 map.hopefully i can finisj off KID's rowhouses and build the food up in the church town.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 18, 2017, 12:44:03 PM
YEAR 147

       I ran around and adjusted trading posts,the resource depot,and several workplaces. trying to use inventory we have. as is normal in bannished world,some items are overstocked and many under.we have too much flax but low on cotton.flowers and perfumes are high even with the trading.i have tried using the last canal trading post to move construction materials to the church town. market carts will move them closer to the church center.
       to help clear more land faster,we will build 2 tiny gardners to cut trees.then we will set up a FO gatherer to try to utilize the church grounds.hopefully with NECORA's new collection tech we will clear more than just trees and also be able to grow food in the space.this will set bannies to clear while others are clearing and supplying building projects.
      finallly by winter of year 148 the horse pasture is completed. more RH housing and storage sheds are also finished.as we continue to clear for more fields more markets are planned near the main town market.

pic 1: church town fountains
pic 2: horse pasture with decorative cows to the right and new sheds to the left
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 25, 2017, 08:43:26 AM
YEAR 149

        to help our food production,we stop most of our ale production. we left root beer on and the honey mead and apple ciders.it will save most of our fruits and grains to food.we also adjust traders to use up the extra flowers and feathers.

                after several weeks of too many restarts and saving after every set of nomads,i believe i have nursed the game past whatever was causing errors.there is not much progress to report.with all the crashes, i just wanted to get to year 150 and let the builders catch up. building continues but very slowly. i do hope i can keep playing this map without much more frustrations.since it has been so long between posts,i will do a quick review.hopefully after this year,i won't have to hold my breathe so much.

pic 1: church town market square
pic 2 south church town clearing crops
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 26, 2017, 10:29:16 AM
YEAR 150 REVIEW

       WOW,that was rough to get past the last year.finally we made it to year 150.i adjusted the builders down to 50. every time i build houses, builders kick laborers out.this slows down progress. i do trade for about 30,000 food per year.as i expand it seems to maintain at that level.the firewood production has improved.the TOWNS survives and is stable.housing and food is behind.the goal of the church town was to finish building the rowhouses and build food up. we do need more food than we have space for fields.at least the 25 churches are layed out.
        to the southeast of church town,there is an island that a castle is planned for.though it will be slow,i think the best idea is to access that and use the area to build food up.if i use quay and dock housing,i should be able to get several crop fields. this way we aren't just producing rice and fish.there should be a CC mill left to grind the rice into flour as well.this will give the gardners time to clear land near the churches and the pastures to produce better also.hopefully, we will gain some speed by doing this.

pic 1: stats
pic 2: production
pic 2: inventory
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on October 29, 2017, 08:09:17 AM
YEAR 150-152

        While clearing on some fields is being finished,a stone and a plank bridge is built to access the island.2 storage carts will be added to save time carrying materials.work still goes slow. it took all year to build the 2 carts and bridges.an orchard is still being cleared as work begins on the dock.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on November 03, 2017, 04:35:29 PM
Hi @brads3 I have had to do a little catching up on what I have missed.  Very impressive map, good job adjusting to changing circumstances.  I am thinking you must be getting close to reaching your goal of building all the buildings, so many nice looking areas throughout the map.  :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on November 03, 2017, 04:58:53 PM
umm no. still getting kick out errors. i double save and the next day errors.nursed it along this far but harder each time. haven't got much accomplished lately.have all the churches to build and many CC buildings yet.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on November 03, 2017, 09:43:54 PM
Oh, that is a shame having error problems when you have come so far with the map. The must be very frustrating. I was hoping you had solved the problem.  Your goal is quite a massive undertaking, CC alone has many buildings. 

Those last 2 screenshots are really nice, the snowy one especially.  I wish you success.  :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: pappa on November 04, 2017, 05:45:14 AM
Keep up the work brads very hard goal to complete. The map and village look great
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on November 11, 2017, 10:07:33 AM
@brads3 I have been looking back through thread and wondering if you are using the Mini Buildings mod.  Isn't there a problem with town hall and trading posts because of 107 new flags?.  I had problems on a test map with it.  I am wondering if you are using the mod and if so, if that may not be the cause of your problem?
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on November 11, 2017, 10:34:41 AM
i haven't noticed a problem with the mini TH. i do use CC compatability 1.07 mod. on the production chart there is numbers that do total for the new items but they are not tagged.they do list fine on the graph and inventoruy though. what problem did you have?
    as for older mods and the new limit flags, most mods function fine. the issue is really storage. i am glad EB made several storage options and NECORA's mods help as well.without those the thatch will fill the work piles and stop construction.most mods don't use the new flags anyhow unless you use CC. there is the thatch and a few others.RED's fodder comes with its own storage barn.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on November 11, 2017, 10:47:01 AM
I had several crashing when testing on North map, I knew it was mini building mod because it crashed as soon as I built the mini trading post.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on November 11, 2017, 10:49:47 AM
did you have RED trader fix mod enabled?that was suppose to solve those issues. if so then i would wonder if it was due to the iron ore difference and try the comaptability 1.07.
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: Abandoned on November 11, 2017, 10:56:35 AM
I don't recall if I had Red's Tp Fix or not.  I see on the mega mod list that mini buildings is included so the compatibility mod maybe what I need now before I have a problem.  I am starting a map using Necora's Pine Forest and I am thinking that it uses the new flags.  I am still in the process of choosing mods, I will add compatibility to the list.  Thanks Brad  :)
Title: Re: BRAD'S SETTLING of AMERICA SERIES: Towns #5
Post by: brads3 on January 04, 2018, 08:49:50 AM
                                                      TOWNS REVIEW

mod adjustments:total overhaul,cleared registry.took all mods out and and put mods back in several at a time.
nat div dropped back to original version,added smoke shop, EB's wharehouse and natural irrigation,KID's harmonized plymouth set and houseboats.

goal was to build at least 1 of everything including "f" variants in the toolbar from all mods.only exception is to be the CC orchards that do not work.

starts with 13 bannies on a CC very large map.

      nomad arrivals:in yr 4,2 indians,yr  2 more,yr 15 8 settlers,yr 19 add 14 settlers,yr 22,22 more,yr 28,28 nmads arrive,20 in year 33,29 in yr 37,33 in yr 41,yr 45 add 23,38 added in yr 53. by year 60 with education near 50%,this town stopped accepting nomads.there will be heavey trading to keep up on food.about 140 nomads in under 60 years.

       this was a huge undertaking.there is a ton of building and expanding.it was a good map to showcase the many different mods with.tons of pics added to give other players a chance to see something different or a mod set they may not have known about.saly there was an error that stopped the map from being finished.i don't think it is game related as much as computer issues.by year 100, there are over 1600 bannies in 400+houses.90% educated but over 300 laborers.
      the map is saved but stopped at year 152.the bannies were trying to finish building the rowhouse sets and all the churches were layed out but paused.there was still a zoo,huge park,and several castles yet to be done.a couple mills,many CC higher grade houses,and markets were left as well.i would say 90% of all the mods in the toolbox were completely built except the churches. over 1700 bannies,almost 550 houses,100% educated.trading is taking in over 30,000 food itself.

     i have thought of using the debug just to finish this map off.i did talk to my computer guy before the holidays and he has retired.i do have about 5 saves to try to recover this map from.i was sick for 2wks since before my birthday to the new year.doc has since adjusted my meds and i am feeling better.finally yesterday took the girl-friend out to have christmas with her family before the sub-zero temps return.not trying to complain. just explaining why i am behind. i did want to get though these summaries before the new year.i don't like starting years this far behind.



mod conflict with duck hunter.probably due to KID's workplace mod. it is a give and take to the mod order. i had it higher in mod order to offset it with the bakery plus mod.that is a slight adjustment. i do have hopes of overhauling the list this year.i think i will hold out and see how RED's new project goes and what CC comes up with for modular sets as well.

        since i have some saves from this map,i do want to open a couple and take out some workplace production numbers.this will give a nice list of what the mod workplaces produce each year.might be good ingo for other players and the modders as well.