World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on April 28, 2017, 12:30:59 PM

Title: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 28, 2017, 12:30:59 PM
OBJECTIVE: build each individual piece of every mod in my collection.about 90 mods mostly 1.06 or before. game is 1.07 but plays as a 1.06 and a half. there is a slight texture glitch of 2 mods and several item conflicts due to the new limit tags. let's hope there isn't a game killer conflict.
   
      map: Lowesville( here in the U.S.,there is a home improvement,construction materials and garden supply retail store named Lowes. so it fits), code 280400288,CC lake waters,CC largest map,fair,medium. disasters off.
   i like this code since the start is a long pennisula whish is good for building a landing fort to expand from. we have a mining mountain to the east and a smaller 1 to the west. both are a ways away. there is good farm ground just to the west. east is a huge forest area. south is open for a large city.
   i have attempted this challenge several times but never completed it. i either over play it due to adding new mods,finding conflicts due to mod order,etc. or i overplay it and run out of food or tools.
mods in order top down: maritime riffle,CC light rain,CC no smoke,stop burning coal,no wild ducks,poper time 1.1,better schools,residence fix,more stone,more wood,one stop mine,unlimited mining,safer mines,forget about orchards,immortal trees,season fx,renewable resources,vegetable garden,small wood house,adraina's library,ketchup,winery,debug,bakery plus,bakers&millers,tjorko mill,blacksmith tools,pine set,nat div,statue plus,my precious,domestic animal fix,storage crates,CC compatible buildings,compatibility 1.07,tropical greenhouse,NMT 2.04, training camp,CC 1.75 journey,oil press,crystal cliffs,maritime storage,garden walls,garden wall utility,wood butcher,red creamery,mini mod,DS stone hovels,DS village,rowhouse,fountain lite,tiny, forest outpost,workplace,mission,country house,plymouth plantation,nordic houses,nordic wood house,red cottage,nordic school,colonial houses,market foods,irrelevants barns,market puzzle,yard cover, wild west,birch canoe,washing mod,tool shed,city roads,decor crates,decor plants,flyfishing,lighthouse,isee fire,plymouth house,z masher,emporium,fruit & veg barn,grassy roads,izba,new trees,snug house,nordic wharehouse,adriana's college,coverings,old hunter hut,sjgl markets,specialized storage,storage shed,picket fence,

    starting with the mini mod set and using the tent houses this game will start slow.this game did start me with wheat and potatoes. i have not had nomads yet either.as nomads show up i will use them to expand to new areas.  year 1 was spent getting the fields cleared,the mini mod set.(the hunter and gatherer will wait for the forest expansion). added a lookout tower for protection and the food boost. year 2 focused on the barracks and stockpiling logs.year 3 small market to give added storage. later this will help keep the fort supplied.yr 4 was spent on protection-towers and 2 gates.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Nilla on April 28, 2017, 12:42:44 PM
Here you have something before you! Every building of 90 mods? That will take some time. What is, if you also say you are only allowed to build one of each? That would be a real challenge. ;) I hope we will see some screenshots the next time! :)
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 28, 2017, 12:48:05 PM
NILLA i have like 4 pics but am having trouble loading them.i keep timing out and it disconnects me from the site even. ideas?
(http://worldofbanished.com/index.php?action-gallery;sa=view;pic=1151)
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Nilla on April 28, 2017, 12:57:54 PM
How big are the pictures? The screenshots you make are .bmp and huge. I use to load them in paint and save them as a much smaller .jpg. But sometimes also these smaller pictures don't work. In that case, just wait and it will work later.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 28, 2017, 01:08:09 PM
pics
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Abandoned on April 28, 2017, 01:20:28 PM
@brads3 , welcome to the blogs.  You are very brave using all those mods at one time.  Glad to see you got some pics posted.  That is the way I do the pics,  open the screenshot in paint to save as jpg.  It takes some thinking to give a descriptive name so the pics appear in the correct order.  I also type my chapter offline on Wordpad then copy paste here to avoid posting problem.  Hope all goes well.  :)
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 28, 2017, 01:48:17 PM
thanks for the help. the intent is to build at least 1 of each building or decoration of every mod.not all mods are buildings though.some are just start settings. yes it can be a project.there is more now than when i tried this before. it is easy to get confused as to what has been used already too.probly have to do a nice lark somewhere and a zoo to be sure i got all the decorations.normally by now i would have nomads and either used them to cross a bridge or get herbs started.
    i will try to keep most of the sets together but that only works so far. i didn't use the mini hunter,gather,and herbalist yet. with CC i have iron ore instead of iron so i have to be picky on the blacksmiths. i start with stone tools and work my way up. that has been my pet peave that the BS mod doesn't override all the blacksmiths below it.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Abandoned on April 28, 2017, 02:13:20 PM
@brads3 my last try with cc that went pretty well, I used that iron is iron mod which I really liked.  I just hope they come out with more separate parts.  I really liked the native Americans, the deco vegetables and animals, and those old buildings, and others.  Didn't get to try many terrains or starts, liked the sound of the birds too.  I don't think I would risk starting a story with the full cc mod and have it freeze up part way through.  But at least now I will recognize most of what you show us here.  :)
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 28, 2017, 02:34:38 PM
the problem with the INDAIN start is they don;t like settlers. i lost a lot of bannies trying to collect arrowheads. i don't like the fort so close to the indians either.the different starts don't work with the new mods either so hopefully CC splits out some more start setups.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Abandoned on April 28, 2017, 04:52:32 PM
@brads3 I will have to keep that in mind if cc gives us separate start mod.  I used cc medium start and the native American buildings from journey and the Build Monument mod, once I got an artifact from the riverboat merchant, then I got arrowhead to upgrade teepee's and longhouses, deco with totem pole and buffalo.  Will be first story I do if we get those mods separate.  Those starts do look interesting, like shipwreck. I haven't updated game yet and can't keep up with new mods now LOL
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 29, 2017, 10:47:05 AM
a work strike by the bannies and now that the bridges are built hopefully i will get some nomad indians. never saw them go on strike just because a gate was closed.
   rebuilt the closed gate. added 2 markets to help supply logs,ore,etc.cemetary built across the east bridge.2 children grew up and became a herbalist and a teacher.the dock herb grower is very handy for start areas since it grows the herbs itself.
     10 years,FINALLY have nomads. took way longer than normal.these 4 can work the mini forest with some FO. houses.they have slowed down my expansion considerably.their dog watches the students and hangs near the blacksmith.the 2 cats are busy chasing mice from our wheat and the FO barn.

     ran this another 10 years to yr 15. with these mini houses and lack of nomads this has been very slow.now that a female is 16,i built another rowhouse.during the warm months, the bannies work to clear land for future farming across the west bridge.
  as governor ,i do wish the INDIANS had taught these bannies how to tan beaver hides. the lodges are destroyed yet the beavers come back. they eat well and don't leave much to forage inside the fort.

pic 1 is the forest parts of the mini mod.note how the area isn't filled in with trees due to the NAT DIV mod.
pic 2 you can see the dock herbalist between the small mnarket and the start of the rowhouses.the industrial market is handy for storing logs,stone,etc.saves walking back to the main pile. these markets won't store thatch.whenever a bannie picks up thatch, they carry everything they have back to the main pile.at the moment this isn't bad since they will burn it.i do disagree with 1 thatch bundle=1 firewood log though.
pic 3  4 more beaver lodges.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 29, 2017, 01:15:08 PM
year 16, a conference was called to debate where the 5 new settlers would be the most help.the blacksmith and woodcutter wanted someone to gether logs and stone. others wanted them to trap the beavers.a trading post was also discussed.could we find a compromise?
   herline decided to give up her rowhouse. she and ollie would build to the west and continue to clear land so grass would grow for their horses.once the trees were cut,ollie would start trapping beavers and rabbits. foxes also had been spotted along the river banks.jacky wanting to visit her son and meet the other people as well would deliver goods to the market.
   in spring of yr 17,the horse fence and a well was started.by fall,more houses were built for the older children.since all were male,2 rowhouses and 1 across the river to help clear rocks was planned.a grinder was built, jacky would grind the surplus wheat.

pic 1 fodder farm with extra storage.still a few trees left to clear.
pic 2 horse stable,planned house,foxes and rabbits.
  pic 3 more rowhouses and grinder. still new beaver lodges.

Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 29, 2017, 07:56:31 PM

   spring of yr 18,ollie will start trapping.the wood chopper will be busier now that there are more houses.the INDIANS would stop gathering and hunt deer til fall to build our leather stocks.

   the boys spent most of the winter sending smoke signals in hopes of finding some lost INDIAN girls.once the snow melted off,Orrey went riding the horses every day searching for anyone he might find.a barn was added near the stables for whatever he might scavenge in his travels.bridges were built over the fEsterar creek to aid his travels.
   start of year 20.the cemetary relaims empty. with only 2 sets of nomads our population grows very slowly.we are now using more food than being produced each year.now that the trapper is dealing with the beavers, we are able to gather food south of the fort.we are still burning thatch from last year but our firewood reserve is low. we have the logs but they arrn't being moved to the fort fast enough. everyone has ideas for new projects but we need more workers.for now 1 worker will help move the logs and the others will gather food.

pic 1: new bridges,orrey's barn and house.
pic 2:beaver trapper and fodder growing.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 29, 2017, 07:58:18 PM
 the bison have moved on and the deer have hide farther in the forests.even with all our laborers gathering,our food supply continued to drop. a greenhouse was built to grow strawberry plants. ORREY had found a patch while riding the horses.he said there was no sign of anyone else around,not even an old stone firepit.even though worms cost us a potato crop,we would have food through the winter.
  Telle the youngest Indian daughter volunteered to skip the schooling and start gathering roots from the forest.with her coving the east, the gatherers would push father west in search of food during the warm months.after finishing school Esterlin,the oldest Indian son,moved deeper into the forest in search of more deer.
   while everyone was busy helping get the old hunter cabin built,the oldest Indian daughter moved in with orrey.she claimed it was because the walk to school was shorter.it really wasn't that much shorter.
    at the annual meeting start of year 22, everyone seemed hopeful. the accomplished projects the last 2 years would rebuild our food stocks. the bison herd had returned as well.Orrey and Jade got looks since the water was missing.there was no more wheat to grind,which will free up another worker. everyone was excited to see spring and confident it would be a good year.with them all in a cheerful mood,now was the time to build my office.
   just as construction began on my office,Orrey rode up on his horse with a dozen Indain nomads.They were following the bison herd and lost sight of them during a spring rainstorm.my office will have to wait.
    these Indians were very useful and taught us much.1 family picked the flowers from the meadow. later they said we could make perfumes.they always told us to always leave enough blossums for the bees and honey.Olly and Herline were glad for the help weeding the meadow.hopefully that will mean more fodder too.
      another family went to be near Esterlin. they told of making a sugary drink from the trees. they had a wagon of apples and would plant them as well.

  it was odd watching everyone cheer as the bison left us that fall. the hope was they would return with more nomads again.
  the joke the spring of year 23 was that my office would have to wait longer. we had grown so much now we needed a bigger school. the Indians still living in the barracks talked of building 1 near the forest so the students would learn both cultures. in the meantime construction still had to be finished on the maple tower and more housing.
  by fall everyone had their own houses. a tiny wood cutter was added near the Indian school. the Indians would teach how ro chop wood faster,hopefully.

pic 3:  florist and beekeeper in the fodder meadow. straw berry greenhouse across the road
pic 4:  forest construction continues. the large gathering hut will be a quick boost to the food. it will take several years for the maple forest to produce much sap and apples.
pic 5: the new school being taught by the Indians.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Abandoned on April 30, 2017, 05:51:23 AM
Your story is moving right along, high speed.  Those fodder fields of Red's look really nice.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Nilla on April 30, 2017, 07:19:02 AM
A speed it is! A lot to look at. Your story is much inspired bu Abandoned.:)

Just one question. This trapper from your last entry: does it catch any animals? As far as I know it need to be placed in one of Necora´s forests. I can see nothing of that kind close (or is it just outside the picture?)
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 30, 2017, 10:00:16 AM
i'm glad you thiink it has moved along. without nomads it was almost a stand still for 10 years. i am up to 3rd generastion almost to 4th on 1 family. and i did have several male children from those mini tents that slowed my growth farther too. the rowhouses has several single households. due to that i couldn't expand area. because of it my stock is way behind too.this is the first time using this map code with the NAT DIV mod. my trees don't regrow as fast with his open meadows.i have logs but they aren't near the woodcuter. when i went to 2 vendors, they still only stock the small markets to 10 logs. normally i up the firewood limit at the start to fill the shed. wanting to burn the thatch so it didn't over fill the pile,i left the limit alone.
   by now my food count has been falling also. i am  still not used to the changes to the fodder production numbers.it is a big change from what it originally was.more of a drop than expected.it takes a while to get a good output of the fodder but i did clear the land.before i could run 4 greenhouses the old way with half a field and 2 stables.now i can barely keep 1 stable going and 1 greenhouse with a full circle. the mod is improved but it went farther left than i expected. it did change where i put it too.
   yep, we have had struggles. it made the bannies work to survive.they have been so busy finding food and thatch. they still need to clear rocks from the forests. that set of a dozen nomads should pick up the game pace.

     NILLA,with all those beaver lodges the trapper has been busy.i never get high numbers out of the trapper even in a NECORA forest. the bannies were just clearing the lodges and not getting anything for it. now at least i do get a few pelts and game.once in a while he will find some duck eggs. i thought it made snece to trap foxes and rabbits on the edge of the meadow.NECORA did upgrade the od to spawn on the map without the foresters.the maple sap and pine isn't collectable though. some things the vanilla bannies will collect but not all. same thing with the fodder and the NAT DIV mod. i have seen foods growing in the meadow but not harvested.last game i used the fodder in i added a gatherer tent. it ended up being a small village in the middle of the field.
i am hoping the Indians gather the flowers and that causes the fodder count to go up.less flowers should mean more fodder.
yes by reading other blogs, it has influenced my game play.i slow down and try to think of expanding more from the bannies perspective instead of where i want to go on the map.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 30, 2017, 06:22:44 PM
  by fall of year 23,the builder could return to work on building the new office.with his assistant construction was going faster.the laborers were busy clearing paths for a road to the maple forest.jade finished did finish school and took over at the greenhouse.snow did fall before all the fodder was cut,dried,and stored.as the winter cold and snow came, the workers would clear thatch that had regrown closer to the fort.everyone would have time to rest before spring.houses would also be stocked before the busy season.

pic 1: the new office. thatch clearing. note the beaver lodge to the south and the fox across the west river.between the barracks and the storage barn must be rocky nothing grows back there.
pic 2: of the maple forest with the constuction finished.it is a mixture of several mods. it is hard to get a good pic with all the trees.
pic 3: more thatch being collected. another fox to the east.the far tent is for NESTO. he has never been with a woman all his 45 years
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 30, 2017, 06:23:53 PM
the snow melted before spring/ glad to see the warm sun,the laborers quickly moved logs for the vendor and woodcutter.thatch would be cleared from the meadow so more grass could grow.the cat had kittens in the spring. they would keep mice from our barns.
     a medical clinic could be built that had been planned before the Indians were found.there was talk of the perfume shop and a new tailor shop for the beaver pelts and bison furs that had been cleaned and saved.
     Alessica decided to quit school. he would grow herbs and his mother would become the town doctor.our row houses would get longer.call it spring fever or just chaos,Larry got mad at his mother,moved out,and quit being the teacher. he said he would go fishing where it was peaceful.we would need another house for Allessica after 1 was built and finished.Kalynn quit school and took over for her mother making hideoats.there was so much gossipy chatter and arguements over changing jobs,i was glad for the solitude of my new office.
  when it finally did get sorted out. Alessica said he had learned enough from his mother to take over at the clinic. Kalynn moved in with him. Larry calmed down and went to work as a laborer but stayed in his new rowhouse. 1 of our many bachelors did find a younger gal to move in with him.
  by fall,the road to the maple forest was layed out though there were some bumps and mudholes on it yet.
the new tailor was finished.since snow seemed to come early, wool coats were ordered.
  i was working on blueprints to partition the cellar below the office when Herline complained that Olly was flirting at the beekeepers and not trapping foxes.she did not know with whom since everyone wanted to hang out there. also after the perfume shop was built,the Indians then informed me it too would need water. we would need another well soon. i just shook my head. the chaos of the spring would contiue through winter.
   Olly argued the beaver had moved farther away. he showed me the beaver were no longer in the main river. they had moved west toward the smaller stream.still he should have trapped rabbits and foxes. he argued the  bees and everyone hanging out there scared the game away.
  as the winter ends this year,hopeully so does the chaos and squabbles.

pic 1: everyone hanging at the beekeeper.no trapping production.at least 5beaver lodges northwest side of the pic.
pic 2:    1) perfume shop 2) fur and pelt tailor 3)new well  4:medical office
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: QueryEverything on April 30, 2017, 08:29:31 PM
@brads3 can you post what your mod load order is? 
That will alter how your trapper works. 

Either written, in order, a screenshot. 
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: RedKetchup on April 30, 2017, 08:33:00 PM
LOLz at your profession list ^^ way too many lol
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 30, 2017, 09:15:13 PM
QUERY,my 1st post. bobout half way down is a list in order from top down. pine set is above nat div and ay above CC. i never get much from the trapper, even if i use it in a NECORA forest. i do not know why it got nothing the last year. even the fodder produced less than the year before. and i had cleared the thatch hoping for more out of the meadow. it is funny since he did chase the beavers out to the west more.

   RED,yes that list is too long. i only use it to monitor when students become laborers and to count how many workers i have producing food.with the list so long it is easier just to click and set the workers from the buildings. the map and the overview window used to fit above the professions window.i see DS has made a mod to fix that again.i normally try not to add mods once i start a game though.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: QueryEverything on April 30, 2017, 09:59:28 PM
@brads3 I can barely read what mods you have listed, there is a lot of text there.

What I can gather is that you have Necora's Pine Set; Natural Diversity; Crystal Cliffs; and Maritimes Storage, which are all above CC.

From what I can see in your screenshot "trapper probs" is that you don't have a Pine Forester with your Trapper, which is why your Trapper isn't producing any products.  You need the Forester to plant the Pine Trees, which produce the items that the Trapper collects.

When you first started your map, when you cleared the area, did you clear any of the Trapper items?
Were they only 'normal' items that you collected when clearing the land?
Did you clear anything and have Domesticated Animals drop?

Also, there is a bug in CC UI screen on the map details "map start.jpg", you are missing the CC size.  I know it's CC Very large because of the known bug.  I suggest you put a copy of the Map details screenshot over on the BL forum, post here:
http://blackliquidsoftware.com/index.php?/topic/1194-map-size-cc-very-large-not-showing-on-map-info-cc-ver-174/#comment-5958

Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on April 30, 2017, 11:52:10 PM
yea,it was a pain to type all those mods. it is a very long list. if i had took pics of it i would be here for days logging all the pics in,lol. i also didn't want to list them vertically and take up the entire page.the bug issue to my knowledge is fixed in future versions and it is just a minor glitch.
  as for this trapper. i have tested it with forests, both pine and maple, in the forests after many years he does get better numbers after the forests mature. that is like 8 years plus.if you check the pics, the main reason i did put him there is to deal with the beavers. the laborers would destroy the lodges but never collect anything.he has been there for several years and gets about 8 pelts a year.sometimes he does find duck eggs also. i did think he would trap foxes and rabbits too. yes i won't get the numbers that i would with a forest but i would get something. i am surprised the last year he got 0.
   in the pic,u can see other foods on the ground that nobody is harvesting either.i cleared trees and rocks. late winter/early spring of year 24, i did send workers to clear just thatch.the hope was by doing that the fodder would produce more. the fodder mod is below CC in mod order but that should not mess with it. before RED's last update to it, i would set it so half the cirlce was over a lake. it would produce fodder so fast it would keep hitting the limit.reset limit and again i would hit it.by doing that it would shut down the fertilizer process. with 1 worker on 1 fodder, i would have enough for 2 stables with 1 worker each and like 4 greenhouses.it was overpowered.now i can't keep 1 stable supplied with fodder. i am getting less than 200 fodder.
   with the testing i have done with it,i decided to start it early and clear trees and rocks. thatch is cleared and a worker is taking care of the flowers.there is no ideas left to boost the fodder except add a 2nd worker.but everyone living in the meadow have jobs and are busy.
  the other thing i have noticed is there is no re-growth of anything inside the for. that area was cleared of trees and rocks within the first 5 years.so almost 20 years later and nothing has grown back up. there is some thatch but only near the road foing between the bridges.it isnt very thick either.before the NAT DIV mod, my trees would grow really thick and i would have had to reclear that area several times.

   are those all bad things?? not really. i do wish the fodder would produce double what it has.so the horses wouldn't run out of food.  i do hope my trapper finds rabbits or foxes.even if he would gather roots too would help.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: QueryEverything on May 01, 2017, 01:16:09 AM
I think there are issues with the load order; the version 1.07, but more like 1.06 and a half; and that you don't have a forester populating the area properly.  But, it's not my map.   
I don't know how you call it 1.07 but more like 1.06 & a half - either it has been updated, or not.

I don't know why you're having low produce with the fodder, it may be in the load order, anything that is for 1.07 I always have placed over CC.  So, i'm not sure if that's a possibility or not.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 01, 2017, 09:09:38 AM
  i didn't mean to confuse ,QUERY.i do think the fodder mod has to be moved above CC.that will at least help the well produce better. there is a known issue with the NAT DIV that causes trees not to regrow. my maps have never had all the forests die off.though the immportal tree mod will stop them from dying,it will not help the trees respawn or multiply.this quirk is both good and bad. the map would look strange if all the trees die except the forests.however, it means less decorating has to be done to stop trees from overgrowing villages and towns.my idea is the trapper hangs at the beekeeper too much.
   some of those mod issues have been fixed and updated.to clarify how this is a 1.06 and a half,banished is updated to 1.07,CC is updated. a few 1.07 mods are added. the majority of my mods are still 1.06.i did this for several reasons. when the community group came out,i started a folder for the upgaded mods. i was used to where things are so i kept playing the old way. when the new tree,fodder,and texture mods came out i upgraded the game to 1.07.with charcoal conflicts between CC and the pine set,i upped the CC.i am sure there are more glitches than i know by playing this way.even an oil press will have a conflict.once this game is done,i will have to refigure my entire mod set. that will take some time. with so many mods,it is frustrating to re shuffle them like a deck of cards. always seems to be 1 or 2 that either don't get moved perfectly or there is an unknown conflict.there are still tons of mods not yet updated and banished expands faster.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 01, 2017, 09:10:55 AM
 in the meantime,back to the fort.i did get to year 25 and want to check where i am access the situation.
   by trying to slow myself down and not expand too fast,i forgot to build the bridges and slowed down the nomads. then the game held th nomads off for another 5 years.plus the 1st generation of children were mostly males. too many bachelors slowed the population growth farther.normally i wouldn't use the mini tents,especially at the start.overall i am over 10 years behind and it has been excrutiatingly slow.
     i held the firewood limit down for a long time.this ment i would burn the thatch instead of overfilling the stockpile.firewood at the fort is 10% of where it should have been in under 5years.
    the delay of the nomads also ment the forest was delayed and therefore the food stock is not built up.the needed food ment the 2nd forest set plans had to be changed as well.
  overall the bannies have had to struggle and work hard to survive.i have enough foresters planned to supply logs.once i get a trading post and expand to find some farm ground,the food stock will pick up.

  population 54 35 adults,4 students,and 15 young children.with 20 houses.education level is at 54%,over 3500 food going into spring mostly flour and wheat.
10 bannies producing food (2 farmers,3 hunters,2 gatherers,1 beekeeper,1 fisherman,1 greenhouse)
  we still have 100 rough tools and continue to produce stone tools.
our oldest citizen is a 58 year old Indian. and our cemetary remains empty.
we only have 4 laborers but the new tailor will be ready to help them soon.

      YEAR 25,the road to the maple forest is almost finshed.rocks have been cleared from the mini forest.
we have started to produce some trade goods. coats and perfume.a mini church is planned at the fort because of the chaos of last year.this new gathering spot should keep bannies away from the bees and stop scaring the rabbits away from the trapper.Olly has been warned by his wife that if he continues to flirt with others she will have him wotking by her side at all times in the meadow.there is no foreseeable housing needed this year.
        Orrey did locate 9 Indian nomads in his travels.they were very glad to have a place to settle down at.they would become farmers near the cemetary to the east.south of the forests.since it was already summer, the farms would not be planted til next year.the Indians laughed when they heard of Olly's troubles with trapping.they would begin trapping wild boars between the 2 forests. the forest Indians were happy with that idea. they were afraid of the boars and did not want them trampling their precious apple trees and blueberry bushes.as Olly's wife now had him close by her side cutting grass, the old beaver trapper would be abandoned for now.
   by winter, all construction was finished.while clearing land for the new farms,3 bears had been chased out to our hunters.we had plenty of bear and fish. our food stocks had improved.the laborers had plenty of logs to haul back to the fort.we did figure out why the woodchopper seemed to be slow. she had hid the pregnancy until the baby was born.no wonder her and Larry had been fighting.finally all the chaos and gossip had sorted itself out.

pic 1: new mini church is full.
pic 2: plymouth houses and plantation storage for the new farms.
pic 3: the boar trapper centered between the maple and mini forests.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 01, 2017, 09:23:01 PM
   YEAR 26,  with over 400 perfumes and plenty of flowers, a trading post will finally be built.we also would swap a 1000 wheat for corn,carrots,or some beans. we did still have plenty of flour stored away.the office cellar would be partitioned off and a new cellar door installed for the medical cellar as well.
     there were reports of rattlesnakes from the forest,we definetly needed to at least start clearing those rocks.the laborers were cautioned to watch for wild boars and not to disturb any pheasant nests.
  the builder finished by summer. with his laborers busy elsewhere,he planted shade tree for the mini school and 1 for the fisherman. also,he built 2 stone benches outside the office along with 2 small flowerbeds i ordered in honor of my grandmother.

pic 1: closer pic of the 2nd forest.apple cart.decorative deer added.
pic 2: 1 of the wild boars.
pic 3:the mini TP,birch tree for the school,willow for the fisherman.
pic 4: the office now has a row of cellars.small flowerbeds in front.with heavey spring rain,there is still mud below the water tower.
pic 5:with 2 workers the fodder produces 184. they did not start cutting until it was almost 50 degrees f.
they did keep cutting until it got below 20 degrees. total 304.barely keeping the horses fed.the florist gathers 270 a year.
note the foods they don't harvest. that will feed more beavers.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 02, 2017, 08:23:28 AM




as winter started ,a company merchant did stop by though he had very little to trade.he supplied several towns way to the north. i think he called it canada. even the Indians didn't understand the french accent.it was quite a journey by boat. even with the swift currents of the fall rains,it took 6 months.he was glad to meet new people as there was only 1 tiny town between us.he had spotted the bison herd 2 days ago.



   YEAR 27,  it was a peaceful start to the year. the only request was by the doctor. kaylynn wanted a bench out front.the builder made 1 for the main storage barn as well.due to the wild boars,i did have the workers clear more land near the Indian farms. hopefully this would keep the boars from rooting up potaoes this year.
    ohh,the boar trapper did better than the beaver trapper. 20 pelts,6 game,30 eggs,and 4 fur for last year.in 1 year,the Indians trapped as much as Olly had in several
   knowing we had plenty of logs and how long it would take for the maples to mature,our mini forester stopped cutting for the year. he would collect herbs near his home instead.
   our vendor also stopped, so the market wasn't taking food away from the outer areas.with extra help,we would clear more ground near the office.
   it has been a quiet year. late autumn and no merchants or nomads have been spotted.our potato crops do not produce well near the creek. Orrey did seatch for wild carrots for our greenhouse to try this winter.
he did not have any luck however.
  in winter a seed merchant did arrive. we took all the seed he had,a whole bag of leek seeds.he had not seen any bison on his way down the river.the new seed would be planted by our most experienced farmer good ole Nesto the bachelor.some bannies argued we would need more fields to make up for the loss in potatoes.
    the vendor designed a covered cart to haul logs closer for the woodcutter.this would help move more logs faster.


   YEAR 28: the Indians were good at gathering blueberries and cranberries. since everyone was tired of strawberries,the greenhouse switched to growing squash.everyone like this idea.we would have a variety of veggys and the boars could not get to them all.
     as most of the bannies excepted the fact that they had been forgotten by the homeland and it being obvious that very few others traveled near this lake,there was much talk of what our future would be.the school children wanted to build boats and explore the small village to the north.some talked of a lighthouse that might be seen by more merchants.the Indian farmers wanted lookout towers to rid the wild boars from their fields. there were many ideas but no agreement.
   as i checked the barns for stock after the long winter,i realized everything was well stocked. even Orrey had extra fodder still stored away.noone ever admitted who helped cut it.the blacksmith switched to rough tools since we had serves of iron ore.
    Orry would travel the westside of the lake this year.hopefully he would have better luck at spotting a distant campfire.he had already explored the lands to the southwest.he always had stories of wolves,trout,or other odd animals.he did say he liked to eat turkeys but he never could catch us a live 1 or find any eggs.
     to give hope, i had the workers start clearing land for a lighthouse.it would use most of the iron that we had.i planned it at the mouth of the main river acoss from the fort.it would be tall enough to be seen in the dark clear across the lake.if there were any merchants or nomads left,they would certainly see us.
       a strange merchant stopped by. he said he was hauling fabrics but tried to trade us turquoise. we all asked to see it since to us it was a mineral.he explained that the Indian chiefs wore it mixed with the hemp,bones,feathers,and sometimes rubies.he would check with others and find someone to trade for our perfumes. NOOO!,he didn't want any samples.he was afraid it would break bouncing around in his boat and then he would smell funny.he was in a hurry to catch up with some Indians to the south. they traveled with the bison herd there in a large open valley. it was hilly in that region so he was hoping to catch them near the river.
      as winter came,Orry returned from his travels. he had only seen the merchant's boat pass by in a lake that was just to the west of ours.there was lots of good edibles in that lake. we figured that is where the trout were since out fisherman never could catch any.

      YEAR 29: it took most of the winter for the lighthouse to be finished. it was quite a project.as soon as we lit the fire,a merchant spotted it and headed our way.sadly we could not understand what he had,other than an arrowhead he showed us.where was this guy from with his strange talk? he tried and tried to explain the items. we could only figure out the 1 was some type of clothing.our Indians,who knew many languages,were also confused.
    it is most likely a food from the tropical GH mod being above CC and the coat is probably from the training camp mod. but there are several other possabilities. the turquoise being on the wrong boat is due to the precious mod not being updated with the new limit i have started a notepad file to list the problems and overhaul my mod list after this game.

pic: RED's immaculate lighthouse,a covered log cart,and the odd merchant

Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: RedKetchup on May 02, 2017, 09:17:00 AM
Quote from: brads3 on May 02, 2017, 08:23:28 AM

pic: RED's immaculate lighthouse,a covered log cart,and the odd merchant


:) always awesome to see this lighthouse :)
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 02, 2017, 09:24:31 AM
RED,hopefully it will bring nomads before i die of old age.lol
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 02, 2017, 04:17:11 PM
 soon after the merchant left us,we were able to have our spring meeting.with the added hope and enthusiasm created by building the lighthouse,everyone had worked extra hard last year. the Indians produced more potatoes. our new leeks did very well.Nesto harvested 700 off his 9 by 11 field.the meadow cut 400 fodder. they just grinned and would not explain how.only 1 wild boar was tracked and killed.our trapper had slowed down. they backed off so they wouldn't overkill the rabbits and squirrels. their efforts to build up the pheasnt population had paid off with extra eggs.with all our extra food and warmer fur coats,everyone's was healthier.
   our oldest residence turned 63.there were concrens that our popultaion was aging quicker than it was growing.we had only 1 graduate last year from the Indian school. they would go help with the apple trees.there should be apples to eat and maybe some sap for us to taste.
      larry finally toook a wife. we now only had 2 bachelors living alone.with another vendor was added to move meat and  apples to the small market. there wern't many but everyone wanted some.the other graduate stayed with his parents in the mini tent.they were both in their mid 40's.
    everyone stayed healthy and we survived another winter.not much progress as even the awesome lighthouses could not search out nomads or merchants in this forgoten land.

    as spring dawned on year 30, it was time to access our progress and determine our future plan.were we aging too fast? our barns were full and food stocked.but if our elders got sick, would our young children be able to survive without too much struggles? would it be better to send them down river to find the bison Indians?
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 03, 2017, 09:28:23 AM
YEAR 30:
   wow,has it been that long?game has gone too slow. without a growing population,there isn't much expansion.it is so stagnant that most years are just spent doing basic jobs.

    we have only seen 4 groups of nomads and 4 merchants.the lighthouse has only been operating for a year.
we have 2 banies now in their 60's.7 in their 50's.yet we have kept healthy.though most of our houses are full,we do have several young growing families. 43 adults,9 students,and 23 children.total 75. education level at 51%.
housing 23+ the barracks. with 6800 food,we have less than a year reserve but we are growing food year round with the greenhouse. that is only a gain of 2 bannies per year.
     with the Indians clearing old trees to plant apples and maples,our log count is super.we still have stone stored after building the lighthouse.only 1/3rd of our tools is stone.we have more than enough tools,so we will not overuse our iron ore.our tailors are busy.we had hopes to trade leather  to native villages.if we find a market for the Indian perfumes,we can keep merchants busy.even our fodder has surplus after the long winter.we are
    overall,we have survived well and do grow. we have expanded our farther with the help of the Indians.if our population inside the fort would grow,there is much we would like to do.

    the straberries did get finished off. our apple trees have started to produce.the Indians say it will be another year or 2 before we have enough sap to boil down.with 2 veggetable crops and everyone tired of wheat,the grernhouse will switch to growing corn.our wheat field will plant leeks.
     the seed merchant returned as everyone headed to work 1 morning.he did have a bag of carrot seeds. though we tried to convince him,he would not take any special orders. he would bring whatever he could find himself.he did tell Orry there was nobody along the lake shoreline.other than a pack of wolves to the far west,he not seen much else.he knew of a coastal town that would buy the perfumes.
     late fall,a metchant stopped by with some bison.he had found the calves stuck in some mud.he had no idea where the rest of the herd was though.the Indians were excited and convinced us to quickly clear a pasture for 5 of them.
   the new graduates would search the east creek for gold and smelt it into coins.the workers and builder would have a busy winter.
      our potaoes had another bad year by the creek.hopefully the Indians do better at raising bison.our forests had produced less. the trapper reported he had trapped many beavers but there were more than he had traps.

pic 1: bison pasture.
pic2: placer mine behind the office.precious storage and smelter still under construction


Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 04, 2017, 10:18:39 AM
YEAR 31
   since our potaoe fields still had troubles,the carrots would be planted in the fort field by the leeks. 1 potato field was switched to wheat. we had plenty but this would give us all 4 crops.maybe the beavers and boars wouldn't like the change.betting on nomads,i had the greenhouse start growing watermelons so we would have extra fruit.
      our vendor would set up a mini market near the mini forest. this would get food out to the Indians. there barns were running low after the rough year.
      the fabrics merchant stopped again.we laughed at his supplies.he must have traded everything he had away.by now he had copper,tea,and a barrel.we called him the junk dealer.he had seen a campfire on the northeast side of the lake.Orrey would ride out and check on them.
      sure enough,Orrey brought in 7 nomads to the townhall.they had heard of us from the merchants and traveled down from the small village.after getting them some food,they rested in the barracks. 1 family would keep the fire lit at the lighthouse.the rest would expand the farm village.

pic:nomads gathering food for the barracks.smelter is completed.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 04, 2017, 10:19:20 AM
 as the construction of the new houses started,a company merchant stopped. he had heard other traders talking about us.finally word of us was getting out.though he had nothing we neeeded,he would stop again in his travels.though he took time to  explain the many items the various merchants carried,we could not understand many of them. it seems by the time they get to us they have a mixed batch of items and many that we will not have names for.
    snow was already falling before all the houses could be completed.it had been a busy year.as i checked the stocks before winter,i was gladthe greenhouse had prroduced watermelons.the Indian farms did have a much better harvest since all the construction had upset the beavers.they said they would plant wheat,potaoes,and carrots next spring.combined the forest gatherers harvested 2500 between the 3 of them.
    the plantation supply shop had no work keep busy at. we were low on leather and had no iron yet for his tools.he would be extra help to the village. with laborers scattered,they would drop a variety of items to the barns and the walking distance was fairly balanced for them all.
   other than old Nesto and the youngest nomad,we had no bachelors. 1 Indian maiden still stayed in the barracks.she wanted to stay and help at the fort.we will build her a new house in spring.
   with hopes of more merchant boats,we added an old town trading post by the lighthouse with a pasture to feed livestock they might bring.

pic: village expands.plantation houses added to the 2 plymouths.plantation supply shop end of the road.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 04, 2017, 03:00:01 PM
YEAR 32,
     Since we didn't have much to trade yet,a tiny dock was built near the lighthouse.our trader would fish  in his spare time always ready to meet merchants traveling by.
  having extra workers in the fort,we could start getting ready to process iron.we needed fuel refined and then a smelter.also,a silver placer mine was added to the main river.with a small lumber cutter,we had a small production are in the fort.we then started on a bakery and wooded butcher shop.the vendor too was given a helper.our other laborers had located a mining hill and were working to push the road east.
     the company merchant returned in the summer.this time he did have something for us.we would trade wheat for eggplant.he also broght news and letters from the village to the north.the next day a merchant stopped by the old trading post.he was quite hungry. considering what little he had to trade,no wonder.he had past the company merchant and was headed north. letters were quickly wrote to send before he left.
   with another graduate in the fall,we went to work building another greenhouse.our fodder was producing better with 2 workers.there were concerns of if the well could handle it.soon there will be more graduates with more houses and babies.

pic 1:old town trading post,pasture to unload livestock,tiny fishing dock.
pic 2: silver placer mine,iron smelter,fuel refinery,lumber sawpit.by the barracks is the bakery and butcher beside it.

pic 3: the bright green and red maple and apple forest looks much different.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Nilla on May 05, 2017, 12:57:54 AM
You were very busy! It looks good. A slow game since you play "real time". Can we see the map and a few statistics from the town hall some time? These things are as interesting to me as the design of the town.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 05, 2017, 06:57:59 AM
NILLA. i  can do that.i did type some of them on year 30. this game has been slower than my normal play.those nomads not coming hurt.then after i fixed the bidge it still took another 5 years. i think the real time makes more sence.the farming and construction seems to b based on a calendar year. when you play the other way, the bannies function at 1 speed but the game another speed.they eat and multiply faster than the food grows or the buildings are made. they also seem to eat more. to me it throws things out of balance. normally in the 1st 5 years,i would have already have 5000 food stored,1200 firewood,and extra clothes and tools.i normally by then would also have 2 sets of nomads. i would be constantly expanding and growing.this game has finally got there. the next build project will take several years to get things caught up.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 05, 2017, 09:58:10 AM
  damn, stupid internet dumped me. i had just done a huge update for you all.i will try to do a quick version now. if anyone has a question or wants to see something more,please feel free to ask. i have kept the old saves along the way.i will try to explain things. hopefully i don't go too fast or confuse anyone.

         the nomad delays did slow the game a lot.there have been other changes to my plan. the fodder field circle would not fit south of the fort between the 2 rivers.the south wall of the fort will close it off and dictate how much room i have there. there is a lot to go inside it yet so i held that off. with CC,it takes a production town to supply items to buiild many of the pieces.the village to the east was figured to go where the fodder is. then it could extend south and expand to the colonial houses. due to  food demands,the outpost forest wasn't built. there are still a ton of forests planned including an entire orchard set.so i don't have all the logs in 1 area,that will take more planning. the regrowth rate of trees,grass,etc is different as well. it opens the map up but changes several things. for 1 i don't have to decorate every few years. there are only a few grass roads used. i did use some to widen roads especially through the forests. even with the slow start, the game is progressing and the pace is picking up.the lighthouse should bring more nomads sooner.
    i am not complaining about any mods. the changes make the game interesting. each time you play banished should be different. the way i play the game changes over time.so far there are only minor glitches. a few items in the trading posts with the merchants are blank tagged. i think they are due to having 1.06 mods with older limit tags. if i "fix" that i throw out several mods,like 2 different sets.maybe more. i have no crashes and everything does function.the wheat flour from KIDS workshop grinder is inedible.so is NECORA's maple sap.those were designed that way.
      so far only 1 couple has moved to outside the fort.i have kept the original bannies working and expanding the fort operations.nomad set 1 went to the forest.nomad set 2 works the fodder meadow.set 3 expanded the forest differently than i had originally planned.
      the next set of nomads is going to be a huge project and will take several years to get caught up and then regroup.due to the distances work is slow.this game is about to speed up.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 05, 2017, 10:11:28 AM
these pics are ahead by 2 years.but it will give more townhall info.
pic 1: to the east is the fodder meadow expanding south. you can just see the construction through the trres.TH overview. population 105.
pic 2: the main fort.TH inventory by quantity. we have plenty of logs and flowers,a good variety of food,and have saved and stored maple sap and inedible flour.
pic 3:the Indian plymouth/plantation village.TH 25 year food graph shows a hiccup at about the 15 year mark.note the floour and sap process would count against the useable food then. to the north is forests and you can barely see the base of the mining mountain to the east where the road extends.there is a good size mining and production town planned just to the east of the Indian village.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 05, 2017, 10:14:10 AM
YEAR 33
    the maple forester stopped cutting trees and just planed. he didnt't want to overcut the new trees. there were still some open patches yet.we had plenty of logs but the mini forester went back to work.
    the seed merchant brought only a bag of sorghum seeds. we took it,hoping he might bring more next year.he had barely left when a clothing importer stopped by the old town post.he had some funny clothing.we werent sure if they were bone,canvas,or maybe wolfskin.he did say he paid good for pelts and fur coats if we had extras.he would put the word out about our perfumes to the other mechants he saw in his travels.
     late summer a group of 11 nomads found our lighthouse in the dark.they had come from the west. trying to avoid wolves,they stumbled into the valley and saw the light,they were happy to have a safe place finally.they needed new clothing and tools but we had plenty.the 2 small children would be checked over at the clinic.it would take time but the extra help would be used to expand the meadow. we would have twice the fodder and a new thatch hut.
     soon after the construction started,a livestock merchant stopped. he had sheep and offered us a good discount.though we could not take time to build a new pasture,they could stay in our feed pen.as the fall rains came,an alcohol smuggler stopped.we took some cider and maple whiskey. it would be nice for the tired workers.winter would come and go before they were finished with the huge project.

YEAR 34
       at the spring meeting,everyone seemed overly tired.i hoped it would not affect our food production.the farmers rotated their crops. the potatoes would be planted in the fort again.the Indians would see if they could havebetter luck with the leeks.i did tell the laborers that as soon as they were done supplying the builders they could take a break of a few days. i did hope they could start clearing trees and rocks by fall.we still had more houses to plan and build.this project is needed to supply food to start the production area.we don't have the reserves i would like yet.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 05, 2017, 12:05:53 PM
   year 34 continues

we had news from the homeland and they wanted an update of where we are. there was much to tell and more we could have.at least we have not been totally forgotten.progress continues quicker than before.i sent Orrey to survey the land. as i checked his maps and note,i realize almost the entire outside will be forests.if we use the land wisely,there will be room for 10 towns.
   by summer the thatch and fodder expansion was caught up. we added 2 more houses and a hunter to give them more help.it will take time to clear the trees and stone.here is plenty of game for the lookout tower.
in time,there will be flowers for a larger beekkeeper and more honey.
    a couple merchants came by. we were very busy and they had nothing we needed.winter would come before both houses can be finished.we still need a larger pasture for the sheep as well.
   finally in the middle of winter,our barracks was once again empty.i could quickly figure out the sheep pasure and what other housing was needed.1 graduate,an Indian maiden. but there was a bachelor in her village already.we did have a 14 year old male living with his parents still in 1 of the new houses. however,he also had a female living by herself near by.our housing was in control still.we dropped back to 2 builders and 7 laborers.only a 25x9 sheep pasture remains under construction.we have survived and prospered to year 35.

pic 1: thatch hut and fodder #2,1 house still being built.the barns built early helped keep food in the area as land was cleared for buildings.
pic 2: construction finished.they will need a road and a bridge when the laborers find time.

Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Abandoned on May 05, 2017, 02:47:19 PM
Those trees are sure pretty, is that were the Indians are hiding?  :)
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 05, 2017, 03:44:41 PM
lol. which trees? NECORA"s or CC's?? there is plenty more trees coming but a long ways off yet.i have enough logs for a while.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 06, 2017, 09:34:24 AM
YEAR 35
   with the major expansion project completed,everyone was happy to have some rest.we needed a sap boiler for the maple forest soon.we would also need a tailor for the wool.another house was needed at the village. with all the venison stored,we would add a dryer for and a meatlocker.the Indian village was growing.
   while our laborers were busy working on the roads, the planter brought rockmelon seeds.we had plenty of watermelon stored but would try to plow a field by spring.

Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 06, 2017, 05:17:00 PM
YEAR 36 
we did not get the new field ready by spring. that was not a problem, we had over 10,000 food now.our 3rd plantation house would be built and then we needed a larger school at the fort. when they could find time,the workers kept busy laying a road through the meadow.the storage pile was extended and covered. the thatcher and fodder workers had filled it already.
  the company merchant stopped by with barley seeds with his mixture of goods.he was headed north so again letters were sent.he was amazed at how many bannies we had now.
  to keep our farmers close to their fields,they would build a school in the village duing the winter.they would have a tiny market built in spring.
   with everyone caught up,now would be a good time to build the central industrial market for the production and mining town.then it can be stocked and ready for mines and many buildings to be built.counting up our food workers we should be producing enough food for 95-105 bannies. population 111. our townhall shows we are producing 6000 more than needed.steadily we have over a year in reserve.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 06, 2017, 07:40:18 PM
YEAR 37
       
  as soon as the laborers had cleared land for the market,13 nomads were located and guided to the mini townhall.though some joined our crew in the meadow and fort,we would still need to build more houses.we now had young strong workers to begin production and mining opertaions.we will start with 4 snug houses.by winter the houses and market will be finished. we still have a multi-mine and coal silo under construction.
the forest needs another house also.it will be a busy winter even with 4 builders.
  checking inventory for the year,we have plenty.we still have a tad over a years reserve,even with the extra houses and nomads.our bakery is busy still with the flour we stored.venison climbs even with the dryer.even though we switched the greenhouse to blueberry, we have 1300 watermelons.
potato,carrots,leeks,rockmelon,and wheat for the winter. the perfume shop is doing all it can, yet more flowers are harvested than it can use.enough fodder for another stable.soon the meadow will have more greenhouses.the sap boiler has finally boiled all the sap we had stocked. the fort tailor has kept busy with both pelt and fur coats.we have pelt coats and hide coats for trade.we will use our warmer coats.knowing we will soon need better tools for the mine,our mini blacksmith will produce rough tools thru the winter.
   we did have 1 death last year.though it was old age,they were not our oldest worker. we still have 1 at 71.the Indian medicneman has worked to keep evil spirits away. rather you believe such things or not,nobody has been sick.even our livestock has remained healthy.
   once more during the winter,the laborers worked south of the fort to clear land.this kept them evenly spaced from their homes and the farmers their fields.

pic 1: nomads arriving
pic 2: central industrial market,multi-mine is to the left of the tag.in front of the bannie with the blue shirt.paused: coal silo,nordic wharehouse.even though i have produced furnace fuel it totals as construction not fuel.the fuel tag  reads 0.

Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Nilla on May 07, 2017, 12:21:52 AM
I can see, that you still keep your original tents. Do you check who's living there? As far as I remember, they can only house 3 people. Some time you complained about your settlement growing too slow. If you let young families live in these tents, it will certainly grow slow. But on the other hand; playing real time you must always watch out, that you don't get too many unproductive children, so they might also be useful.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 07, 2017, 12:59:06 AM
hi,NILLA.yes i was aware of the tents being limited to 3. so are the rowhouses at the fort. i needed nomads early to expand. the bannies in the fort i wanted to use to build up the fort. the fort needs so much extra items before many buildings can be made, i have kept track of the bannies living in the tents and rowhouses.most of the bannies in the tents now are over 45+. they have been very helpful since they were educated.i have rotated crops several times between the fort and the plantation village. they get 700 out of both fields. it actually is not how i normally play.  the only reason i used the tents was in trying to build each piece of every mod.
    wait til you see the next write up. i had planned to get to year 40 tonight and blog it tomorrow before the NASCAR race. i just had a horrendous year.frantic and insane.LOL
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 07, 2017, 07:34:18 AM
YEAR 38
  with spring in the air,the farmers returned to their fields. i sent the rest of the workers to supply buildings in the forest.the population was growing there and i knew it would take time for the pines to produce.when the laborers are not busy helping the builders they can clear around the large market. 1 pine cabin house,a pine forester,another material barn,and an extra shed .the foresters were housed and busy.it was still spring as the builders started on a mini clinic at the lighthouse.it would serve the merchants traveling by as well as new nomads.
  before the clinic was done,a large group of nomads headed into town. they had come from the village to the north. they had heard much from the merchants and the letters their relatives had sent up river.we needed another boarding house before we could plan houses.coming from way to the north via the lighthouse,they will be almost starved by the time they can reach us.5 families,7 small children including a newborn,4 young laborers 10-14 years old,and 2others almost adult age.will they make it?
   it was late summer, when a merchant stopped to inform us the nomads were coming. a little late he was. they were just walking through our forests by the pine school.we did take 10 of his cannons.as the nomads stumbled and crawled into the fort,another merchant arrived.he had come up from the south.we traded 1000 wheat for rice and our hidecoats for hardened tools. between the nomads and mines we would use them.with a bottle of perfume as a sample,he headed on his way.
   cazy as it sounds all 23 nomads made it safely to the fort.the barracks would hold all but 3.with 29 laborers we quickly supplied a fishing dock,a greenhouse and well,as well as 1 stone house.we had to decide where to use the rice before it would get ate.it would go next to the new fishing dock.by the time snow fell,everyone at least was inside and warm.the greenhouse was finished also.adding 1 more stone house and a general storage barn to back up the trading post, the lighthouse area was almost full.
  half way thru winter,the laborers had the builders supplied. they started clearing land to extend the plantation village.the new boarding house was now empty.
   with our population now 160,we no longer have a years worth of food in reserve. we will need several farms.
   finally the sun came up and it began to warm up. spring was here. that was a wild year. i was amazed that our cemetary still only had 1 gravestone.the nomads had been very lucky. they had traveled many miles through rough terrain around the far east lake and through our thick forests.all with a newborn baby at that.

pic 1: pine forest. tower,gatherer,pine cabin,and storage.between the mini and maple forests.

pic 2: nomads way to the north. the blue box on the mini map shows where they start their long journey.the yellow shows the long path around the far lake.it was after i accepted them that i found them.i did have to use the debug mod and drop a plank bridge for them to cross 1 small stream.

pic 3:the lighthouse area.new boardinghouse,stone houses,3rd greenhouse and well,mini med tent,and more fishing

pic 4: same area looking from the lake side.rice paddy and a quick thrown together dock.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 07, 2017, 08:41:20 AM
 
do i need a disclaimer" DO NOT TRY THIS"?? to any new player out there,i do not recommend using 2 nomad attracting buildings especially early in games.this play dictated it was neccessary to pick up the pace.it is definetly going much faster.using 2 nomad attracteds brings extra challenges to the game.you will get flooded with groups of bannies with huge numbers.it will make the game frantic. you will need pots of coffee or several 12 packs of beer,a carton of cigs,and your family may have you admitted to the funny farm or crazy house.trust me that 1 year was more horrendous than it looks. and i am far from out of the woods or trouble.
     from experience i can tell you the food count was not built up enough to handle such things.to attempt what i have done,the food count should be double. this started in the spring. had i known at the time the nomads were so far away i would not have accepted them.it took them so long to travel that they were of no use even as laborers for almost half a year.therefore they did not help grow any of their food.
    as i said this is not over.the  food reserve is about to drop like a rock.at the moment most live in the barracks which is 1 house.as houses are built they will start to drain more food. as they move into houses,they will multiply quickly. i am still at 25 laborers which don't produce food.there are only 6 farmers. it is on edge. 1 mistake or the game does anything crazy and it falls apart. the game is known to do that.
     having said all that,i will pat myself on the back a bit. i did make good choices along the way.when i had the wheat ahead i stashed 1400 in the trading posts. that gave me a backup as well as it was swapped for different foods here and there.that backup is now gone. as much as i am not ready to build  a dock town,the rice is going to help save it. all the work on the meadow to extend it so far south has and will pay off.while everyone else has been busy,the thatcher has cleared his area. the fodder has but not as well.that thatch is being used to heat houses on about a 3rd of the map. vendors should be supplying logs to the wood chopper and pulling firewood. some reason that chain is not functioning as it should. with the 2nd fodder producing some and the clearing of the road to it,there is fodder to supply another stable.this will help run greenhouses. those are saving me at the moment. it may not show in the inventory but by producing food year round they are a big advantage. two of them can feed 30 bannies,as much as 6 10x10 fields.i extended the meadow so it could be cleared and producing enough food to handle the production town.that area will need a lot of workers and food.
  though many players will try to build out in a spiral pattern,i jump far to the east and then back to the west. it may look wrong, but there were reasons for it. i have worked to expand each area itself. most of the original bannies are still in the fort. that population does grow slower because many buildings need the production center before they can be built. as the population in each area multiplies,i expand and add houses to it.new bannies have been used as well with the idea that they would help boost the food.by doing this hopefully each area is not growing too fast. i have also tried to keep the laborers mixed around the map.this should help carry different items back to each area.up til now i have cut off construction and clearing part way thru the winter,so farmers would get back to their fields early to avoid losing crops.
     so there has been a method to my madness. hopefully,it will pay off. if i can get to year 40 without a major problem,i can regroup.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 07, 2017, 04:09:07 PM
YEAR 39
   the builders are finishing the storage barn. the laborers continue to clear a double sized field for wheat.we need 5 houses. a hunter should be added to the pine forest soon too.
  sadly 1 of the Indian girls died during childbirth.this is not how we want our year to start.a cave in would cost us a miner and a blacksmith was badly burned as well.
    by late spring it was ,the new field would not be ready in time. i alerted the forest crew to add an extra gatherer and hunter.as mercahnt came and went,we were able to trade perfumes for thatch.we sent a laborer to help at the trading post.we did not want to stop our trader from fishing.with the students from the barracks moving the plantation scchool was opened.another field and a z-masher added.with the houses and a chapel the plantation set was completed.
  even though our barracks was still full,we sent help to the far meadow. a stable,greenhouse,and a well would take some of the winter.snow did not start to fall for several weeks. luck was on our side.
  with our education level now below 40%,our production was dropping.we used 700 food from our reserve.some of which did go to stock new houses.with the bannies hoarding water,our greenhouses began to struggle.
  winter was warmer than normal.there had been little snow. by late winter,the builders were stocked and the workers had time to stock their homes and rest for spring.
just before spring,the company merchant stopped. he had many goods. our perfumes had not been restocked so the other trader was sent to help.coming from the fort he quickly grabbed perfumes on his way to the old town trading post.we would have 25 muskets,pea seeds,15 domesticated animals,and 470 cabbages.though it would almost empty our trading post,we took 80 steel tools as well.this will all be helpful.we have gained.
  just as winter ended our builders finished the new stable barn.with some struggles along the way,we have survived to year 40.we have expanded and our population grows. the merchants now have heard of us and ship more and better goods.

pic 1: far meadow area. the thatcher has almost cleared all the trees.

pic2:plymouth mod and plantation mod are completely built.school and chapel in center.TH production numbers.

pic 3:cemetary with 4 gravestones.TH status

pic 4:builders supplied in the far meadow.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 08, 2017, 07:14:17 AM
YEAR 40
   population 169,44 houses+2 boarding houses.39% educated.oldest citizen is 74.
mods completed: mini,plymouth house,plantation, and fodder mod.
more seeds than fields. planting:potato,carrot,leek,peas,rockmelon,wheat.
3 greenhouses:corn,squash,and blueberry
rice paddy    sheedp and bison.
3 forests mini,pine,maple    2 fodder fields,1 thatch
2 nomad attracters:mini TH,RED's lighthouse
11 laborers supplying 4 builders. only 9 farmers<13 counting gh's+rice> 4 vendors moving mostly logs and textiles.

needs: 4 houses to empty the barracks.more tools,dairy barn to use the domesticated animals,stone,a food or general market to the west.still need a road from the south meadow directly east.
plan: blacksmith added to the fort.dairybarn at south end of plantation to start the colonial mod,by fall add 2 houses at least.

    builders will stay busy as the laborers clear and stock construction spots.by late spring,meadow construction is completed.laborers sent to clear stone.everything is progressing smoothly.
    late spring,Orry rides up with news of 22 nomads.i knew i should have took his horse away.our barracks still has nomads from before.they were very hungry and tired.a storm had destroyed their town far to the east.they had been walking since last fall. Indians had helped them at times. having heard of us,they had kept traveling. it had been a hard journey over the mountains in the winter.luckily the winter had not been as harsh as normal.they did lose several families along the way. 1 had joined the Indians and headed south with the bison and geese.they were allowed to stay.if 2 of them helped our builders, we would build an inn in the forest.they would at least have a roof over their heads,a warm fire,and food this winter.
    by summer,our builders and laborers were busy building the inn. it was far off to the east of the forest.nomads had come that way before,so an inn there would give future nomads or travelers a  place to rest.
    we did trade to get 5 chickens.they could go to the feed lot pasture. there were enough bannies in the boarding house to care for them.


    after this point,i kept getting a fatal error. i can't figure out why.happens in summer.i did try to replay the spring. i guess it is time to overhaul my mod file.
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 08, 2017, 07:18:06 AM
some pics
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: Nilla on May 18, 2017, 03:54:18 AM
It seems like you haven't sorted out your problems yet, since we haven't seen anything from this town lately. A pity. It was a funny town. But I don't think, that it's a good idea, to mix a lot of older and newer mods, made in different versions of the modkit, unless you want a lot of trouble!  ;)
Title: Re: LOWESVILLE Brad's multi-mod fort city
Post by: brads3 on May 18, 2017, 08:30:56 AM
gm,NILA.  what you mean "funny town"?  i had to stop this town and re-organize my entire mod list. i still am waiting for a couple updates and need to reload a few mods. i tried a few older mods that would have made the forests thicker. that idea did not work. i have run several tests and everything seems to work. i haven't tried a long game to check some of the production chains yet.
     i still have older mods. i kept a copy of the folder i was using. i tried to make the list smaller by not moving several mods that i didn't use often or CC had variations of. i still have almost the same number of mods though.if i moved the NMT and the north pieces i have, my mod count is longer than before.
     upgraded any mod that i believe would be affected by the new limit flags.left houses and most food mods alone so they are still in the same spot on my toolbar. i have 2 compatability mods now. 1 always bothers me because logic says it goes above CC but it must go below it. by the time i was done and got a good clean test,KID had already reloaded several mods. when NECORA gets more of the maritimes upgraded and RED the NMT i will have more to load. some of them i have to load from a different computer.
   i did go back to late winter and loaded RED's trader fix mod. ran the game back to summer and it crashed again. never figured out what caused it.could it have been the 2 different creamery mods?was it the old inn? did they collect something odd all of a sudden? it was strange. someday i will tkae a look at this map code and decide if i want this map or another to do a mulit-mod game again where i build each piece.