World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on May 04, 2020, 08:50:52 AM

Title: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 04, 2020, 08:50:52 AM
mod adjustments- added CC orchard forests,stables mod;removed doubles of KID's farmyards, disabled Nordic climate, put safety mod back in,upgraded the Crystal Cliffs mod.
mod count 128,


      before i start this map,i'll go thru this mod order for you all. there are new players and others have had issues trying to add mods mid-game. some players change mod orders from game to game. i prefer not to do that. i'd rather keep most of the mod order the same with some exceptions. i change the climate at times with TOM's Nordic Landscape mod. this mod gives a harsher climate,basically moves the map 500 miles father north.
due to the limits of my computer, i do have to move mods in and out to use some bigger mods like the main CC mods.

     the mod manager has made setting mod orders so much easier. what used to take hours of moving 1 mod up the order 1 click at a time now takes a few minutes. you can clear the mod registry and reinstall the order in seconds between maps as long as you saved a copy.the manager is handy at keeping a copy of the order for different maps. we now have the ability to drag mods up and down the list instead of clicking to move 1 at a time. it is a super tool.   

   some of these mods are very touchy about where they are placed.  i use the RKEC as the main mod. mods above this affect the start settings or make changes before the RKEC loads to the game. mods below the RKEC add to it . that is the general rule to setting any mod order. with the DSIM mod, i added secveral radius color mods. these help see the affects for the happiness system. note these do not work for all mods.some modded buildings don't even have a radius added to them.

     KID's override education patch works much like TOM's education from the North mod. this makes several changes that fit my playstyle and prevents affects from the DSIM mod. with my Settling America series,i take nomads. these nomads are sent to the maps with some training and purpose. since nomads are sent by the game without education,this patch helps balance that.with the DSIM, you need to build villages to keep the bannies happy. this patch corrects that giving the player more flxability. the way the game loads mods and the way mods are coded, not every mod is affected by the DSIM. KID's patch doesn't override all the DSIM affects to the Ds buildings and some others.this patch saves me from issues and gives a much better balance. the maps do seem to use more firewood and tools but the farms are improved to compensate.

     RKEC townhall-this patch fixes issues of townhalls from Necora and RED's mods. Fortget about Orchards-this is to improve the ordchards allowing them to produce food sooner.this does not help all of RED's orchards.New Pine Flora-this adds the pine and TANDY's flora  items to the maps. this gives trapping and wild bee hives.Crystal Cliffs-this patches the Pine and RKEC together.with this,RED's starts can be used with the Pine mod without crashes.PINE Set- combined with the others,the PINE mod brings trapping,different gathering items, and buildings for maple sap and even turpentine. .SeasonFX-i use this to give a plowed look to the crop fields. this group of mods is highly critical in their placement. you could leave the orchard and SeasonFX out, but the others are needed to get the most affects from the Pine mod and not have issues.they must be in this order to fully work and have all of RED's starts function. note-there is a delay to the spawning from the PINE mod of several years. in testing, run the map 5 years to be sure it does not crash. it will not with this setup but I have seen 3way mod conflicts since the 1.07 upgrade.   

      KID's Forest Outpost NATDIV version-this allows houses to burn the fodder grass as fuel. a few buildings will require thatch-fodder to be built. you will not have barns filling with the fodder with this mod.My Precious-this has to run on 1.06 limits hence it loads above the RKEC.the livestock mods change the outputs of fertilizer and bring the ability to trade horses. RED's woodbutcher-changes the texture to a more rustic look.KID's Gothic Farm-this patches honey so it can be used by KID's workplaces without conflicts. KID's Westward HO wagons-gives a more wild look to the wild bison,does not affect the pastured bison.

    now i said "general rules" . there are exceptions. the Blacksmith tools and mini buildings are exceptions. these give the ability to make different tools.thou the BS tools is a start mod,it must go below the RKEC or it upsets the RK blacksmith.DSIM-i put this as high as i can to give the most affects to the rest of the mods.loading the DSIM above the RKEC changes the start map. even without the DS minerals spawning to the map,you can use the pits and mines.

   CC Stable mod- adds domestic animals used by  the Crystal Cliffs mod.note this mod solves an issue with oats.note add this below RKEC to solve grain issues between RKEC and Crystal Cliffs.

     below this point, i group mods by modder. i have dot icons for EB's canal mods.changes to his group order can change which mod icons are dots.the mods work without issue. KID's group is set to give words for the theme icon to his toollbar.

      note- with this setup,pine items do not clear with the clear food under RED's starts, the crystal cliffs stable does not use the oats.to get domestic animals with oats use the CC stables.wild oats does not clear with the clear food tool either. under different start settings ,you may get different results. this is the give and take to this setup.

for more info on setting up mod orders check the tips pages. there is a post for organizing mod orders there.

[Misc]
Description=RKEC DSIM |RK 1.3 K full setup||| 1.05 pine mod w/ Crystal Cliffs as a patch||improved  education
[Profile]
WheelbarrowBigger=1
DebugMenu=1
Radius=1
HappinessRadius=1
UnhappinessRadius=1
stopcoalburn=1
BlackLiquidRain=1
CCNoSmoke=1
overrideUneducated=1
ProperTime=1
banishedUImaps=1
unlimited=1
OneStopAllMining=1
SafetyHole=1
RKECtownhall=1
Forgetaboutorchard=1
NewPineFlora=1
MaritimesCrystalCliffs=1
MaritimesPineSet=1
SeasonFX=1
KidForestOutpostNatDiv=1
MyPrecious=1
RKPigsLivestock=1
RKBisonLivestock=1
LivestockForTrade=1
WoodButcher=1
KidGothicFarm=1
KidWestwardHoWagons=1
RKEditorChoiceEdition=1
BlacksmithTools=1
MiniBuildings=1
DSIndustryMining=1
DSStythTower=1
DSStoneHovels=1
DSNeubertSmithShop=1
DSLogHomes=1
DSFuelMarket=1
DSBridgeCrossing=1
DSFulbertWrightHousing=1
EBSVProduction=1
EBSmallStorage=1
EBMarkets=1
EBMaterialsStore=1
EBFarmstand=1
EBSVDecoResort=1
EBSVRockQuarry=1
EBLeatherWorks=1
EBFarmHouse=1
EBFarmHouseA=1
EBStatueTrapper=1
EBWinery=1
EBIrrigation=1
EBIrrigationNatural=1
EBIrrigationDecoAddon=1
EBSVBeachDeco=1
EBSVBeachLarge=1
EBSVBeach=1
KidPortableMineRKEC=1
KidFarmyard=1
KidWorkshop=1
KidSettlersDeco=1
KidRailway=1
ChopChop=1
KidWorkPlaceVillage=1
ColonialHousing=1
KidColonialResource=1
KidSomeBoats=1
KidGhostTownHouses=1
KidForestPonds=1
KidBakeryGarden=1
KidGHLightHouse=1
KidGhostTown=1
KidWildWest=1
KidGrannyPark=1
KidLogDepot=1
KidOldTown=1
KidPlimothHarmonized=1
KidPlimothPlantation=1
KidStorageCrates=1
KidStorageCarts=1
KidTinySeparate=1
NomadSignComplete=1
KidTwilightHerbs=1
KidVegetableGarden=1
KidWindSawmill=1
KidWoodenFort=1
KidRowBusiness=1
KidYardCover=1
KidRowHousing=1
BirchBarkCanoe=1
ForestCombo=1
DungPile=1
marketpuzzle=1
WashingMod=1
DecoPlants=1
Ketchup=1
college=1
ChooChoo=1
PlymouthHouse=1
OldHunterHut=1
DecorativeItems=1
TrainingCampMain=1
TrainingCampDeco=1
CityRoads=1
FlyFishing=1
Charburner=1
NordicWarehouse=1
Hunting=1
NewEngland=1
fountainlite=1
GrassyRoads=1
FruitVegBarn=1
NewTrees=1
StorageShed=1
SpecializedStorage=1
SJGL_Small_Markets=1
GrowRoots=1
Terraform=1
CCOrchardForesters=1
CCDocks=1
CCFrontier=1
MarbleQuarry=1
Stable=1
SmallTipi=1
MaritimesSherbrooke=1
MaritimesRiffle=1
NECEmptySquare=1
MaritimesStorage=1
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 04, 2020, 08:53:26 AM
Clermott,485662695,pine wood valley,medium,fair,no disasters,medium 3   1 livestock(red dairy cows) and 2 crops seeds( sorghum and barley),no orchard

goal- take all nomads,fill a medium map, build a fully functioing colonial town with the DS factories.

      well we did get a grain, but no other seed. 1st thing i do is pause the game,save twice. the double save points are important in case 1 is corrupt,you have a backup. they are helpful if there are issues or crashes as well. i don't use autosaves.

        check the seeds and look around.there are some mountains for mines to the east and west.we start in the middle of 2 lakes. with this start spot, i'll build a trading fort to launch workers from.this is the 3rd attempt to run this map with mod adjustments to the order.

     we clear 2 fields for the barley.i won't use the sorghum. a small 10x16 holding pen will work for the red cows.we send a hunter out for the wild bison. we clear a 25x20 area for the fort base and build 2 EB houses and the barracks. a chop chop wood cutter gives us flexability to make firewood or lumber. 2 mini workshops make rough tools and leather coats.

        the bannies built a mini townhall to bring in more help.this will bring nomads every few years. the randomness adds some realism to the game.
we never saw snow.with the warm weather,the bannies quickly started work on markets.an EB material market will bring in the many goods for trading.KID's corner store will keep the bannies supplied.these smart bannies did enuf trapping to bring in 6 furs.the markets won't be worked for the moment but we do want the added storage space.

pic 1: map settings
pic 2: map start
pic 3:mini workshops
pic 4: year 1       
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 05, 2020, 06:18:34 AM
YEAR 2

        now that we have the EB market,i can increase the limits.add a zero to the logs,stone,minerals, and textiles and herbs.this saves having to worry about overfilling the work pile.as soon as the blacksmith hits the tool limit,it is raised a click to 150 tools.

       a post office and 2 houses are finished. everyone moved out of the barracks.now that everyone has a house, this map moves along well.

pic :markets and housing completed
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 06, 2020, 05:36:35 AM
YEAR 3

         we will start work on 2 bridges to access more land. a DS stone bridge to the north will open land for farming. a DS covered bridge to the west will open land for a future production town. for now, these areas will give us more logs and food.

        now, we have time to work on the fort security and gates. the gate towers work to send explorers out who bring back meat.the food limit is increased to 15,000.

pic 1:west gate
pic 2: north gate
pic 3: east gate
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 06, 2020, 05:39:36 AM
YEAR 4

           in early summer,our help arrives. a group of 6.2 couples an ,11 year old, and a 2 year old.1 family will clear a farm to the north. they even brought some garden seeds to plant beans and cabbage. the other couple will expand the fort.1 is a Dr.we also add a fishing pier to the fort.the mayor's office is also completed.

pic 1:north farm near a peach tree farmyard
pic 2:doc's office
pic 3:fort fishing pier
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 07, 2020, 07:09:13 AM
YEAR 5

         since we have trapping,we extend the north gate and add the tailor.this will make fur coats for trading.a worker is sent to the corner market.
the wood cutter cuts lumber half the year and firewood the other half.

        work starts on the trading center. a CC quartermaster will bring supplies and be a dock for more help to arrive. a RK farm trade post is built next to it.


pic 1:inventory-note we do have some pelts and have had items from the pine mod. laborers did bring in some oats and RED's berries as well.
pic 2:fort tailor added to north gate
pic 3:CC quarter master and RED's farm trade post,the supplies from the quartermaster can be used as a trade good.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 08, 2020, 05:50:05 AM
YEAR 6

         next step is to move the cows out of the holding pen. a 11x16 pasture is cleared near the north farm.it took a lot of logs to build the fort walls.the bannies have been busy clearing trees.

         the trading post is stocked with military supplies from the quartermaster, some leather coats, and the warm fur coats.   

YEAR 7

          in mid summer, a couple arrive.they establish a forest to the south to provide our needed logs.a KID tiny forester and gatherer are built. these are very handy since they include their own storage space. they live in a plymouth house.   

pic 1:new dairy pasture
pic 2: KID tiny forest
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 09, 2020, 08:14:31 AM
YEAR 8 and 9

         we take the year to build resources.trees are cut and iron ore collected.we stockpile food and textiles.the woodcutter took time to cut more lumber.

        there is a lot to build. to the east will be the DS production buildings. some of those work with a railroad.zoning a railroad to the west of the south lake will be the shortest route to the map edge. the DS buildings will take some time to build. farms are planned between the rivers to the north.farther north and along the south edge, forests will supply logs. the colonial town will expand both sides of the fort. EB's lather chain will be built as well as parts of the my precious mod.

         this gives lots of area to be flexible depending on what the bannies do themselves.

        while we wait for the next group to arrive,the fort magazine is built to provide more storage for trading.a couple grew up and built a house behind it.the food limit is raised to 25,000,clothing and tools to 250.

pic1: fort magazine storage
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 09, 2020, 08:17:12 AM
YEAR 10 REVIEW

          population 48,with 21 children.  8 helpers arrived.we have 9 houses and the barracks. housing looks behind due to the teenage helpers and some some single males living with their parents.we pushed foor reserves since we will need that to support the production buildings. other resource limits have been increased.

         we did accomplish a lot. we produce fur and leather coats.we have a post office,mayor's office,Doc' office,and 2 markets. construction of the fort walls has started. the trading district is moving supplies. merchants brought goats and an odd seed.the south forest supplies logs.

       goals for the next 10 years? much depends on the nomad arrivals. we need to expand the farming to produce more vegetables. a 2nd forester will porbably be needed for more logs. i'd like to start construction on the town to the west.hopefully, 2 groups of help will arrive.

       2 mod changes impacted the DS happiness system. i removed the Norseman and enabled proper time mod and the mine safety mod. happiness has not shown a dropoff. this will smooth the production outputs.between the DS IM and tree difference with the RKEC start, we do seem to be using more logs. the subtle changes won't override all buildings and the DSIM still has affects. the modders have gave us some nice controls to adjust how the mods affect games.

pic 1:stats
pic 2:production
pic 3:inventory
pic 4: food graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 10, 2020, 06:39:26 AM
YEAR 10

          bannies have minds of their own. i built a house for the son of the farm couple. sure enough a different bannie moved in.another house is added behind the magazine. 2 of the single males are moved out from theri parent's. that trick didn't work either. a young 11 year old male moves in.

        KID's forests work well with TANDY's flora additions. there has been  wild honey,rose hips,and some wild oats collected.they don't all show in the gathering list but do get collected.these are added by NECORA's flora patch.  a team of modders. the forester even stores thatch.

pic 1:outputs from the forest
pic 2: 2nd colonial added to the north farm
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: Nilla on May 11, 2020, 03:10:54 AM
So you are now back playing a bit more than lately. I hope it's a sign that you are alright.

There is a small trick if you want a certain youngster to move out, not foolproof, you might need to try several times and if this special youngster has a sibling, also adult, I wouldn't try it: Fakedemolish the house of that family just before the new house is done. If you are lucky the youngster will move into the new house and the patents will move back home. If the whole family moves into the new house, redo it.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 11, 2020, 06:07:17 AM
good morning.how goes it over there? i know Sweden has everyone concerned since you didn't lockdown like everyone else.it is quiet where i am. we stay  home and use good PPE,goggles,gloves,and masks. when we do get out. based on what i hear,i think it is a calm before the storm type situation. think most governments are giving us lies for the case numbers.

     we are starting to see some shortages of meat,due to the mat packing plants being shutdown with infected people. too much stuff came from CHINA,so i do think we are running out of more stuff than the people know. this month will be hard for most of the world.

     if i force the bannies to move,they have a tendancy to make things worse. without a school,the 10 year olds help as laborers. they can move on their own but won't pair up for 5 more years. the farm couple has a son that is older with no female to pair with. he refuses to move out. when i try to move him,a different young male moves instead.

      the fix for it is to build the school.then these bannies graduate and pair up at the same age. i delayed building the school to get the help. probably did delay it longer than i should have.

      at the moment,we have more workers in the fort than jobs.with this mod order, we do burn firewood more. the extra help is handy for clearing logs and opening more land farther out.it does work out, but takes a few years.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 11, 2020, 06:37:48 AM
YEAR 11 to 13

         a 9 year old waundered around the north lake.he gets lots and it too weak by the time he is found. we have our 1st death. a group of 7 arrive.
2 couples,2 young workers,and a 7year old. they have horses that will help haul supplies.1 family will clear a hay field across the river from the fort. this will supply fodder-thatch that can back up our firewood. it is the fastest route to a forest for more logs. the other family builds a cottage nearby and tends to the horses and gathers food and herbs from the hay field.

      the 2 younsters decide not to move from  the barracks. 1 moved to the north farms.of course it had to be the female to slow the moves down more. a field is plowed and a 16x16 pasture for the longhorns is fenced. another house is built near the hay field to empty the barracks.CC barn gives the field workers more storage.

        we trade for 2 longhorn cows. the food limit was raised to 35,000.

pic 1:fodder meadow
pic 2: longhorn pasture
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 12, 2020, 06:06:29 AM
YEAR  14

   
        several children have aged up to help as laborers. it will be a few years before they move from their parents' houses.since we have the extra help,we continue clearing land and adding to our resources.slowly as they hit 15 years of age ,the bannies will move and pair up.

        the trading post is extended,adding a colonial general TP.this will give us more options and bring more merchant boats. fur coats,flowers,and military supplies are stocked at the farm TP. flowers,leather coats and more military supplies will be stocked wt the general TP. more coats will be made.

     a fort butcher is added to the east gate. he can begin cutting wild boar or bear meat.the north farms adds a 4th colonial house and a beekeeper.

pic 1:extended TP with a colonial general
pic 2:fort butcher added to the east gate
pic 3: beekeeper
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 13, 2020, 04:57:34 AM
YEAR 15 and 16

         a plantation school is built. we have enough laborrers and  should have more help arriving soon.sure enough,11 nomads arrive while work is being done on the school.2 families,a widowed father and his children,and some teens. 7 workers and 4 children.4 will dig a mine.1 family will move to the north farms.

        a field is plowed for the veggy seeds.the widower moved there.an EB salt mine is dug. 2 will work the salt mine while 3 more dig a KID gold mine.  several small colonial houses were built for the workers.

        a 2nd tiny forest is planted west of the hay meadow.

       we acquired veggy seeds.

pic 1: veggy field and sorting shed
pic 2:EB salt mine
pic 3:KID gold mine
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 14, 2020, 07:24:46 AM
YEAR 17

         another worker is needed at the south forest. a 2nd plymouth house is built there.then we start work on the leather chains.an RK water tower,  EB tannery and leatherworks are needed at the fort. now we can make and trade saddles.

pic 1: water tower
pic 2: EB tannery and leatherworks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 15, 2020, 06:53:21 AM
YEAR 18 and 19

           the pace has picked up. we need to increase the food and tools to continue taking nomads.we plow another veggy field. an RK hunting tower will work between the forest and hay field.a rowhouse blacksmith will work to supply tools for the miners.a 10x12 orchard is planted as well.

       our biggest problem is cutting enough logs.we have tried not to clear cut so the trees will grow back.

   we trade for grape and strawberry seeds and 200 firewood. 20 saddles are traded for 320 swet potatoes.

pic 1:rowhouse blacksmith
pic 2: hunting tower betweeen the hay field and forest
pic 3: grape orchard
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 16, 2020, 06:12:24 AM
YEAR 20 REVIEW

          population has more than doubled to 107. we have 11 staudents and 53 workers in 23 houses.  2 groups of help arrived,adding 18 bannies.they dug 2 mines and planted a fodder meadow.we traded for veggy,grape,and strawberry seed and longhorns.we had 1 child get lost and die.

          we added a 2nd forester.the meadow has been cleared and provides thatch. with the leather chain making saddles, we extended our trade posts. the fort has a school and butcher.as the north farms add more fields,our diet improves.

         i think the lack of logs is partly due to the smaller map size.there isn't enough land to cut trees.i do have a plan to solve that issue.more farmyards are needed to bring firewood from the north and a larger forest to the west.the help will continue to arrive every few years but will also be in larger groups. we need to increase supplies and food to support the production chains.

         goals for the next decade- once we get the firewood stable,we can process the gold ore and  start construction on the west town.soon we will need to smelt iron ore into iron.

pic 1: stats
pic 2: production
pic 3: inventory
pic 4:graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 17, 2020, 06:14:49 AM
YEAR 20 and 21
   
           we start planning a RK forest west of the north lake.18 helpers arrive. they have some chickens and goats.we can use those to build KID's farmyards. 5 couples,several teen workers, and 5 children. 2 of the kids will fish behind the barracks while houses are built.

        an RK forester,gathering hut,and a old hunter cabin are built.the hunter and gatherer will work between the 2 forests. it will take some time to haul materials so far. even with more builders,construction goes thru winter.2 of Pilgrim's colonial houses are built with the lumber we stored. each has a KID farmyard to help supply firewood for the farm area. the crops are adjusted now that we have gained some new seeds. 2 more fields are planted.


       trading brougt in 4 chickens,wheat seed, and some carrots.

pic 1:trout fishing
pic 2:goats and chicken farmyards
pic 3: RK forest and old hunter hut
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 19, 2020, 06:55:28 AM
YEAR 22 and 23

           now that the logs situation is dealt with,we need to increase iron and iron ore. a KID portable mine will bring in the iron ore and a RK blacksmith will smelt the iron.        a colonial school was built for the west town.the teacher lives in a RK country house.

        while we work to catch up some resources,2 bridges are needed. 1 to access land farther north and 1 to help bring goods east of the fort.the north farms adds a small pasture for the chickens.

         as we took more time to cut trees, we haven't had time to collect iron ore.we go from a log shortage to a tool shortage.

           we trade for watermelon seed,  turnips, and 50 stone tools.
pic 1: KID mine and RK blacksmith
pic 2: east bridge
pic 3: far north bridge and chicken pasture
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 20, 2020, 07:48:12 AM
YEAR 24 and 25

           22 nomads arrive.13 workers with 9 children. work to the far north begins. a 2nd fodder meadow and our 4th forest will work to bring in more logs.the bannies take time to haul in more iron ore.

         a Sherbrooke market was built to move food for the west miners.

        our traders have been busy bringing in food.we also took in some fire bundles.

pic 1: far north forest and fodder meadow
pic 2: west market
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 21, 2020, 05:27:23 AM
YEAR 26 and 27

            2 gathering huts with storage will work the north forest and fodder meadow.more fields are cleared.the north farms will process jams and added a 3rd sorting shed for the veggy's.a 3rd pasture is fenced for the chickens.

            the west town adds a colonial mill and bakery and a wooden butcher. a walnut tree helps provide more food.EB's shoemaker finished the leather chain at the fort.

             in the hurry to make tools,our blacksmith suffered severe burns. he is our 2nd death.

           just before summer of year 27,18 nomads arrive. the barracks still has bannies living in it.they start clearing land for the DS town.


             the general trade post brings in food,tools ,and fire bundles.

pic 1:workplace jam preservist,
pic 2:colonial mill and bakery.
pic 3: EB's shoe maker
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 22, 2020, 06:56:38 AM
YEAR 28

           it certainly got busy with the new nomad group. a clay pit and a EB sand pit work the river. a construction yard will cut lumber.to supply the DS town with firewood,a KID sawmill is built across the river.it will take time to build up materials but they have helped clear lots of logs and stone.

           the east town built a meeting hall and a playground for the school.   the north farms continues to add Pilgrtim's colonial houses. 

  pic 1: start of the DS town, construction yard and clay pit, and EB's sand pit       
pic 2: meeting hall
pic 3: wool farmyard
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 23, 2020, 06:16:20 AM
YEAR 29

           the north farms adds a school.more watermelons and a farmyard are planted along the stream.the chickens are moved out of the holding pen to the east meadow. a cemetary was added near the meeting hall.the DS workers cleared land and laid train tracks thru the mountain.more workers were sent to help haul goods for the trad posts and markets.

         considering the game pushed us with large set of nomads,we did maintain supplies well. there are 3 families still living in the barracks.they are waiting on lumber to build houses.

pic 1: farm school
pic 2:cemetary
pic 3: railroad tunnel
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: Kristahfer on May 23, 2020, 08:28:34 AM
I really like the way you match your housing to your layouts.

Do you pre-plan and the create, or create a construction hub near by and then build out.


Or are you just and artist and paint your canvas.


Good work my friend
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 23, 2020, 09:24:59 AM
LOL, no i am not an artist. things look good is all a tribute to the great modders. i do plan some things. i come up with an idea of a goal to achieve. did a start fort long ago,did a train cross 1 map,a zoo,most of the crop seeds,etc. different ideas along the way. when i open the map to start i pause and look around to get ideas.

     this map gave a nice spot between the lakes for the fort. the goal was to build the DS factories and use colonial houses. the DS buildings take a lot more work to build,more materials and more processed items. with this being a medium sized map, it is much harder to find enough logs and will be harder to support with food. the west is zoned to produce needed stuff,mostly tools,stone, and iron. the east is zoned for the DS buildings.the north is filling with farms to provide as much food as it can.

    this map is challenging. it has already sent nomads fast. the bannies franticly work to get ahead on supplies, but can't cut logs fast enough. the bannies like to mess up whatever i plan too. so the plan has to be flexible. if we can get firewood and lumber cut before the next group of help arrives,we will survive.

         there are KID wild west and EB farm houses at the fort. PILGRIM's colonial houses for the farmers.<how i wish he would finish this mod>. KID colonial and RED's country houses make up the west town.RED has more sets that are planned for the DS town. those will need lumber and glass. the east town will need a construction hub with the processors.

       tomorrow, i'll get you some overviews to see where things are.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: Kristahfer on May 23, 2020, 04:55:10 PM
Looking forward to it.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 24, 2020, 06:05:01 AM
YEAR 30 REVIEW

              population huge jump to 216, with 41 students and 61 young children.we have 42 houses including the barracks.educatgion level at 30% with KID's patch so it doesn't affect the farmers.again population doubled with 3 nomad groups adding 58 bannies. we had 1 death of a blacksmith.

           that was a huge push. we did not get all our goals but did handle the incoming help. there isn't a smelter for the gold ore. 2 forests and KID's sawmill kept us supplied of firewood. an RK blacksmith smelts iron and makes copper tools.the DS workers are cutting lumber and extending the train tracks.

        the north farms expanded.they needed their own school.  they gained chickens,wheat, and watermelon seeds. the west town processes the wheat into bread and cuts beef steaks.the town center will be a popoular hang out spot when laborers get some idle time. our trade posts have been busy bringing in food,tools,and firewood.they export clothing ,flowers,feathers, and saddles.

        goals-we are behind on housing.if the population doubles again, that'll be 200 more mouths to feed and supply. this will be scarey to catch up.our goal is for the DS workers to bring the train in so it can bring logs and food.  the trade posts will ship processed goods.hopefully i can get time for the bannies to do some cleanup around the towns.       

pic 1: stats
pic 2: production
pic 3: inventory
pic 4: graphs
pic 5: overview
pic 6: west overview
pic 7: north overview
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 25, 2020, 07:17:17 AM
YEAR 30

         we need to clear more land for the  farms and use those logs to cut lumber.we also ned to process more leather. once the DS workers have lumber they can build houses. we have leather to trade for now. we will need to produce more trade goods soon.

        the Pilgrim's rest gives the fort a tavern. it will make blueberry ale.the My precious smelter makes gold guilder.a 2nd tannery will speed up the leather chain.

pic 1:DS worker house 1
pic 2: Pilgrim's Rest tavern
pic 3:my precious smetler
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 26, 2020, 07:25:11 AM
YEAR 31

         a 3rd worker is sent to the sawmill. we need to increase the firewood.the farmers are busy clearing land for more pastures.a colonial tailor is built for the west town. with all these colorful houses, it made sence to add the paint chain.a flax garden and a paint house are completed.

        finally, we cut enough lumber to build the 3rd house for the DS workers.1 family remains in the barracks.

      the merchants bring food to our trading posts. the farm trader has seen several boats go by with trade animals and occasionally an odd seed.

pic 1:colonial tailor
pic 2: paint house
pic 3: 3rd DS worker house
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 27, 2020, 05:38:15 AM
YEAR 32

         the last family in the barracks will build a double cape colonial next to the sawmill workers.they will work the painthouse. their house will need half the lumber of the RK country houses.to speed up the construction, the sawmill will cut the lumber. 

         we need the railroad to bring in more logs.KID's train will trade coal,which the east mines will haul in.RED's train will export textiles for coins and sell the coins for materials.since we don't have enough workers for the coal mine yet, the RK export stations have to be built 1st.our winter coats will be moved from the general trade post to the railroad.

       while the Ds workers worked on the train,we headed north to the forest.a RK sawmill will work to cut firewood. 2 small KID houses will move more workers there and a hunting hut is being constructed.

        merchant boats brought root seeds,food ,and 500 logs.

pic 1:4th DS worker house
pic 2:textile export station
pic 3: construction of RK sawmill
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 28, 2020, 07:01:10 AM
YEAR 33

         22 nomad helpers have arrived in late spring. the bannies had just started to do some cleanup of rocks.16 adults and 6 children.2 families will need to produce food to support them. 1 food worker for every 5 bannies.  a 2nd grape orchard,roots,and 2 more farm yards are planted.

pic 1:2nd grape orchard
pic 2:some wells added
pic 3:RK sawmill
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 29, 2020, 06:59:07 AM
YEAR 34

         while the builders catch up,the laborers continue to clear land. they cleared a larger pasture for the farmers.as the firewood catches up, the KID sawmill switches to lumber.by winter,it will switch back to firerwood.

         now the fun begins. to build the DS buildings,each 1 needs materials made from another.the open draft kiln needs coke fuel.the bricks are needed to construct the glass factory.the construction yard would help with some of this except it is busy cutting lumber and would need charcoal.
the hearth will make tools. the DS town also built a wildwest school.

      a builder fell off a ladder. this is our 4th death.2 others died of old age. the winter fur coats sold for 1800 coins that will be traded by the train engine for logs.       

PIC 1:DS hearth
pic 2:log train,engine trades coins for logs
pic 3: wildwest school
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 30, 2020, 08:11:38 AM
YEAR 35

          a multi mine will be dug by the DS workers. this will give iron,coal,and stone.since we have had troubles with lumber,the iron will help speed things up.it won't need to be smelted from iron ore. KID's coal bin needs to be located to store the coal to prevent it being moved far away.a station market will be built to store goods for the railroad workers.

      the train brought 186 logs.

PIC 1:food and tool trade
pic 2:large pasture
pic 3: coal bin
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on May 31, 2020, 07:52:36 AM
YEAR 36

          stone from the multi mine will be used to widen our bridges.while more houses are built, we started the turn for the railroad tracks. a massive junction is needed to allow the train to reverse and turn around since the tracks don't go thru town.

         the barracks is half emptied of bannies.
pic 1:multi min
pic 2: RR junction
pic 3: RR market
pic 4: wider bridge
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 01, 2020, 08:53:16 AM
YEAR 37

        the fort commander is not happy with us. he has a list of items we are to ship. gold guilder,silver bars,gems,roof tiles,linen,glass, and coal....
we tried to explain our issues with lumber.we also explained how much food it took to feed all the bannies and their families.he has sent 2 supervisors with 21 other bannies to oversee our progress. we still have 3 families living in the barracks and materials were being cut and delivered for 2 houses. we shook our heads. the villagers protested. they are crowded since they have not been able to build houses for their older children.

         some of the nomads had heard of our large clear lakes. they will work the shore and teach others to burn reed bundles. that will give more firewood to smelting metals.they will grow food and make rice wine to trade for materials.a precious mine  will be dug to the west for gems. the 2 supervisors will build a DS tower to keep an eye on us.there are 12 other workers and 9 children with them,   23 total nomads.

         a 2nd construction yard will help cut lumber for the DS worker houses. it will need charcoal to make bricks and glasss.     

          the lake workers built 2 dock houses and 4 reed farms.   

pic 1: 2nd construction yard
pic 3: start of a dock village. the reeds can be bundled and burned as firewood.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 02, 2020, 07:26:39 AM
YEAR 38

           the new supervisors ordered a cart to help move goods for the traders.the DS workers completed 2 more houses.they started building a blacksmith but it needs an anvil.the Ds hearth needs charcoal to form the anvil.assoon as the precious mine was dug,2 colonial houses for the workers were built.

       the dock workers built 2 workshops to bundle the reeds for burning.the dock transitions froma CC dock to a RK dock and farms were built.2 rice and a watercress were planted.

PIC 1: RK misc cart to haul goods for the TP's
pic 2:DS worker houses
pic 3:my precious mine
pic 4:dock farms and workshops
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 03, 2020, 06:47:41 AM
YEAR 39

        if the bannies cooperate, there should be 2 couples left to move out of the barracks. the supervisors sent by the fort commander and a pair of DS workers who's house was delayed with the last nomad group. then we can build the DS STYTH lookout tower. the supervisors sent more workers to the mines.they sent all the laborers to gather firewood and food.this should be a catch up year for resources.

pic 1:fodder meadow clearing
pic 2:DS supervisors housed
pic 3: DS tower construction
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 04, 2020, 06:49:31 AM
YEAR 40 REVIEW

            population to grew 50% to 309.48% educated in 64 houses.  we took in 2 groups of helpers adding 45 to our population. keeping the barracks full of bannies did slow down the arrivals.

           the train arrives with logs and leaves with fur coats.the east DS town has expanded and lumber output has improved.the dock town has helped keep us supplied of food and fire bundles. we now produce paint and smelt gold guilder. 2 mines were dug.

           we are way behind on houses,almost 40 houses.18 of the laborers should be put to work.the supervisors have warned us that more  help will soon arrive.

            the docks will float logs from across the lake.we need to keep improving the log outputs. we are shipping enough fur coats to support a 2nd train.the west village still needs a stable barn for the horses.it will need greenhouses to keep the miners fed.

          the way the game scatters goods,some are not moved toward the trade posts fast enough.we need to build more trade posts to deal with the excess feathers and flowers.more boats will mean more food and some materials.

          goals for the next decade- what i would like to do won't work as the next nomad group will arrive soon.  a coke furnace is needed and then the DS town can start making glass and more houses.the dock village will expand to float logs and grow more food.the fort will add 2 trading posts.we should process more food.the west colonial town will expand south and add a stone quarry.

pic 1: stats
pic 2: production
pic 3: inventory
pic 4: graphs
pic 5: east overview
pic 6: dock overview
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 05, 2020, 06:20:43 AM
YEAR 40 and 41

          we expanded the docks. a CC rice field was planted and a 5th reed farm. a cranberry farm and a RK log drifter were built.we completed 6 houses. the RK horse stable was built at the north meadow.

pic 1:DS tower
pic 2:dock shantys
pic 3:RK log drifter
pic 4: RK horse stables
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 06, 2020, 07:08:06 AM
YEAR 42

        the fort commander sent 35 nomads to help in late spring of our 42nd year. 22 workers with 13 children. they have orders to increase our supply shipments. a KID RH material dock is built at the fort and a 2nd train will arrive.the western colonial town will expand. these workers brought some seeds for greenhouses.they think we are cutting the wrong trees for lumber. they will plant a pine vanilla and a pine forest to the south.

        an old  RK hunter will work the 2 forests. a bridge  will speed up travel to the DS village.the docks added a school.the 2nd train will bring tools for now.

the building trade post brought thatch,logs,iron,and roof tiles.

PIC 1: build materials trade post
pic 2: 2nd train
pic 3: colonial boarding house
pic 4: pine forest
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 08, 2020, 07:25:30 AM
YEAR 43

         pine cabins were built for the south forest workers. 3 KID greenhouses grow sweat potates,beans,and corn.more storage has been completed.
a spring was dug out for a fish pond and old salty will salt the fish.

       the building materials trade post brought in thatch,firewood,and some glass.

      the pine forests did help produce more logs.outputs of lumber and firewood have improved.


pic 1:pine cabiins and old hunter
pic 2:KID greenhouses
pic 3: old salty and a fishing pond behind the lodge
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 09, 2020, 07:23:19 AM
YEAR 44

         we need to improve the trading. the farm TP brings a lot of trade animals. we let those ships pass by and continue to wait for pigs.the train has brought coins faster than it hauls them away. a 3rd engine will be needed to get a balance.once we catch up on tools, there will be adjustments to the train. the order in which the trade posts stock supplies causes slow downs. there are huge amounts of feathers and flowers, but they aren't being moved to the fort. it takes time for the workers to locate and haul those back.that slows the trade posts down from stocking the produced goods. this slows production and backs up the textile limit.

       there are a few ways to solve this. as we produce more items,we need to move them faster.another trade post will be built to move the excess flowers and feathers. that should allow the other TP's to stock produced goods quicker. an RH food trade post will swap the feathers and flowers for food.

       we used the glass wisely that the merchants brought. half went to a RK greenhouse and half was used for Boston Houses.the DS workers added a lime kiln and a coal bell pit.the 1st shipment of coal went out for firewood.

         a gem smith at the fort polishes saphires.enough houses were completed to empty the colonial lodge.

pic 1: trade posts stocks
pic 2:rowhouse food trade post
pic 3: DS lime kiln and coal bell pit
pic 4:RK greenhouse
pic 5:gem smith
pic 6: more houses to the west colonial town
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 10, 2020, 04:34:19 AM
YEAR 45

           WE have enuf tools that the 2nd train will bring apples.the building matrerial trade post brought in more glass to build a 2nd RK greenhouse.
the bannies decided they would build churches this year.there are 4 of them. to get enuf stone,a RK stone quarry was dug.with the glass,we added a Boston 2 house.

        there is 1 bannie left living in the barracks.we didn't have enuf glass to finsih her house.the train brought over 3500 apples. trading has improved.

pic 1:plantation church at the fort
pic 2: wild west church for the farms
pic 3: Sherbrooke church for the DS workers
pic 4: colonial church
pic 5: RK stone quarry
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 12, 2020, 06:45:52 AM
YEAR 46

          with the pine forest producing flax and pine boughs,we expand on the pine mod. a charcoal kiln,pelt tailor, and a spinner to make twine are built. the charcoal will be used by the Ds workers to make iron fittings.

          the farmers built a stone market. they needed another garden sorter for the veggys.another grape orchard and root field were plowed and planted.the docks also added a market to improve moving goods. more farms and houses were finished as well.

pic 1:farm market
pic 2: docl market
pic 3: pine kiln
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 13, 2020, 03:20:46 AM
YEAR 47

          KID's gold mine has ran out. it will be redug.the DS hearth made the anvil for the blacksmith to be completed. it then went to producing wagon parts. one construction yard works at making fittings and then switches to glass. the open draft kiln makes pottery needed to dig a DS mine.
the coke oven was built.
          a water shrine was built to keep the dock workers happy. they are now making wine from the rice.the painters added a 3rd flax garden to increase their outputs.

          now that we have more materials and time,we made a push to catch up  housing and storage.  finally,we are over 100 houses.

pic 1:DS blacksmith
pic 2:more houses for the DS workers
pic 3: water shrine
pic 4: CC rice brewer
pic 5:more flax gardens to make paint
pic 6: coke furnace
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 14, 2020, 07:50:48 AM
YEAR 48


          as expected,the next group of nomads arrived. 58,38 workers with 20 children.they have been sent to dig 2 mines and expand the train station. a 3rd train will soon be sent.this group didn't bring any tools. we quickly found out why. they kept breaking them leading to a major tool shortage. these workers were sick when they arrived. a flu spread thu the towns.with everyone getting sick, this group slowed production more than they helped.

         the west colonial town was already expanding greenhouses and homes before the nomads arrived. the new workers did get a my precious silver mine dug. the train station was expanded so everyone had a place to sleep before winter.they were busy working to dig the DS mine.

pic 1:sheep pastured
pic 2:3rd train and extended the station
pic 4: 2nd MP mine for silver ore
pic 5: colonial barn and more greenhouses
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 15, 2020, 06:25:34 AM
YEAR 49

            we made several adjustments to the trading.one train brings apples and tools,the 2nd squash and firewood,the 3rd brings more tools. the engines take winter coats. the 2 cars export coal.  we will export ale for more coins.

          due to the flu epidemic, the west colonial town built a hospital.more houses for the mine workers were completed.they added a hot house to increase food outputs.

        there was major work at the docks.a 2nd CC rice paddy,a RK fish dock,and an RK school were built. a 3rd shop works to bundle the reeds. 

       to work the DS mine,candles are needed. the DS workers extend the DS towsn south of the railroad.         

pic 1:colonial hospital
pic 2:silver ore smelter
pic 3:DS candles
pic 4:2nd train export station
pic 5: RK dock school and fishing dock
pic 6: hot house
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 16, 2020, 06:06:38 AM
YEAR 50

           instead of doing the review in the early spring,i decided to hold off til summer. most of the pics get taken in snow or just after it melts. this will give a different look to change them up a bit.

             the builders are caught up on projects. the laborers help move goods. construction plans stop til mid spring til the farmers get to their fields. this is a good time to check the inventory and trade post stocks. there is a surplus of veggys still, so another gardens sorter can be built. there is more beef and bear than the butchers are processing. the inventory shows more meat and vegetables than grain and fruit. we have used up the excess flower but have more beeswax than the candle shop will use.

          as we worked to process more goods ,some are falling behind. we need to increase outputs of coats and tools.a hardware store is built for the colonial town and a couple workshops to the forests.a trapper will work the pine forests to incease pelts.as more coats are produced, more will be moved by the train. that will improve the flow of the train and increase thw inputs.

     the colonial villagers built a 2nd Pilgrim's Rest and a dryer for venison.needing glassware,the RK glass maker was built.the docks finished their church. the DS workers completed a 2nd candle shop. 

pic 1: 2nd candle shop
pic 2:dock church
pic 3: pine trapper
pic 4: 2nd Pilgrim's Rest
pic 5:RK glass factory
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 17, 2020, 06:37:34 AM
YEAR 50 REVIEW

           population 535,317 workers in 120 houses and 3 boardinghouses.education holding at 50%. we are way behind on housing. even with 2 groups of 93 nomads, the towns grew by less than 50%.         

          the supervisors pushed the DS workers. 3 trains arrive each year.they take coal,ale,and coats. the cars bring food,tools,logs,and firewood.
our trading post expanded adding a building materials and food trader.to keep everyone fed, 10 greenhouses have been built. the bannies have  churches and markets.

       the fort processes boots and saddles from leather. they smelt gold guilder,silver pfennning,and polish saphires. due to a flu outbreak ,the west coloanial town built a hospital.the Ds town to the east came to life with the colorful RK houses.the DS workers are busy producing all sorts of items to build more factories and shops.the trade posts ship paint from the farm town and wine from the dock village.

       goals- many accomplishments over the last decade.will we ever have enough houses?

                   now that the Ds town is functioning well and has started to expand south of the tracks, more of the DS buildings can be built. the dock's need another church.a church should be added for the forests as well.the farm area has 1 section of ground left to fill.the east colonial town has 1 section left as well.  the fort has room for a small stable. i'd like to finish those areas in the next decade. that will leave just the far west side of the map to finish filling while the rest of the DS buildings are being constructed.

                 everytime the boarding houses are emptied,more nomads arrive. this pushes work and we never have enough time to catch up on housing.a very challenging dilema.

pic 1: stats
pic 2: production
pic 3: inventory
pic 4: graphs
overviews-
pic 5: cononial south
pic 6: colonial north
pic 7: fort
pic 8: DS north
pic 9: DS north
pic 10: farms
pic 11: docks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 18, 2020, 07:26:20 AM
YEAR 51

         the farmers ordered pigs. they planted 2 more fields for fruit,watermelon and strawberries.they found another apple tree with bees to collect more honey.

         the colonial town  wanted cheese so they built RED's large creamery. the red dairy cows were split into a pasture behind it. a jam shop and a herb garden  completed work on the west colonial town.the pine forest south of town added a turpentine still.

      the docks now row out and gather fresh water crabs.we built enough houses to empty all the boarding houses again.

pic 1:northeast farms
pic 2:jam shop
pic 3:RED creamery
pic 4: turpentine still
pic 5:RK seafood
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 20, 2020, 06:22:35 AM
YEAR 52

            our population says we need 38 more houses than we have. enough for a town.where could we put them? we built several this year, but I am conserned there is not enough space in our cities for the amount of nomads that will arrive before this map is completed.


       the fort completed a 7 family apartment house.they have a stables for horses and donkeys.the docks added several houses.the farmers finished the northeat corner with a pasture for pigs that we ordered. we are still 21 houses short.

pic 1:fort stables and apt house
pic 2: dock housing
pic 3:pig pasture
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: CookieBarrel on June 20, 2020, 09:15:57 AM
Nice usage of a difficult space (pic 1). :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 21, 2020, 04:42:58 AM
YEAR 53
   the northeast farmers built several workshops and a fish pier. this will move goods from the other barns. another veggy sorter,a butcher,a brewer,and a tool shop will move many goods. the colonial town extended farther west adding a seedling greenhouse on the edge of the west forests.

   57 helpers have arrived,36 workers with 21 children.these will need 18 more houses.to feed this many,we will need to extend the map.the docks is extended farther north. fields are plowed and planted north of the meadow village.

pic 1:NE farm workshops
pic 2:far north fields
pic 3: seedling greenhouse
pic 4: far north docks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: Kristahfer on June 21, 2020, 07:38:47 AM
Wonderful Paintings.


Very nice work @brads3
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 21, 2020, 09:23:13 AM
thank you COOKIE and KRISTAHFER.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 22, 2020, 07:13:51 AM
YEAR 54

      the north dock added farms and a fishing dock to increase food outputs.the dock village has a CC herb grower. the DS workers built a pottery shop.

pic 1: 2nd dock fish pier
pic 2: north dock farms
pic 3: DS pottery shop
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 23, 2020, 07:27:05 AM
YEAR 55

   the dock village added another cranberry farm.the north meadow village built a small chuch.the colonial west set up a wagon and cart shop. they make a variety of wagons not only for working and moving goods but also for explorers and pioneers.

                the DS workers have been busy. the 3rd train brings  2 boxcars of food,apples and wheat. the glass factory was completed.this city is becoming a trade center. goods are transported by water, over land via wagons, and the railroad.the DS town will become a tranfer point.an 8 wide old stone canal gives boats access to the lake from the river.

         someone mentioned the riffle mod awhile back.it is handy for digging slopes. the water plane in Banished is not uniform.there are breaks between the rivers and lakes.as you can see by the pics,this creates lines with mod pieces.with the CC terrain tool,you can dig down 1 tile or 2,but it is a square cut. the riffle mod allows for varrying depths to -.75 of a tile.by turning the diggout hoe icon,you can control the direction of the slope.you can use this to make curves along shorelines.

pic 1: north dock cranberry farm
pic 2: meadow church
pic 3: wagon shop
pic 4: DS glass factory
pic 5: canal riffle mod work,you can see the lines and riffle mod dug bank to the 1 corner.
pic 6: canal fishiing
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 24, 2020, 08:05:19 AM
YEAR 56

   while we were working on the rail system for the coke furnace,more help arrived. the map had been good at not sending nomads til the boardinghouses were empty.not this time,all 3 have families living in them.92 nomads.if half are clidren, they need 20+ houses and that many food workers.my concern isn't juust the amount of materials they will use this year,but  how much affects they will have 5 years from now.

   it is absurd, but i will  attempt to take these nomads on.they will head west of the colonial town and clear land.a stone granny house was built.2 fields were ready to plant.there are 63 workers and 29 children. we will need over 30 houses for this group.

               the DS workers continued working on the rails. they completed 3 more Boston houses and began to dig another mine.

pic 1:granny houses in nomad valley
pic 2: more Boston houses
pic 3:DS industrial storrage
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: kid1293 on June 24, 2020, 08:20:44 AM
92 nomads!  ;D

Is this a game? It is more like the real world. Good luck!!
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 24, 2020, 09:04:49 AM
yes,92 in 1 group and before the last group was moved out of the boarding houses. more than enough to start another map even.

this map uses the mini townhall to bring nomads. it randomly brings the nomads every few years,usually every 3 or 4 years. it starts out bringing a couple and then a family but over time the groups get larger. up til now, the mini townhall didn't bring a group until after everyone moved out of the boardinghouses.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 25, 2020, 04:22:21 AM
YEAR 57

   the DS workers dug a huge industry mine and built the DS trade post.the trade post is stocked with all kinds of items that they have been stockpiling.  bricks,glass,sand,coke fuel,and excess lime.there is twine and pine boughs from the pine forest and silver pfenning from the fort.

              an outbreak of measles slowed progress. 6 bannies perished from the fever. then it snowed early. on top of that,the coal pit had to be dug deeper.

pic 1: DS trade post
pic 2: nomad valley
pic 3:DS industry mine
pic 4:rail system for the coke furnace
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 26, 2020, 06:46:18 AM
YEAR 58

   the nomad village started planting a double CC appple forest to the far southwest.hopefully the CC forests will function. the RK orchard forests don't collect the apples with this mod order.    they built a school and hospital. 2 farmyards were worked the back yards.they built a church during the winter and more houses.


               a merchant found his way to the DS trade post. he had only procesed goods.the DS trade post does get more merchants ,several stopped dur ing the year. all had processed goods and materials we do not need.
 
a DS silver mine was dug.the cemetary and several houses were complted. the bannies seem to be slower lately.this is usually due to the churches being crowded. an RK stone church is constructed for the south DS workers. this does pick up the pace of the bannies. it doesn't show to the happiness,but lack of space in churches does affect them.

pic 1: double CC apple forest
pic 2:nomad valley church,clinic,and school
pic 3:DS TP merchant
pic 4:DS silver mine
pic 5:DS cemetary
pic 6: RK stone church
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 27, 2020, 04:30:26 PM
YEAR 59

   we made gains on the train yard. a 2nd KID market station will move supplies  south of the tracks.a 3rd RK station will move wool.since the DS trade post brings boats of materials we don't need, the other half of the trade post was constructed.

         the north meadow has a market and a market was built for the nomad valley.the docks added 2 rice farms.the nomad valley has made a push for housing for all the nomads.the boarding houses do remain full, but noone has to sleep in the barns.

  in the push to increase food and build houses,we have a tool shortage. the train isn't bringing enough to keep the DS miners supplied.a 2nd KID RK ploppable mine was dug to bring in more iron ore.

pic 1:meadow market
pic 2:nomad valley market
pic 3: south DS station market,trade post,and storage
pic 4:north dock fields
pic 5: 2nd KID plop mine
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 28, 2020, 06:06:21 AM
YEAR 60 REVIEW

   population has quickly grew to 877,502 workers,126 students, and 249 children in 186 houses. 149 bannies arrived in 2 groups.these 2 groups coming so close together after we started to catch up the housing pushed our growth. we are running out of room.

               several areas were finished;the fort,colonial west,docks,and farm areas.the last group of nomads built a new village in the west valley.the DS supervisors are concerned that we have outgrown resources and will continue having shortages. they sent word back to the Landing Fort not to send any more help.the wagon shop and seedling greenhouse will work to supply Pioneers to travel thru and settle more lands.

       the DS production town has grown into a shipping transfer point.goods arrive by boat and the railroad then reloaded to send to other destinations. they've constructed several more stations and wharehouses,finished 2 trade ports,and dug 2 more mines. the city has a glass factory and pottery shop.

goals for the next decade- recover from the shortages and get the map back to being stable.the DS town has a few more mines and factories to complete this map.hopefully,we can empty the boardinghouses by then.

pic 1: stats
pic 2:production
pic 3: inventory
pic 4: food graph
pic 5:population graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 29, 2020, 05:33:26 AM
YEAR 60

   The nomad valley needs a blacksmith and wood cutter.then we expand the north docks to produce more food.another leatherworks will help produce more saddles from the excess cured leather.the South DS town added an industrial quarry.the quarry workers built Sherbrooke houses. enough houses were completed to empty the fort barracks.

        we overcame the tool shortage with tools brought by the train.food production is more than we used. the DS trade posts have not seen any merchants that carried food. the DS merchants only carry processed goods ,materials,and minerals.the train brings several boxcars full of food each year.we will need to adjust the trading.

pic 1:nomad valley blacksmith
pic 2:2nd leatherworks
pic 3:DS quarry
pic 4:2nd RK seafood collector
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: RedKetchup on June 29, 2020, 09:58:39 AM
nice to see you are still using RKEC :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 29, 2020, 11:56:24 AM
GOOD to hear from Mr. RED. how is life in Canada now? good tyo hear from fellow Banished modders and players frrom around the globe with the virus running around.

yes i use the RKEC and build my mod order around it. don't want to give up the wild animals and everything else that you have in it. the docks is quite handy to add quick food resources. i figured you might like the colorful houses on this map.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: RedKetchup on June 29, 2020, 02:41:28 PM
going good. still playing wow classic everyday
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on June 30, 2020, 05:10:59 AM
YEAR 61

   the north dock added 3 houses. this emptied the colonial lodge.there are still bannies in the train station.

   a DS smelter for silver was built and the silver mine activated.the mine claims it is missing something to work. a Neubert blacksmith keeps the south DS miners supplied with tools.an iron ore mine works near it. i think the DS trade post sells items for silver and then the silver is traded for food.the DS workers constructed the huge blast furnace to smelt iron and copper.a DS placer mine works on the main river.

pic 1:north dock housing
pic 2:DS trade post stocks,now and then wer did get a boat that carried food.
pic 3:DS silver smelter
pic 4:blast furnace
pic 5: DS placer mine
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on July 01, 2020, 05:09:09 AM
YEAR 62

   a group of 85 nomads travels thru town. we do not have space for them. they go on to settle more land elsewhere.this is the 1st group that was denied.

   the north docks extended again. they added a church and school.an RK school is built for the south DS workers.enough houses were completed to empty the boardinghouses. the bannies still need 90 houses for all the couples.i think many of those are younger couples that came with the nomad groups. we do show over 100 laborers for the 25 builders. 

   1 gold ore tag shows in the townhall menu.the my precious mod overrides the DS gold and silver ore flags. they are set the old way to textiles.hence the silver smelter and assayers office wouldn't work even if the silver mine did function. 1 of those give and takes to using different mods.the RK foundry does take the gold ore and smelts it into gold bars that will flag under the precious limit flag. just depends on how the mod was coded.

        there are other items that do cross flag.RED's carts store a mixture of some goods.flowers store in the assayers storage as precious.KID's log depot will store coal. at times this works good and other times it is a nusance. SLINK's market set storing goods with the changed limits even thou it is a 1.06 mod.KID's log depot will move enough coal to cause slow downs to wood cutters,since they would be short logs. again,it is a give and take to adding mods together. with some experience, you learn to use it to your advantage and avoid issues when you can.

   i recommend placing a variety of storage scattered around the map.  avoid filling the start pile as well. this helps avoid shutdowns and slowdowns that would occur if the bannies can  not find storage for any item. each of the modders have worked to add storage options that help improve the storage.KID has foresters that store thatch,RED has a forest storage barn and a set of carts,EB has a set of markets and the material wharehouse,and Necora has the pine sheds.

pic 1:north dock church and school
pic 2:RK school
pic 3: RK foundry,
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on July 02, 2020, 06:50:41 AM
YEAR 63 and 64

   the CC orchard forest is working and collecting apples.there is  space between there and the nomad valley and then in the south DS town.
i won't build all 90 houses but will build several as i wind this map down. not all the factories and mines were completed from the DS industry mod set.

   a my precious mine works near the south mines. it will work in place of  the DS silver mine. a supervisor lookout tower works there as well. the gap between the tracks and lake is used for storage and offloading of the train.  the nomad valley cleared land for more houses,fields, and farmyards. they added some workplace shops to make jam,nut bread,and to cut steaks.

   the DS town added the White Swan tavern and several parks and wells.a loading ramp and platform helps load heavy minerals onto the train.  we have over 200 houses for the bannies.the map is covererd except for the far northwest corner that was designated for forests.

pic 1: CC apple growth
pic 2:workshops
pic 3:KID water tower
pic 4:2nd DS Stythe tower
pic 5:White Swan tavern
pic 6:load ramp
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on July 03, 2020, 09:05:25 AM
CLERMOTT END

we took many nomad groups,all except the last 1.that made the population grow quicker than houses could be built.there are a lot of mines and factories. the bannies have an assortment of housing options.they have a variety of food.

   the train functions well to back up the issues with the trade posts.the way the game orders the stocking of goods for the trade posts does slow them down and is cumbersome. adjustments have to be made constantly to insure the TP's are stocked for merchant boats.sending more workers did not help speed up the stocking. i should try to improve the trading of these maps.

   the only issue was the silver and gold orers not working for the DS mod and the DS silver mine not working. since the RK foundry does take the ores,i am not totally sure it is due to the limit flag changes. the my precious mod works so well with the CC fort that i am not going to remove it.this isn't a major issue.

   Clermott functions well.it grew into a city.bannies can go thru here to settle other lands. they will leave with wagons,seeds,and supplies.

pic 1:stats
pic 2: inventory
pic 3: production
pic 4: graphs
pic 5:trade post stocks
pic 6: train inputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on July 03, 2020, 09:09:29 AM
OVERVIEW PICS

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: Nilla on July 03, 2020, 11:19:37 AM
Hi again, it's bin a while. Nice town there. Is it the biggest town you've made?

Anyway, I'm fine. Making one of my usual Banished vacations. But I'm sure I'll be back, if not earlier at least in autumn.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 4:Clermott
Post by: brads3 on July 03, 2020, 03:48:01 PM
always good to hear from you,NILLA. no ,it just looks big causer it is a medium sized map and filled. TOWNS was huge,so huge the game wouldn't allow me to finish it. i did 1 2 years ago with all the master piece or wonder mods that had some large townbs also.