good morning.sorry i haven't posted a new town in a while.i was sick for almost a month since before the holidays.
stomach doc has changed my meds and they seem to be helping.how's it go 2 steps backwards and 1 step forward? i am better than last month but not as well as i wish.anyway i will try to do a map and see how it goes.
mods:total is 119 for the most part it is the same as it was with a few changes. i have updated KID's colonial mod so it is 2 parts and the forest outpost to the nat div version.added CC frontier for the indian housing.dumped the multiple starts mod. i did clean the registry and moved RED's garden utility above CC,moved KID's mods above RED's.i do have KID's group shuffled so that the theme icon isn't working. that should not cause any conflicts or errors between the mods though.so the main order of the mods is the same with just a few adjustments.
not every mod is enabled at the same time. with the upgrades,i did keep the old versions in the folder but disabled. they are needed if i want to open the TOWNS map.the more stone and wood mods are usually not used. i did enable the more wood for this map however.
for a detailed list of the mods check the start posts of "VICKS".
map: OSSER, code 288532708,valleys,medium size,fair climate,medium start,disasters off.
goal:it is a simple 1. this is the group of mountain men who left the Landing Fort many stories back. they met up with some indians and with their new indian wives have grown to a group of 19.they have headed off into the hills to build a trapping and hunting town and trading post.
YEAR 1: even though i send them with KID's vegetable seeds,they never use them.between CC and the nat div mod the seed mod won't add to the start.1 of those give and takes. if i move it higher in the mod order,then maybe it would but it will stop the thatch meadows.
1st i adjust the limits.knowing we will need logs to build, i bump it up to 2000.i move the herbs up to 1000.since the leather will be needed for the indian housing,i leave the clothing alone but do bump the textiles up by adding the zero. so its 2000.these guys will burn thatch so the firewood count doesn't need changed.
next, i send a quick fisherman and hunter out.that will help our food and bring the leather. 2 crop fields worth of clearing will give us building materials.they will start with 2 log cabin houses to give them a place to rest and keep warm until they get some leather stocked up.by mid sping,peppers and potatoes are being planted.
as leather is collected,the indian huts can be built.the quickhunter has moved several times with the deer herds. the upgraded FO workshop hut does require thatch to be built.a workplace shed and tailor are planned near 1 of the cabins.a firewood chopper and shed help keep us from overstocking the material pile and the firewood stays dry.by fall, there is enough materials for the builder and the laborers go looking for food to gather.by the time snow falls,there is enough leather to finally start building a teepee house.then the tailor can begin making coats.clearing land slows as we try to keep the stockpile below 90% capacity.this allows room to clear for buildings later.
PIC 1: map start settings
pic 2: step 1-clearing fields and quickhunter and fisherman
pic 3:yr 1 housing,workshop,tailor,and firewood storage