World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on November 26, 2019, 05:57:55 AM

Title: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on November 26, 2019, 05:57:55 AM
                      2ND ATTEPMT to use RKEC above the DS IM mod

       in the last attempt, the happiness level was stuck. no matter what i tried,it never improved. that led to production drops and the bannies finally went on strike.

i disabled the safety mod so it doesn't override the DS mod. KID made a patch mod to improve the education.this alters the education requirements or penalty for the main food workers.should not affect the DS production buildigs.this mod loads before TOM'S NORSEMAN mod which controls the happiness. this education patch should let the game progress smoother and faster. as bannies are sent out from the Landing Fort to settle new lands,they would have came with some job assignments and training. with the patch,the nomads have half the training. they can hunt and farm without the need for schooling.

mods added:     added KID's railroad and forest trader mods.and the chopchop mod.

         i think these land or auto traders help. with so many items in the inventory,traders get so busy  restocking 1item and never seem to stock all the items sent to the trade posts.as i sent ore logs in the last map,they stocked less gold and saddles. even with more workers,the trade posts never get fully stocked.the CC native indian TP is costly and is limited to ainly trading ale.RED's railroad mod does have stations to move different goods textiles,supplies,alcohol. it trades for coins and then trades the coins for food.it is limited to 1.06 flags and items. it works well but doesn't move many of the newer items.

[Misc]
Description=RKEC DSIM|RK 1.3 K full setup||| 1.04 pine mod w/ Crystal Cliffs as a patch||improved  education,safety mod off
[Profile]
WheelbarrowBigger=1
DebugMenu=1
Radius=1
stopcoalburn=1
BlackLiquidRain=1
CCNoSmoke=1
overrideUneducated=1
Norseman=1
ProperTime=0
banishedUImaps=1
SafetyHole=0
unlimited=1
OneStopAllMining=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
Charburner=1
EBStatueTrapper=1
EBWinery=1
KidRailway=1
KidForestTrader=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
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
CCDocks=1
CCFrontier=1
MarbleQuarry=1
SmallTipi=1
MaritimesSherbrooke=1
MaritimesRiffle=1
NECEmptySquare=1
MaritimesStorage=1
MexicanFantasy=0
EBIrrigation=0
EBIrrigationNatural=0
EBIrrigationDecoAddon=0
KidSBVMission=0
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on November 26, 2019, 06:06:07 AM
MAP: Hulberona,34899227,pine wood moutains,very large,fair,no disasters,medium 3      bison,lettuce,and corn

GOAL: add the DSIM to the RKEC and test the new patch and trade mods. 
if the mod order works, i plan to build a train from 1 corner to the opposite map corner with 2 functioning trade station
towns.


         wow, this is a lumpy map. it will be fun to buid a railroad through these canyons. it will wind from here to the northeast corner and down to the southwest corner of the map.

          our job was simple enough,survey the land and build a camp to welcome new workers. we plant 2 fields and clear a 20x25 pasture for the bison.to conserve stone,we start with plymouth houses. it snowed before the last house was finished.  we spend part of the winter gathering fruit and hunting elk.

      happiness is down to 3 stars and health is 3 and a half hearts.

pic 1: map settings
pic 2: map start
pic 3: start camp
pic 4: workshops
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on November 27, 2019, 07:03:31 AM
YEAR 2 and 3

        to support work crews,we will need to stockpile food. how quickly will the happiness drop affect the outputs? in this tight canyon,there isn't much land to gather food from either. we will have to hunt any animals that do waunder into it.

        we plant a 3rd field.we add 2 storage barns,1 near the lettuce field and 1 near the pasture.to store more materials,an EB material market is built at the edge of the canyon.this will keep us from filling the workpile and store logs and minerals for the railroad tracks.

    we add a 50% welcome sign for new workers.we use the 3rd year to clear around the start camp and a path to the river.on the other side appears to be a larger valley for mines to supply iron.some goods and livestock can be shipped down the river.

      a dock market square was built to distribute our food.this should help improve our diets.it has a larger area and doesn't require iron or stone. health is down to 3 hearts

pic 1: 3rd field planted
pic 2: EB  material market
pic 3: overview of the start canyon
pic 4: CC dock market plaza
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on November 28, 2019, 06:10:09 AM
YEAR 4 and 5

          the 1st set of helpers arrived.there were 11 of them,7 adults with 4 chidren.they were sent to supply logs and iron for the train tracks.a KID forest and gatherer are setup in a canyon to the south.it opens to the river where animals come to drink.an old hunter cabin will hunt the area.

       to suppy iron they send 2 workers to dig a tiny iron mine.

       the 2nd set is 17,10 aduts with 7 children. they have come to establish a church,school, and clinic for the workers.the nomad sign is decreased to 20%. we plow 3 more fields. a cemetary will replace the south corn field.2 more workers are sent to help at the iron mine.a mini butcher will cut bsion steaks and a mini still will process honey.

      hopefully, all that will start to increase the happiness. this was a quick push to see if the happiness will work.

pic 1: KID forest canyon
pic 2: tiny mine
pic 3: pine church,a school,and a healer
pic 4: honey still
pic 5: tiny butcher
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: Nilla on November 28, 2019, 02:29:39 PM
Don´t forget a well if you want them happy. If that´s not enough; some booze will do the trick.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on November 28, 2019, 03:42:40 PM
i didn't forget. DS has a nice refernece tool to his mod that works in game.click his tool bar and opens a window with lots of info. testing and understanding the happiness system is ongoing. stay tuned.

  @Nilla  where have you been? you have been much too quiet lately.did you see the smoke signals the other day? i had an issue and almost had to come find you.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on November 29, 2019, 04:27:57 AM
YEAR 6

         we need to collect stone for the cemetary and some wells.hopefully we see movement to the happiess graph before it hurts the production levels.we are short of fruit so our health doesn't improve. still we would expect  some of the bannies to show an improved happiness due to the school,church,and mead.i would like to know if this will work before we start laying the tracks.

     with the 1st well dug,1 family shows full happiness and heath.we would have expected progress but not full stars.i still have concerns but there is hope that the norseman happiness is working. as long as the bannies don't get depressed and go on strike,this should be workable.

pic 1: citizen graph
pic 2: cemetary
pic 3: the family in the center house shows full stars,happiness seams to show 3 stars or full,all or nothing.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on November 30, 2019, 07:11:39 AM
YEAR 7 to 9

                in spring of year 7,11 helpers arrive,6 adults with 5 children.they are to supply stone for the bridges and tunnels.we also will need another forest for more logs. to keep the forest out of the way of the railroad,we will build a bridge across the river from the 1st forest. this way the logs can be moved north to the minie valley and supply them with firewood and venison.for the stonea KID tiny quarry will haul stone near the iron mine. it will give enough stone to get us across the river to the mine valley.

      our 1st death. the gatherer ate poisonesd berries.our 2nd was caused by a cavein.

        the 2nd forest is an RK forest with a tower hunter and 2 of KID's small trapper shack houses. an apple tree was planted with a beehive to supply more mead and fruit.

     we take a year to do some cleanup around the start camp and restock supplies.

       some may think of the tiny mine as a cheat.  in my series,these bannies are sent fro a fort with jobs to help expand the settlemets or in this case build the railroad.they wouldn't be sent without some supplies ad training,however banished doesn't allow for that. these little extra help mods solve that.here the quick iron supply will help move this train along quicker. it is so easy to use iron and then realize you need some in order to build a processor to smelt the iron ore. a mod or 2 that can supply iron will save you some frustration of waiting forever for a merchant to bring that needed iron.   


pic 1: forest 2
pic 2: tiny quarry
pic 3: apple beekeeper
pic 4:camp cleanup
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 01, 2019, 06:20:09 AM
YEAR 10 REVIEW

        population 70,34 workers and 8 students.education down to 29%. there is movement to the happiness graph and health depends on how much fruit we gather.we have iron for the rails. hopefully the 2 forests will supply enough logs so we can lay train tracks.

      this map is going to be challenging. the huge mountains is like being in West Virginia. space for food production is very limited.keeping the bannies happy while they move materials clear to the far opposite corners of the map won't be easy.it will be treacherous and tedious work.

       the start camp grew into a village quickly. i would prefer more stockpiles of supplies and materials by now.i used a shortcut to the iron process but we also used lots of materials and time to build the city service buildings.we are tight on food and logs.much of nearby stone to the west has been collected and used as well.

happiness and health-  no disease outbreaks,but we did have 2 deaths from accidents. there was a short lived jump to happiness on a few bannies.that gives hope and confidence that i can continue this map. however there are many questions.


       if i slow down accepting nomads to every 3 years,we should have time for the food and supplies to recover.once we get the tracks layed across the river,we can use the larger valley.i'll improve the iron process and our output of supplies. that is our goal for the next 10 years,survive and gain access to the mine valley.

pic 1: stats
pic 2: production
pic 3: inventory
pic 4: citizen graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 02, 2019, 04:53:16 AM
YEAR 10 to 12

          the nomad welcome sign is decreased to 10%. the bannies clear more logs and minerals.

         the next set of helpers were delayed. the 7 of them arrived in summer of year 11.storms had delayed the start of their journey. then a lady went into labor.with the newborn,the family decided they would not travel any farther.  reluctantly,the group stayed to help build the family a cabin.then the 6 adults and child continued their trip.

           they went to work buiding the train tracks.they decided to raise the tracks through our village so the children would be safer. the bannies do jump up and back down half way across the DS raised tracks.they do this even at the road spaces.it does line up well with both RED's and KID's tracks.

pic 1: track construction start
pic 2: DS raised tracks,bannies do jump up as they walk over or under these tracks
pic 3: tracks thru town
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: Nilla on December 03, 2019, 12:29:35 AM
I´m not gone, Brad. I´m temporarily over at Tom´s site, testing his closed beta for North 7. It´s a great mod, getting more and more bug-free,  I guess he will soon open it for everyone to try out. There´s some really nice new features.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 03, 2019, 07:43:45 AM
YEAR 13 and 14

          to produce more logs faster,we double the foresters.we had a stone walk bridge finished across the river before the next group of help arrived. apparently a family had chosen to stay at the farmstead on the way.they reported that the mother and child were well. the family was quite content in their quiet valley. the other 8,5 workers and 3 children, had arrived ready to work.

         there was a small knoll of dirt that had to be moved beffore they coud reach the valley. as soon as it was moved,they built a stone boardinghouse for the winter.

        marble was found in the valley. it will be traded for food and supplies.to ship the heavy marble a CC dock trade post with a crane is built.

        up til this year,the bannies have worked well. right as the wells were built, a few showed improved happiness.since everyone fell back to 3 stars.they have maintained the food production.now however the laboreres are going idle.health has been improving.construction work slows to a crawl. why?

       i would think the new helpers would be happy enough to keep working even if it was depression related to the original bannies being stuck at 3stars too long. why did the happiness of the original show an increase with the wells and the dropped back down? why does the effects happen all of a sudden? they have been tight o firewood but nobody has been cold. by now,the population has outgrown the church and school. that does not explain the lack of gain to happiness over the years. is it set that the map progresses until the population hits 50 adults? everyone works until they switch to being laborers.

      3rd attempt to solve this. the bannies do not like the pine church when it is full.when i disabled the church they went to work.apparently they would rather not go to church than to be crowded. the bannies do have minds of their own and can be strange.

   health to 4 hearts,happiness stuck at 3 stars. seems to be an all or nothing to the individual bannies showing happiness.

pic 1: railroad bridge
pic 2: boardinghouse
pic 3: dock trade post and log scavenger
pic 4: Nordic wharehouse
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 04, 2019, 05:03:14 AM
YEAR 15

         logs are floated down the river to supply the railraod workers.the trading post ships marble,leather coats,and some excess goods. DS Fulbert houses were built for the traders,a row of hovels for the quarry and railroad builders.

pic 1: Fulbert houses
pic 2: ds hovels
pic 3: TP stocks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 05, 2019, 05:53:10 AM
YEAR 16 and 17

          a 2nd fishing dock is built to provide more food.a tiny school will teach the forest workers' children. the trade post takes in 600 sugar beets, 110 charcoal, and another trade of 4000 food.

          13 bannies arrive,9 workers and 4 children. these wil supply some services to the mine and railroad workers.a Sherbrooke market,a tiny hospital,an RK stone chapel,and a school are built. the railroad workers built a DS construction yard since it can produce a variety of useful goods including lumber. to keep the miners supplied with tools,a DS smith hearth will make copper tools.

        south of the mine valley close to the river,is designated to farms. 4 fields are cleared.

       now the pine church can be enabled again.

pic 1: 2nd fishing dock
pic 2: forest school
pic 3: DS construction yard,tiny clinic,and pine market,
pic 4; river farms
pic 5: RK stone church and school
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 06, 2019, 08:57:22 AM
YEAR 18

        stats say we need 2 houses for graduates. these 4 workers should expand food production.where? we head south the the RK forest.just north of it we plow 2 more fields.a wood cutter will work to increase firewood.with it closer to the forests,it will be more efficient.  a mill and bakery should help us stretch the corn.

      we got a delivery of eggs.we also trade for grape seed.

     health is at 4 and a half hearts,happiness still at 3 stars.

pic 1; south farms ust north of the RK forest
pic 2: forest wood chopper
pic 3: stone bakery and mill
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 07, 2019, 07:42:24 AM
YEAR 19

         9 workers with 6 children arrive.they were sent to  construct mines. the DS mines are projects since they require different build materials. it will take these bannies time to aquire and make items in order to build the mines. the DS mod has some different looking buildings but they are harder to build,so i want to get the bannies started on this project.

      in banished the trains don't move.we wil have to use some imagination.this mine valley will produce coal and other supplies that will be needed at the train stations.  while the valley grows,the tracks can be layed across the map. to give space for the mines and needed buildings,the tracks will wind around the mountains instead of tunneling thru them. since we are so restricted on land to grow food,this will be the last group of helper for a while.unless we have a labor shortage we wont need nomads until we get tracks layed to the north east corner.

      since this is an RK base map,there is no clay or other DS materials to be collected.we will have to dig for all of it. the 1st step is clay  and charcoal to make bricks. a DS clay quarry and TOM's charburner are built.

pic 1: grape orchard
pic 2: Tom's charburner
pic 3: winding tracks around mining mountains
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 08, 2019, 05:36:07 AM
YEAR 20 REVIEW

           population 145,19 students in 3 schools.36% educated but with an edication patch mod to help train the nomad helpers. heath will improve more with the grapes.happiness shows movement to the graph in the last year but the overall and bannies show stuck at 3 stars.

         there was a slight issue with the pine church causing a work strike.they got upset when it became too crowded. these bannies never have enough firewood. with logs being hauled to them and 3 cutters,they never catch up.it was that way even before the charcoal burner started working.the trade posts took some fire bundles to help.i think the wood cutters are operating under the DS mod.or the mini mod wood cutter is more powerful than i think.

           every year or 2,the railroad workers extend the tracks.in 10 years,the tracks went over the bridge and started to wind around the mountains. the mine valley and trade port is established. i would have liked to have another ine or 2 by now,but we had to take time to clear land for farms. we have more than doubled our field count.

          the plan to stabilize the population will save us from food problems.instead of finding land for farms, we can work on building more tracks. 5 builders with 10-15 laborers should work well even with the long distance.the mine valley can grow with graduates to supply more tools and iron.GOAL for the next 10 years is to extend the tracks around the mine mountains.we will need a copper mine. 
--------------------------------------------------------------------------------------------------

        i didn't put wells everywhere and not every house is inside a market radius. the DS hovels are outside the bad circles from the smokey processors. i did that to see how much affect it would have. i would have expected some bannies to be happier than others. it is not working that way.

      the good to this mod order- no disease outbreaks,without the safety mod.only had 2 accident deaths. just1 work stike but was overcame and replayed. the bannies are working steadily and food production is stable with the education patch. so far everyone is busy and workshops are functioning.

the bad- there is no pay off from all our efforts.build a school-nothig happens,increase health-nothing happens,add a market-nothing happens,etc. the bannies showing all or nothing makes it hard to daignose any progress. normally i wouldn't have as many vendors and no churches. that much time and materials would have been spent stockpiling supplies. the bannies would have a bout a year progress farther ahead of where they are.

         is the map DOOMED? with the wood cutters working slower, i have concerns that DS's depression could still cause a major strike.  with my mod order,DS would tell me to blame TOM. LOL for now all i can do is hope the strike doesn't occur and continue to try to keep the bannies happy. as the grapes get distributed to them and health improves,hopefully the bannies will feel better. 

pic 1: yr20 stats and DS info windows
pic 2: production and limits
pic 3: inventory
pic 4: citizen graph
pic 5; start camp overview
pic 6: mine valley overview
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 09, 2019, 06:42:02 AM
YEAR 20 and 21

         we need 5 more houses. we also need to dig an RK random mine for the copper ore.we will need some glass.an EB sand pit will supply the sand.the smaller pit will fit this terrain.we couldn't locate a DS pit nearby with the curves of the river.

     we added a food trader. having more trade posts will call more merchant boats and speed up our re-supply. it can send marble and some pelts.

     we took in  almost 10,000 food .finally the merchants brought 300 fire bundles.

      we need another tailor since ours is working slow.the mini shop uses a blacksmith to make tools or coats.he isn't idle but  output is behind. subtle changes due to the happiness. a 2nd grape orchard is cleared to increase food production. to avoid crowding the churches,a small chapel is built near the forest bridge.

       the DS construction yard made 100 bricks and then switched to making glass.

pic 1: RK random mine
pic 2: food trade post
pic 3: EB sand pit
pic 4: forest chuch
pic 5: stone tailor
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: Nilla on December 10, 2019, 02:15:28 AM
No, I don´t think the map isn´t doomed. You must simply accept and adapt to the not easy understandable and flexible happiness system. (There is a reason it was supressed in original Banished). It does work on all maps I have tested but you need to work with it and change your normal way of building. I usually build compact villages around happiness buildings with production on the outside.

You are right; it´s all or nothing.
 
Things you can´t see with the circles may also have an influence, also bad things that happened a long time ago. You can see this when some people in the same house have 3 stars others 5.

Mostly they need 5 of 6 happiness aspects, sometimes only 4 and sometimes all 6:
1. Wells, they have small circles, so you need a lot of them.
2. North sauna or inside the circle of a hospital with happiness radius and a working doctor.
3. Inside a market circle
4. Inside a circle of a church or graveyard with happiness attraction
5. Membership of a church with a working priest
6. Inside the circle of an inn with alcohol

DS also has some monuments and some buildings that may replace these basic buildings. 
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 10, 2019, 08:56:07 AM
WOW,company stopped by. it has been wayy too quiet. i sometimes wonder if i a writing to noone.NILLA,i greatly appreciate your coments and advise. i miss us debating and brain storming ideas like this happiness system.

    you said it is  simple to understand. that is funny. did you forget my crazy mod order? my way changes things and affects the system. this is not ust TOM's happiness but is tweaked or added with the DS health and happiness systems.

      as to "al or nothing",i thought by adding some happiness effects, the happiness ould go up some. i thought when you tested that the bannies did increase stars but never reached full stars without alcohol. my main menu window always shows 3 stars.now and then i find a bannies or 2 with full stars,never do i see anyone with 3 and a half or 4 stars.this makes it difficult to tell if adding something is having any effect.

       the last map i attempted the happiness on did get doomed. the bannies,due to DS' depression,stopped working. they didn't ust work slower but stopped completely. that happened to the new nomads as well as the original citizens at the same time. a depression shoud take affect after a few years. if it happens to the original bannies and nomads came 5 years later,the nomads shoud be affected 5 years later not at the sae time. that game might not be able to do that with its coding. it may be another 1 of the limitatios of banished.

       your point that the church,market, or well,etc must have happiness attraction added is valid.not all buildings are modded the same. it wil take lots of experimenting to figure out which do and which won't help.

           when i added wells to the start camp village,a nearby bannie went to full stars. like 1 bannies by each welland the others stayed at 3 stars,even in the same house. it was a short lived boost.so the system acts gitchy and is sporadic. the main part of start village does have a market,church,cemetary,KID hospital,and a school. there is a brewer and mead closer to the lake and more wells. i built that way as an attempt to see how much adding this or that would affect them. when the pine church got full,the bannies did go on strike. they do not like crowded churches. they actually work better with no church than a crowded 1. thankfully this was the only work strike.

            the DS mine valley has different buildings. the houses were built outside the bad circles of the processors. after this church was built,the pine was turned back on without causing a strike.to help prevent crowds, more buildings are added to the forests. i built some better DS houses even.again all the work effort shows no progress.


          i actually have played this map a ways ahead of the blog. i do know some things. the bannies are functioning with no strike.so i do not think the map is dommed. KID's tiny brewer is hoarding mead so not much of it gets to the mine valley.i have tried different foods and processed foods.have improved health.

           i have KID's education patch above the Norseman mod. the RKEC is the main start base mod with DS industry below it.i disabled the safety mod but am not seeing many deaths.i actually wonder if that mod locked in the registry. there has been no major disease outbreaks or many accidents.  the patch has helped the nomads have some training.  since the RK would override much of the DS,i used TOM's norseman to put the happiness back in.

      i do hope you stop by more often.i want to experiment with this system more and look at ideas with it. this map is challenging.we have to rely on trading to produce food as there is a lack of space with these tall mountains.this map does have several tests in 1, not just the happiness.    so far the bannies are content and not freaking out.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 10, 2019, 09:02:20 AM
YEAR 22 and 23

         the food trade post took in 3800 woth of food.we also picked up potato seed.we ordered pine boughs.

        a blacksmith and a open kiln expand the mine village processors.the hearth works to make anvils required to build the blacksmith.the open kiln can make a huge variety of materials but it uses charcoal or coke.continuing to use charcoal will use up our firewood.i would prefer to use coal for these processors.  to make a coke oven,we need iron fittings. this is a chain similar to CC.

      this is where options can pay off. the RK foundry can be used for the iron or copper. if my memory is right ,the pine kiln can make charcoal from logs.this will save us a step and conserve the firewood.will this charcoal be flagged the same and used by the DS processors?   the pine kiln does require pine boughs,so either way we are waiting on a merchant for more goods or processors to make them. 

     we made about 50 bricks,50 glass30 iron fittings,10 wagon parts,and pottery from the sand.

     a merchant brings 5000 food in spring.in summer, another merchant delivers 750 roots.in fall they deliver 2700 more food.

        we build the RK foundry to smelt the copper ore. a DS coke furnace is built along the tracks to the south.more workers are sent to the RK mine and marble quarry.

pic 1: DS open kiln and blacksmith
pic 2: coke oven
pic 3: mine valley cemetary
pic 4: RK foundry to process copper
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 11, 2019, 05:50:31 AM
YEAR 24 and 25

        we got a delivery of materials,fire bundles and copper.we continue to take a few thousand of food each year.
a coal bell pit is dug and construction has started on a DS Thadd family industry mine.we had most of the materials made.
we do need more lumber.the tracks extend to a mountain and we collect stone for a tunnel.we have built faster than students are graduating.

        a merchant brought pine boughs so we could build the pine kiln. this will make charcoal from logs to conserve our firewood.we do show only 1 line of charcoal to the inventory,so it will be used by the DS processors.

pic 1: coal bell pit
pic 2: DS industry mine
pic 3: pine charcoal kiln
pic 4: south beekeeper
pic 5: south MV market
pic 6: rairoad tunnel

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: tuggistar on December 11, 2019, 06:28:16 PM
Hello brads3. You have very good cities.
Can i ask, you somewhere on the forum left a list of mods with all the mods megamods and all the others, but with minimal double menu icons. Can you make another list with all the mods with megamod, RK Editor Choice and all the other authors on this site? I don't get a normal list, there's a lot of mods on the list.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: tuggistar on December 11, 2019, 06:35:06 PM
I look like you were able to run the mods The Pine Set V105, which I current and could not run at all, when i start the game all the time Crash.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 11, 2019, 08:06:28 PM
i don't use the MM. i have gotten better at adding the mod order when i start maps.there should be 1 on the 1st page. i did do a thread on setting up the mod order it is a general guide.it does have most of my start or must keep mods in it. it also has an explanation as to why certain mods are added and what they do. it is in the tips and tricks pages.

      not everything i try works either. the last attempt with the RKEC and DS industry failed due to depression causing a maor work strike.this mod order is tweaked some and is functioning but the happiness seems glitchy. the happiness system is the newest concept added by modders and is still being tweaked and learned by both them and us players.

    as you have found,mod orders can get changed as mods are upgraded also. in order for the Pine mod to work above the RKEC,you must add the Crystal Cliffs mod with it.  you also must be careful choosing start options. some of RED's starts do not work with this order and some just disable the pine mod.medium starts work ,but the genesis has issues. some starts will crash. terrains and texture changes seem to be fine.

      what has worked for me with CC is dropping back to oder versions. the old CCNF saves memory and computer power since it is a smaller file size.that  gives space for more mods too. yes the older CC will use old flags. with the my precious some stuff is set to 1.06 flags anyhow. you can use the CC journey below the RKEC and then add what other ods you want to it. creating your own mega mod so to speak.

       the only doube icons should be clearing tools. if you add the new flora mod, you will have some of that. i have the new flora PATCH but not the new flora mod,the items do spawn this way like the bee hives. i do have icons from the DS IND mod that would not do anything since those items didn't load at the start. icon to clear clay but no clay appears on the map.

    there are lists from the modders of what has been done that is upgraded to 1.07 flags. at the top there is a page for each modder.
http://worldofbanished.com/index.php?board=49.0
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: tuggistar on December 11, 2019, 09:07:02 PM
Thank you for the explanation.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 12, 2019, 06:17:47 AM
YEAR  26 and 27

       
      before we make the push north with the tracks,we do want to increase the limits and stockpile supplies.a barn is added to the trade posts,1 for the foresters,and some EB carts for the fishermen.

      to build the DS storage we need lime. the construction yard switches to lime for a year then back to lumber.nobody will go in the DS industry mine until we make candles.

       a RK stone chapel was built for the south mine valley. we did a lot of tree clearing.  a small ale stand was built to supply mead to the miners. we had our 1st disaese outbreak. influenza kept the doctor busy in early winter.

pic 1: DS material storage
pic 2: DS industry market
pic 3: RK ale stand
pic 4: south chapel
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 13, 2019, 05:55:26 AM
YEAR 28  and  29

               9 nomads arrived in summer of year 28,5 adults with 4 chidren. they are trappers.they will work a forest and beaver dam to the east.this will take time to set up but is needed to supply more logs.   a KID tiny gatherer and forester are built and a fur trapper shed.

        the railroad tracks have been extended around the mine valley.a DS candle factory is finished.it will use firewood and beeswax.

pic 1: DS candle maker
pic 2: beaver dam
pic 3: trapper forest
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 14, 2019, 05:01:04 AM
YEAR 30 REVIEW

       population 194,24 students, in 51 houses. half educated. health at 4 hearts,happiness still at 3 stars but there has been movement to the graph. heavey trading of marble for our food. we grow corn,lettuce,potatoes,tomatoes ,and grapes.

       the mine valley has built up a lot.a marble quarry and RK random mine are fuctioning. the KID tiny mine has switched over to coal with 29% left to dig out.the tiny quarry has 19% left then all 6 workers can work in the mine valley.there are several processors that make needed buiding materials required by the DS buildings.we do have excess sand that can be made into glass or pottery and traded.we need more copper for construction of the bast furnace and tools.

     since the church issue,we haven't had any problems or work strikes. everything functions ,and other than sand we don't have a huge surplus of goods.our biggest problem has been firewood shortages.it was used for charcoal.now that we have the coke furnace and pine kiln, the wood cutters keep up better.they are still producing less than normal. this could be due to the DS mod and the workers being slower.

      that was a busy 10 years. the mine valley grew quickly with graduates.1 group of trappers showed up in year 28 to build the 3rd forest.the food trade post was needed to move the marble.we do have a year and half worth of food stockpiled.

       we need to build houses for the railroad workers. 1 graduate should help them get to 15 laborers. half way north there is a small valley.if construction is going fast enough,hopefuly we can add helpers to farm and increase our food production there. it will be a good spot for farms to feed the 1st railraod town.it is a long stretch but i would like to get the tracks layed all the way north to the railroad town in the next 10 years.

pic 1: yr30 stats
pic 2: production
pic 3: inventory
pic 4: food graph
pic 5: citizen graph
pic 6: mine valley overview
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 15, 2019, 09:37:35 AM
YEAR 30

         while the laborers work to clear brush and trees for the tracks,the builders work to increase our firewood and build houses for the railroad workers.slowly materials are moved for the blast furnace.the tracks from the industry mine and coke furnace are completed. the blast furnace waits for more copper.

     we are ready for the long north push of the railroad tracks.

pic 1:DS industry ine track hub,
pic 2: south MV wood cutter
pic 3: railroad workers moved
pic 4:clearing brush
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 16, 2019, 04:50:54 AM
YEAR 31

         with the towns stable and the land cleared,we can extend the tracks to the edge of the next valley quite quickly.

         a family of 4 approached the laborers as they were clearing farther north.they had heard rumors of a railroad and traveled a ways to find us. they had plans to set up a trading post to trade goods between mountain trappers and hunters,indians,and colonists.they figured they could trade farther away and with more people with the railroad than by horse and buggy.they will build near the trapper forest.

      apparently, this inland trader brings in furs.the family will need to build a workshop to make goods to trade out.the beaver dam and trapper has produced enough furs.between the trapper mod,RKs bison,and the pine mod we have 600+ furs stockpiled. i wish this had more options such as trade furs out and food in.

      there is a lot of railroad to build and buildings to be tested. i really can't say yet how all these will work. my understanding is the KID railroad will trade coal out.will it also trade furs out?  the modders have gave us many options.

       the mod order for this map has 3 railroads plus KID's trapper mod plus the CC indian  trade post. i used the DS tracks thru the start village and around the DS buildings.RED's tracks wound around and thru the mine valley.KID tracks go north from the  road.they all fit together. the DS tracks are sharper and appear a tad thicker graphically. the build requirements are the same.this gives 2 railroad towns, RED's and KID's, and the DS industrial mod set.the DS mod also has its own trade system.

     this is a huge test of a lot of different mods and concepts. the DS happiness and health,that comes with the industry mod. that has to be figured out in order to get the industry mod to function.so far it is not causing probems. the railroad mods. and the inland trading of the fur trapper mod. i am curious to see how well they all work together.

    did i confuse anyone?

pic 1: kid tracks north
pic 2; ds track hub,rk tracks run thru town
pic 3: fur trader

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 17, 2019, 07:28:46 AM
YEAR 32

        now and then there are 2 very happy bannies on the map.i have tried a few things to improve the happiness and health. different food varieties,traded for more meat,increased firewood,gave them more time off work. there is some slight movement to the happiness graph. the health is at 4 hearts.the bannies in the villages are showing full health.

         an ale stand will be set up at the start camp and 1 in the southern mine valley.we slow the use of charcoal and add a 6th wood cutter.

       the workshop for the fur trapper mod makes trade goods for the inland trader.it wil use logs and iron.it could make the trade goods out of wool if we had any.

      the huge DS blast furnace is completed and 3 workers are sent to process iron. the blast furnace does produce more iron than the KID mine  in less time.so there is a payoff for it, as long as you can keep it fed with ore and coke. we did need more buiders to finish the blast furnace and keep laying tracks.

pic 1: trapper workshop akes the trade out goods,the inland trader brings in furs
pic 2: 6th wood cutter
pic 3: DS blast furnace to process iron
pic 4: south MV ale stand
pic 5: start camp ale stand
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 18, 2019, 06:03:43 AM
YEAR 33

          since we have so much fur,we need to build a tailor shop. we had enough graduates to send 4 to the industrial mine.tracks now lead to the blast furnace to keep it supplied with iron ore.the tiny brewer is storing most of the mead.we increase the luxury limit and build a OT tavern near the RK forest.it will make ale from berries.a preservist makes apple jam for the start camp.

         we are using logs faster than the foresters can cut trees.we will need a 4th forester south of the fur forest.

pic 1: fur tailor
pic 2:blast tracks
pic 3:Ot stone tavern
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 19, 2019, 04:07:55 AM
YEAR 34

         the bannies made an agreement at the town meeting in the spring. word was sent to the Fort for a set of helpers to cut more logs.this is needed before we extend the tracks farther north. this forest will grow fruit trees to compensate for the extra work needed to keep them fed.it will also need a sawmill for firewood.the bannies will produce more goods to increase trading. a school and church are completed for the railroad workers.these can be used by the fur and fruit forest workers.our laborers will begin to clear trees from the north valley for fields.we have sugar beet seed and tomatoes to plant there. the bannies have requested  food processors to be built along the east tracks.they also request more time off during the cold winters.

      the dock trade post begins to stock brick and pottery. a 2nd open kiln is set up for glass and a lime kiln to feed it. sand needs to be mixed with lime to make pottery or bricks.a 3rd worker will help stock the dock TP.

      the fort lieutenant arrived in the summer to inspect our progress. he had hoped we had dug a gold mine.being from the coast,he was in awe at the height of our mountains.he now understood why we needed so many food shipments. he said more food and supplies will be sent.he left a group of 4 to help us haul the logs.more help will be sent once he returns to the fort.

       the  lieutenant took a lot of notes while he toured our villages. we figured he must be content with all our stockpiles of supplies. we produce iron fittings and wagon parts,brick,pottery,and glass. we smet copper and iron.we have 2 ways to make charcoal,3 types of tools,and 2 types of clothing.we even have some salt stored. of course, he kept repeating that if we had the tracks layed,we could move goods much faster and easier than the boats. the trains can haul more at a time and handle the heavey weight.

pic 1: lime kiln
pic 2: bridges to the fruit forest
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 20, 2019, 05:43:38 AM
YEAR 35 and 36

          a family of 4 arrives from the fort.they have plans for a sawill to increase our firewood.   we have cleared enough logs for a forest barn and the apple forester.thou we lack logs, our piles are full of iron,clay,and sand.   a DS industrial barn needs built by the blast furnace.

           as the laborers begin to clear trees from the north valley, DS cabins are built for the fruit forest and a gatherer hut. slowly we make some gains.


pic 1: blast storage
pic 2: KID sawmill
pic 3: fruit forest
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 21, 2019, 07:08:16 AM
YEAR 37 and 38

          we are graduating bannies faster than the fort sends help. we had to slow down laying out tracks due to the log shortage.we are behind on our goal. the candlemaker uses 1 worker.he keeps  the industry mine's 4 miners supplied but is not making a surplus.beeswax is produced faster than the candle  maker uses it.we are concerned that we send more marble than is hauled out each year.hopefully we can catch up.

           we send a 4th worker to dig the marble. the fur tailor gets a helper.the fruit forest adds a mini herbalist.the laborers start plowing fields in the north valley.

          sure now the fort sends help. 7 workers with 5 children arrive.they have orders to clear the north valley of trees and keep the rairoad workers supplied with logs. east of the north valley,2 mini foresters will work to cut more trees.

          one of the helpers was very ill by the time they arrived.they have a strange disease, biliousness. at least it is not suppose to be contagious.with some rest at the clinic,the bannie recovered quickly.just before another came down with scarlet fever.


pic 1: double mini forest by the stream
pic 2:north valey farms




Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: Nilla on December 21, 2019, 07:48:58 AM
Yes, DS has increased the number of diseases. I  had to look up several of them because I had no idea what kind of illness it was. But there are also broken bones and such things. Luckily not contagious!
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 22, 2019, 05:15:01 AM
YEAR 39

          we clear 2 more fields and lay more tracks. the railroad is extended north to the edge of the 1st railroad town.
we have a storage issue.we are storing surpluses of iron,clay,sand,and a mixeture of processed goods. all our piles are getting full in the mine valley. i made adjustments and sent ore workers stocking the trade posts.we built 4 DS anvil statues to use up some copper and iron.  once the railroad town starts moving coal, these pies will get emptied.

        the hapiness does have an affect. between it and the distance north,workers are moving supplies for the builders much slower. we have plans to use several RK carts to help move building supplies for the town.

pic 1: DS anvil statues
pic 2: north tracks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: tuggistar on December 22, 2019, 01:15:48 PM
Hello brads3.You've got a good city. I'm again asking about the mods of The Pine Set V105 with a Crystal Cliffs Farm V102 patch on top. In combination with mods with individual maps such as "overrideMap.pkm" from kid1293 no matter where I put the mods The Pine Set V105 with a patch of Crystal Cliffs Farm V102 on top, on the list, when you start the game is always Crash.

Game without "overrideMap.pkm" with maps RK Editor Choice or MegaMod 8.01 at The Pine Set V105 with a patch of Crystal Cliffs Farm V102 on top is all right and working.
Can You give me a try the Pine Set V104 for a tryout. to try combinations with it.

The site http://blackliquidsoftware.com/ is not working now and the version of The Pine Set V104 has nowhere to get, as you have in the list. I assume you have a version of The Pine Set V104.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 22, 2019, 02:26:23 PM
did you try a medium size map and mediu start setting with the pine mod above the map override? have you tried CC terrains instead of the orverride? my concernn is  if the 1.05 doesn't work the 1.04 won't either. the pine mod is picky about the start setting,if you try an A&E start or others,game will crash. i have done that and spent hours trying to find why it didn't work.


    if none of that works,try using the new flora patch by itself above the override with no pine mod enabled. if the new flora patch works, then add the pine mod and crystal cliffs below the override map mod.the flora patch will add the gathering items but not the trees. then you would need to plant pine or maple forests with the pine forester.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: tuggistar on December 22, 2019, 05:18:17 PM
I have a list:
Top
BuxtonSketchFont
RealCalendarRu
Cold realism
RKCharcoalPatch
RKECtownhall
Flax Patch
New Pine Flora
Crystal Cliffs Farm V102
Pine Set V105
SeasonFX
RK Ducks as Livestock (with Feathers)
RK Editor Choice Full
Horse Wagen
Infections
Castle Storage v1
Magazine Materials V1
EB Unified Mod
MegaMod
the rest of The Maritimes mods.
Bottom
Large map size. Start setting Adam and Eve, All Medium and Jack Jill, Hard Alternate and Hard
works with start setting and maps from RK Editor Choice.
These start setting i'm mostly interested in.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 22, 2019, 05:46:31 PM
yeah that is the problem. pine mod and some others only load on mediu starts. will not work with any Adadm and eve start or REDs genesis.try the pine flora mod above,but move the pine and crystal cliffs to the bottom.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: tuggistar on December 22, 2019, 09:40:25 PM
Thanks for the advice earlier. I put the mods Pine Set V105 above the Override map AND
The list is now as:
Top
BuxtonSketchFont
RealCalendarRu
Cold realism
RKCharcoalPatch
RKECtownhall
Flax Patch
New Pine Flora
Crystal Cliffs Farm V102
Pine Set V105
Override map
SeasonFX
RK Ducks as Livestock (with Feathers)
RK Editor Choice Full
Horse Wagen
Infections
Castle Storage v1
Magazine Materials V1
EB Unified Mod
MegaMod
the rest of the Maritimes mods.
All starting condition from RK Editor Choice works absolutely everything with Medium map Size.
With Large map Size there is an endless download, when choosing the start setting that interests me. I'm going to play Medium Map Size for now.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: tuggistar on December 22, 2019, 09:43:59 PM
I'll play over the mods list a little later, with the location of the Pine Set V105 mods with MegaMod as the main mod.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 23, 2019, 06:06:54 AM
@tuggistar  a i reading correctly that you have the pine mod above RK and can do a genesis start? what trees or terrain did you set that at? i wonder what the cold realism does.i expect it just deals with snow and tempeaturess. do you still have REDs wild animals too?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 23, 2019, 06:18:37 AM
YEAR 40 REVIEW

         population is at 253,35 students.it has not doubled since we stabalized it 20 years ago.there is a steady flow of graduates and we are behind a few houses.

         the education patch might be improving the outputs of some of the DS industrial buidings. this coud be debatable. workers are sent from the fort with some training. at the same time we do show sporadic outputs of firewood. not all mods have the happiness effect included.the lack of happiness affects laborers and builders, slowing clearing and construction.it is hard to say how much it is affecting workers.it is a give and take,we gain better outputs of farms but give back on laborers and progress.so gain a point but give it back elsewhere or pay a penalty. there is a balance to the madness.  not really cheated since it brings other obstacles.

          we managed to extend the tracks north to the 1st railroad town. it has not been a smoothe 10 years. we have had log shortages.4 forests are working to cut trees. the mine valley has grown adding more DS buildings. the blast furnace is smelting iron ore,a lime kiln and several anvil statues were added. we trade brick and pottery. the traders have been slower at restocking and more workers were sent to help them.

          the fur trapper mod is functioning.we do send some winter coats to the trade posts.with this mod order,we do have a surplus of furs. with the pine mod,our other forest workers are clearing traps.i think the bannies are trapping too much with  the fur trapper and pine mod combined.using 1 trapping mod would be a better balance.

         the goal for the next 10 years is to establish the 1st railroad town and extend the tracks to the edge of the map. then we will take some time to clean up along the tracks back to the start village.  i will use KID's railroad for the 1st town. hopefully we can improve our trading and our food production.

pic 1: stats
pic 2: production
pic 3: inventory
pic 4: fuel graph
pic 5: citizen graph
pic 6: overview of mine valley
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 24, 2019, 06:16:16 AM
YEAR 40

         a market is added for the railraod workers.a white swan tavern will make berry cider. even thou we can not make the bannies completely happy,  improvements to speed up the work have to be attempted.

        RK carts will store supplies for constructing the railroad town.

pic 1; small pine market
pic 2: rk carts to haul and store materials
pic 3: whate swan tavern that makes cider,
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: tuggistar on December 24, 2019, 08:54:57 AM
From brads3
Quote@tuggistar  a i reading correctly that you have the pine mod above RK and can do a genesis start? what trees or terrain did you set that at? i wonder what the cold realism does.i expect it just deals with snow and tempeaturess. do you still have REDs wild animals too?

The list and position of mods as it is written, nothing is changed. Maps are mostly from "Override map" I chose "MountainsLake", Size "Medium map Size", starting condition tried everything from "RK Editor Choice" since it was first.

Animals at least for the first two years were there, then not checking.

I don't know, but it's probably "MegaMod" at the end of the list adding balance to the list.

Mods "Cold realism" is from the site banishedinfo.com, here is the full description:
Hello again.

This time I decided to make the game harder, but in the same way more realistic. Here comes the mod that makes all the wild growing food: mushrooms, berries, onions, roots and herbs temperature dependent, which means they won't survive when the temperature goes below 0 degrees Celsius (32 degrees Fahrenheit). Every winter will clean up the map from wild food and herbs. If you are a player who rely on gatherers - this will make the gameplay tougher for you, as it will lower your gatherers' productivity, because of the barren winter.

I noticed that summer and autumn are overflowed with wilds, so these are the seasons that you should focus on gathering most. Playing in a harsh climate (and without any seeds at begin) should be more challenging now.

If you want to try this mod you should consider an option of 'Busy Labourers' by Darkbibou together with. Send your laborers to collect as much wilds as they can before winter.

As always - Enjoy!

The list of mods again here:
The list is now as:
Top
BuxtonSketchFont
RealCalendarRu
Cold realism
RKCharcoalPatch
RKECtownhall
Flax Patch
New Pine Flora
Crystal Cliffs Farm V102
Pine Set V105
Override map
SeasonFX
RK Ducks as Livestock (with Feathers)
RK Editor Choice Full
Horse Wagen
Infections
Castle Storage v1
Magazine Materials V1
EB Unified Mod
MegaMod
the rest of the Maritimes mods.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 24, 2019, 09:14:30 AM
good job. glad to hear you have it working.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 26, 2019, 06:36:49 AM
YEAR 41

         i try to give tidbits of info for new players now and then. maybe everyone fell asleep or are just checking the pics, but at least i try. i'll try to explain the issues with storage. modders have worked to improve this with newer mods. when banished changed to 1.07 and added new flags, markets were set to store all materials. many mods were updated quickly to the new flags. over time,we found this way had issues. with the vendor trying to store everything,they spent less time moving food and needed items for the bannies. while he is running around to get that 1 silver ore or other un-processed materialhe wasn't moving food,clothing,or firewood. newer markets do not store all the flags. the modders have ade changes so fertilizer isn't stored with food and markets store less flags.

          i have some 1.06 mods that change the tags back to the 1.06 flags. in order for the my precious mod to function, it changes gold ore back under the textlie flag limit.i also have 1.06 markets. i have only found a few 1.06 mods that would not work. the vendor would get stuck in a loop. plus i have several early 1.07 mods that do work to store everything.

            even with the older markets,we have so many odd materials that the piles are full.we produced iron for the track rails early and now are way overstocked on iron. while the bannies were making items to build the DS buildings,we overstocked sand and clay. we are storing some items until the train is built.

         to move goods better,more workers have been sent to the markets and trade posts. the clay and sand pits are shut down.the lime kiln is stopped. RK carts will move materials for the railroad workers.as the processors catch up and the train gets moving,the goods will move better and the piles will empty out.
-----------------------------------------------------------------------------------------------------------

      we built houses for the railroad town and extended the tracks.we cut enough trees that we hit the firewood limit and raised it.
   
pic 1: a look at the storage and market stocks. work piles are gettin full,note the nordic wharehouse is using 1.06 flags,
pic 2: KID railroad town started. cleared land,moved some workers,and extended tracks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 27, 2019, 05:34:01 AM
YEAR 42

     we started construction of the KID RR TOWN. the coal bin moves coal for the train cars to trade. the food car brings in a variety of foods. the 1st will bring in cherries. the material car would bring tools,leather,coats,and ale. since it doesn't bring firewood,it won't be used yet.this will give the coal bin time to stockpile the coal.the coal bin is set to the mineral flag so will store copper and iron ore with the coal. you can see that the station buildings are tight to the train. i didn't want to set them back a full tile. a quarter to half tile space would have been fine.

        the train cars do work as inland traders. similar to the CC native indian trader and the fur inland trader.with some walls or fencing and KID's roof covers,you can build a building around these to hide them. just remember to leave an access space for the bannies and to make adjustments. it can be a handy option to bring food and supplies without waiting on the merchant boats. they can be used to get a steady trade flow without micro-managing the trade posts.

pic 1: coal bin, this will fill with other minerals
pic 2: stations
pic 3:train,note how tight it fits to the stations.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 28, 2019, 06:49:30 AM
YEAR 43

         a 2nd worker is sent to haul coal at the coal bin.we will add more train cars.the coal bin was full before the 2nd food car was completed, thou it did have more iron ore and salt than coal. the 2nd food car will bring in venison.the 4rd will bring corn. the ticket station works as a textile and clothing storage barn. the 2nd material car does bring in firewood,logs,stone, or iron. it will supply us with firewood.

       the 1st food car brought in over 2700 cherries using about 100 coal,so it is quite powerful. the benison pays 8 to 1 coal,corn at 25 to 1,and firewood at 2 to 1.the fruit is 25-30 to 1 coal. even with 4 cars moving coal,we have a  surplus of 1400 coal to last a while.

pic 1: ticket station
pic 2 post office
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: kid1293 on December 28, 2019, 09:33:13 AM
A little bit of technical progression those cars?
Well, I like it like that :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 28, 2019, 09:44:50 AM
hardest part i have is getting the coal to move closer for the train.that is how this map has gone.overproducing iron ore filling the piles.  your railroad town looks good. it does turn into a nice village with the western mods.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 29, 2019, 08:57:43 AM
YEAR 44

        i don't want NILLA to think i neglected the bannies.while the train tracks are being extended, the town grows and adds service buildings. a church,school,jail,doctor and mayor offices,and a cemetary are constructed. the KID railroad town has grown.

pic 1: school,undertaker,and church
pic 2:playground
pic 3: the jail is a happiness building,note how the workers are unloading fro the opposite side of the train cars.i thought i had set them backwards.looking at ABANDONED's pics,that is not the case. it was designed that way.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: kid1293 on December 29, 2019, 09:20:32 AM
No @brads3 , the cars are not placed as I intended.
If you turn the cars around you will have the bannies standing on the platform unloading goods.
You can do it either way but I put a note on download page about it.

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 29, 2019, 10:41:16 AM
oh, ok. i wondered about it. i thought you set it opposite on purpose with the mod coding. wasn't sure if the bannies could stand on the platforms and do work off of them. thought it might be a game limitation. if i turned the cars around,i would have a full tile gap between them and the stations. a quarter or half tile gap would look better than how i placed it.

    it works well either way thou.no complaint. the railroad town looks good. it does grow into a nice town.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 30, 2019, 05:08:17 AM
YEAR 45 and 46

         we dug 3 wells. 3 more houses and a barn are completed.brighter verdant grass and shade trees were planted at the playground. a corn crib tavern will make corn whiskey.

      with the coal bin fillig with minerals,the train cars slow down their trading of the coal.i increased foresters for the 2 RK forests including planting the apple trees. vendors are adusted so more work to haul materials to the RK carts.we need more iron for the tracks and coal hauled.

      we plant 2 fields of corn to supply the corn crib. a beekeeper will supply honey for a jam house. east of the tracks,2 cottages and a pasture are added.

      the railroad town does show some happy bannies.with modded pieces, it was a surprise to see so much payoff here. the happiness is very dependent on getting ale or whiskey nearby their houses.

      we dug out all the marble. the quarry wil need upgraded and rebuilt. 

pic 1: playground grass and shade trees
pic 2: jam house
pic 3: corn crib tavern
pic 4: east cottages
pic 5: bannies near the corn crib show happiness.south of the post office do not
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on December 31, 2019, 05:58:01 AM
YEAR 47

         the extra forester helped plant the apple trees. to let them grow,only 2 will be sent to cut there. i looked for the 1000 coal. there is about 100 stored in several places, but i have not located a huge stockpile of it.it is quite scattered around the map.nobody has hoarded it.  the train has slowed to producing 2500 food and 100 firewood.

       we build 2 pastures and a barn near the cottages. we worked to clear brush and extend the tracks toward the map edge.

          we can make the fittings to connect the train cars and produce lumber for them. as this map grows can it build train cars for the railroad? i may leave that for another map. it is a neat option that the modders have gave us.

pic 1: pastures
pic 2: extended tracks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: Abandoned on January 01, 2020, 06:29:50 AM
Hi, Happy New Year @brads3   :)  You are using the Railway station textures that Kid made to go best with Wild West - you railway town looks very nice.  You did place the railway cars facing the wrong way, they are meant to be unloaded onto the platforms but it is the cars themselves that do the trading so will work just as well without any station buildings at all.

The coal bin is very handy to bring coal closer to the train.  If you are having problem with unneeded iron ore or other resources being brought to coal bin taking up space -try building a freight car or 2.  The freight car acts like a warehouse - those unneeded items would be removed from coal bin and stored in freight car.  The freight car would not have to be built at the station or as part of the main train - it could be parked on a separate track.  Hope that will help  :)

Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 01, 2020, 07:00:19 AM
i thought of that,actually over a few years i try several things. i am reluctant to mix some pieces so i dont confuse any readers. plus i dont want to rip tracks up in the mine valley and replace with train cars. the cars are moving coal well theselves,just it isn't stored nearby in the coal bin.

   it all goes back to the beginning and the map layout i was given to work with. we needed iron to start the tracks and get the across the river to the ine valley. made a tiny mine to get the iron,since we didn't have the blast furnace yet. then set the DS mine to iron ore to feed the blast.then slowed down the iron limit cause all the piles were getting full.

    the KID TOWN did come out good and functions well. it is a long ways back south to build the RK railroad set.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 01, 2020, 07:11:01 AM
YEAR 48 and 49

         WE worked hard but managed to clear land and haul the materials for the tracks to the map edge.the railroad builders will need to finish connecting the rails.

       the KID railroad town extended its fields back between the mountains.

       it took longer than expected to build the tracks and KID town. it is a nice town and half the bannies show full happiness. even thou the corn crib tavern doesn't show a radius,it does seem to cut over the post office and cemetary. houses north of that show happy bannies.
     
       we will start clearing regrowth away from the train tracks. it will take a few years to work our way back to the center of the map. as the workers are starting to age,we will need to build more houses along the way. from KID railraod town to the edge tunnel are Necora's empty spaces along the tracks. they will block the regrowth of trees and shrubs. i used a gravel road under the tracks thru the town. the gravel texture looks good under the tracks but it is a road so the bannies will walk on it. i wish we had a gravel space a that would block growth but be placeable under the tracks to prevent bannies from walking on them.we will still need Necoras empty spaces along the outside of the tracks.

pic 1: map edge tunnel,finally made it
pic 2: more farms
pic 3: empty space blocking,
pic 4:gravel road makes a nice texture under the tracks.however it is a road, so banies would walk on the tracks more if i used it under all of the tracks. can a similar texture be made but block the bannies instead but will work under the track sections?

pic 5: an overview of KID TOWN
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 02, 2020, 07:14:30 AM
YEAR 50 REVIEW

        population is getting older as we slowed the growth down. 303 citizens-29 students,and 72 children.we stay roughly 10 houses behind our needs.the railroad has helped but much of our food depends on merchant boats. they do bring more veggys than fruit or meat.

         we built the 1st railroad town and completed the tracks to the map edge.we have tried to improve the movement of coal to the KID town. we even built a blacksmith to use up the iron ore,but it uses iron instead.the town and train do function well. the town does show more happiness than expected. with the mod order.the happiness system is very dependant on getting alcohol moved to the bannies. overcrowding churches can lead to work strikes.

         there are effects from the happiness system.i have had to make adjustments to keep progress.even thou we can not reach full happiness,we still need to work at it.without any services, the bannies would slow down more.these bannies are content and functioning.the mod order is working well.  i do not show any major negative affects from the DS industry mod. we have not had any wide spread outbreaks and deaths. even thou i disabed the mine safety mod,i do wonder if it hung in the game registry.it is surprising that we have not had a DS contagious disease.we were able to build the DS industry buildings without issue.it does take some more planning but this mod set up is quite playable.

        it took longer to get to the northeast corner than i expected.we have overcame some minor issues and the game is progressing smoothley. before we start building the tracks to the southwest,there is lots of work to be done. we need to reclear growth along the tracks. at the same time we have plans to add some food processors.we need to build more houses and improve our trading. hopefully it will not take a ful decade to get back to the map center and start laying tracks west.

PIC 1: STATS
pic 2:production
pic 3: inventory
pic 4:  graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 03, 2020, 05:59:27 AM
YEAR 50 and 51

          the fort sent milk cows for the north pasture. the aborers did clear along the tracks going south from KID town.clear roads were used to control the regrowth thru town and near the RK carts.in between ore empty spaces are used. the bannies do have some places they can cross the tracks.they have the tracks clear south of the EB farmhouses to a meat locker.

        more land was cleared near the farms.another field was planted in corn.

        now some may think of this as a cheat. it is all in how you look at it. since we aren't using a lot of the land to the north and west of KID town,we are going to send hunters out.i think it is right if it isn't overdone,people would come in and out of towns and hunt,trap,or trade with the indians.depending on the time of year,they may stay a week or so and then be one for months. we do have a couple mods that work for that. near the river we will build a bridge for these waunderers and a fish and hunting camp.from the camp,6 hunters,an herbalist,and a forester will work.

pic 1: milk cows
pic 2: hunting camp
pic 3: meat locker,tracks have been recleared and empty space blocked this far south
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 04, 2020, 08:03:34 AM
YEAR 52

          to move food from the train back south toward the mine valley,processors are built along the tracks. RK's OLD SALTEY will salt fish.hopeully this will open space or coal.a butcher shop in town wil help process meat from the hunters.

        the tracks have been cleared south to the fur trapper forest.

        the happiness system is strange. i alcohol is stored in markets close to the bannies, it does not help happiness. living closer to where the alcohol is produced helps. this depends on how the mod was coded. RED's ale tent markets help the miners. the sherbrooke market does not.KID's corn crib produces whiskey which makes the villagers living nearby happy. the whiskey stored at the train market does not help. bannies inside the market radius but farther away from the corn crib do not show improved happiness. 

          remember the bannies do need services nearby as well as the alcohol. living near a tavern with no servies near will not show any improvement. the happiest village is the railroad workers near the white swan tavern. none o these bannies will show  4 stars. they show 3 or 5 only. that makes it tough to tell how much affect it has on them. with the DS mod ow in the mod order and some mods added to minimize the negative affects rom the DS inustry mod,it is hard to tell what affects the happiness system has on production. considering the hardships other players had with the DS industry mod,i am glad this map is playing so well. i must have done something right with tweaking the mod order since this map has not seen major issues.just 1 workstrike due to a crowded church early on.we do have more workers cutting firewood than normal and still have to trade to help them. yes, there is good and bad but it is working.

pic 1: old salty and a meat dryer
pic 2: ketchup factory,tracks cleared to the cross road
pic 3: wood butcher
pic 4: trapper forest overview
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 05, 2020, 08:32:06 AM
YEAR 53 and 54

         the apple forest is not producing many apples. it has already dropped back to 2 foresters.to give the trees more time to grow,only 1 forester will work.

         i want to test the DS THADD traders. we have many of the materials but did make adustments to the kiln and construction yard.the bannies have walked around the edge of the mountain, but we did build a dock walkway. we will need to wait on lime and lumber.the RK random mine needed dug deeper to get more stone.

      the laborers cleared the tracks south to the tunnel and then thru the ine valley.

      we dig a RK stone quarry and a precious mine.the DS industry mine is switched to digging coal.a my prrecious smelter will make gold guilder.the THADD trade post is being stocked with excess iron ore.

pic 1:output of the apple forest
pic 2:DS TP's
pic 3: tracks cleared to the tunnel
pic 4: my precious mine and RK stone quarry
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 06, 2020, 07:10:51 AM
YEAR 55

        we are still behind 10 houses. we will do some clean up around the mine valley and start camp village. we will use this year to set up some RK carts to move rails and ties for the tracks and scatter houses.

        the tracks are clear all the way thru the start town.a lack of stones sows down our builders. KID's tiny quarry has been redug.

pic 1: more hovels and a DS well
pic 2: west RK carts
pic 3: fishing boats
pic 4: DS TP house and storage
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 07, 2020, 06:05:59 AM
YEAR 56 and 57

          we made  several adjustments to the DS mine and factories to make bronze. a thor statue was built for the start village.the tiny brewer hoards the mead and the RK ale stand doesn't have any alcohol.some houses north of the tracks do show happiness.

           land is cleared and the tracks are layed west and south into a canyon.

pic 1: THOR statue
pic 2: west tracks started
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 08, 2020, 05:36:41 AM
YEAR 58 andf 59

          our barns are starting to fill up. a granary will help store food from the trade posts.  a root cellar will give the ore storage near the map center.even the huntig camp needed more storage space.

          while the laborers clear land to snake the tracks thru the canyon,they move supplies for a 2nd apple forest.the bannies were worried about bears so they built raised houses.

pic 1: granary
pic 2: root cellar
pic 3: 2nd apple forest
pic 4: vulcan statsue
pic 5: winding tracks thru a canyon
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 09, 2020, 06:13:14 AM
YEAR 60 REVIEW

          population 363,82% educated. 115 houses including 2 boardinghouses.


           the tracks were cleared fro KID town back to the map center.we caught up our housing count and improved our storrage.many babies were born in the last 10 years. we have used a lot of the excess stock and are emptying our piles. the DS trade posts do get a lot of highend merchants hauling finished goods.they are stocking iron ore,gold guilder,and some silver bars. the hunters bring in a lot of bear meat that is dried. a butcher cuts wild boar and we salt fish.

        the mine valley added a gold ine and a stone quarry. the DS buildings do use a lot of lumber and candles.i do wish the candle shop could use a 2nd worker. otherwise the mod is functioning well without issues.

       we have a long ways to go yet. once we get thru the narrow canyon,we have to cross a flood plain of 2 rivers.

pic 1: stats
pic 2: production
pic 3: inventory
pic 4: graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 10, 2020, 07:42:50 AM
YEAR 60 to 63

         it is slow progress to clear and lay tracks thru the canyon. the builders are starting to fall behind due to the long distance. we will send 5 more builders.the laborers moved stone for a bridge.the tracks extend south to the flood plain.         
           this distance is going to become a problem.not only does it slow down the workers and builders but in time will slow the supplylines to the RK train stations. there is no good way to solve this. the canyon is too narrow to build much in. wharehousing supplies along the tracks just looks wrong.

pic 1:winding tracks thru the canyon
pic 2: the flood plain the river splits at the top and runs on both sides of the plain
pic 3: walk bridges
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 11, 2020, 06:48:46 AM
YEAR 63 and 64
         
         finally the work gets to be too slow. a CC indian trader outpost will work near the flood plain.SLINK markerts will start moving supplies for the RK railroad town. this will cost time in the shortrun but speed things up overall.once we get tipis built for the indians,the pace should pic up.

       we do need a new indian outpost trader.this 1 is very limited on what it can trade.ale,musketsor iron tools.

pic 1:native indian trader
pic 2: SLINK markets
pic 3: CC teepees
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 12, 2020, 06:08:16 AM
YEAR 65 and 66

          we send 6 couples to the indian trade village. the tracks are raised to avoid flood waters.we got the debris cleared from the flood plain so we can concentrate on getting tracks built quicker.

          the trappers are hitting the textile limit. this shuts down the hunting camp,so it wont bring meats. with some 1.06 mods in this order,the textile limit does have a lot of different items under it. i raised it from 7500 to 8500.more flax and flowers are sent to the TP's.

         for lack of a better explanation, the soil here is not good for apple trees.  i don't think it is mod order related. i think something is spawning heavily enough that the gatherers are collecting it and not apples. the crates are  collected as apples.   

pic 1:indian village
pic 2: Slink supplies
pic 3: flood plain tracks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: Nilla on January 13, 2020, 01:14:15 AM
It would be nice to see an overview of the whole map, with all the railway tracks, at least once it´s done.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 13, 2020, 06:01:01 AM
i did do some overviews for you along the way. i even tried to give some as we cleared on the way back from KID town. i didn't want NILLA to be lost.if i zoom out all the way i am not sure you can see the whole map then.

     i hope you enjoyed the holidays.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 13, 2020, 06:06:49 AM
YEAR 67 and 68

         the mines need ore lumber.a 2nd DS construction yard is built in the south mine valley. we did get the bridges finished and ran the tracks diagnally across the flood plain.we still need to wind past more mountains farther south to a larger valley.

pic 1: 2nd DS construction yard
pic 2: DS raised tracks across the flood plain.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 14, 2020, 06:27:31 AM
YEAR 69

         the bannies worked hard o push the tracks south. they did manage to get them ran to the edge of RED valley.however, there is a mountian  in the way.it is in he middle of where we want to make the turn o he western map edge. we are close to where we want to be but the builders are a few tracks short and 1 mountain away from starting the RK railroad town.

          since i used DS tracks across the flood plain, i ran them the rest of the way south. you can see there are different height sections to cross rivers.DS has the heights set to work with the chutes from some of the processor factories.his tracks have sharper graphics and do have a subtle gravel texture to the base. note-they are still road walkable. i should mention that if you make a mistake,you do need to wait til the section is finsished before removing them.there is no way to cancel the build for any of the 3 sets.

NILLA,good minds think alike.these were actually taken a while ago. i have played ahead of the blog.


pic 1: height slope down
pic 2: west of start camp overview
pic 3: southwest track overview
pic 4: RED's mountain at the edge of RK valley
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 15, 2020, 07:06:52 AM
YEAR 70 REVIEW

         populaion 405,with 86 young children. education has improved to 90%. with 122 houses,we are behind 13.

         we are starting to reach the end of this map.progress is steady. the bannies did slow down until they were moved with the indian trading outpost.the bannies do have the regrowth blocked across the flood plain.

          we should be able to build the RK railroad town in the next 10 years. if we run short on logs, there are some areas near RED's mountain for forests.

pic 1: stats
pic 2: production
pic 3: inventory
pic 4:graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 16, 2020, 05:58:12 AM
YEAR 70 and 71

          we ran a diagnal set of tracks to avoid REDs mountain.DS' gravel texture shows up well in the snow. that helped lay them during the fall snow.the tracks are layed thru the mounatin pass into the RK valley.   

          we had hoped for pigs or chickens to be  brought. finally, someone caught some ducks for the small pasture in KID town.

pic 1:mountain pass
pic 2: ducks
pic 3:DS gravel that helps you lay tracks in fall and winter.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 17, 2020, 07:24:44 AM
YEAR 72 and 73

           once we get some houses built near RED's mountain,the pace will increase.it took time to get some clearing done and a storage barn built. it is so far to haul materials.       

pic 1:RK town start
pic 2: stone house and another wood cutter,these stone houses costs us more time since it is so far to haul the stones.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 18, 2020, 08:05:28 AM
YEAR 74

         we got 2 of the stations built and part of the train. the textile station does trade furs.

pic 1: caboose and some storage cars
pic 3: 2 stations built
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 19, 2020, 07:03:56 AM
YEAR 75 and 76

          the bannies do not like this distance. it is so far to haul materials.even thou the indians move stuff half way,it is a long walk and then time to go get warm or dinner.each year they spend more time moving materials and less time clearing land. the indians set up an EB farmstand to help move more goods and food.

         the stations and 1 train are finished.we have 500 coins stored.the train brought over 1000 potatoes.

pic 1: indian valley farmstand
pic 2: RK train
pic 3: stations
         
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 20, 2020, 07:09:10 AM
YEAR 77

         While we work to build RED'S wharehouse markets,more land is cleared for the town.the markets should help move supplies for the town and railroad.

          of course,we end up 1 building short since we took time to clear land.    thats is how things are going due to the distance of the train.   

pic: RK markets
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 21, 2020, 06:42:11 AM
YEAR 78 and 79

          we need to move workers to the RK railroad valley. according to the townhall,we are 20 houses short.wow,i knew we were behind but didn't think it was that bad.this will take a few years. we had a housing boom right before we started running the tracks down to RED's valley.

          in early year 79,we have our 1st major outbreak. yellow fever is spreading quickly. it lasted about 6 months and 8 bannies were in isolation at a time.as they cleared up ,it would spread to others. between the disease and old age,we lost 7 bannies in half the year.

           the textile station traded enough fur for coins that we did need a 2nd engine to trade the coins for fish.

           the RK valley construction and the fur mod have used up our iron.we needed enough lumber to slow down the DS mine output.we'll work the winter to catch up some materials. the DS mines have been producing coal for KID town.the industry mod is switched to iron ore. one blacksmith will make copper tools.the DS mod does use lumber and firewood. the candle shop only allows 1 worker. we always seem to have a shortage of 1 material or another 3 months out of the year. the DS mod does seem to make all houses use more firewood. most of the houses on this map are not DS yet we have about 3 to 4 times as many wood cutters plus KID's sawmill flips between firewood and lumber.       

pic 1: RK school and houses
pic 2: engine #2 trades coins for fish
pic 3:west farms
   
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 22, 2020, 08:08:05 AM
YEAR 80 REVIEW

         population 438,308 adult workers. in 140 houses;95 % educated. we only grew by 33 bannies over the last 10 years.
with 50 laborers annd 20 builders,we are at the start of a huge housing and workspace boom.

          we made a decent start on the RK railroad town but work has been slow.the long distance to haul materials has been a struggle. several bannies were weak from the trip and died trying to waunder back home.we avoided a log shortage but used up our iron.using stone houses took a toll on the bannies.

          NILLA wants a map. we started at the map center and built a start camp.added 2 forests south to provide the logs.to get iron for the train rails,a tiny mine was built in a canyon between the start and forests.we worked to lay tracks thru the mine valley and northeast to KID's railroad town.along the way we needed more logs, so several more forests were setup.as we recleared land along the tracks on our way back from KID town,we added a hunting camp and food processors.

         the mine valley has a marble quarry to provide the bulk of our food trades. an RK random and stone quarries were dug,as well as a DS mine and coal bell pit.there is even a my precious mine digging gold ore. there are many DS buildings working in the mine valley.a RK foundry smelts copper and a smelter for gold guilder.it is a busy part of the map. there is even a clay and sand pit.

           the fur forest is a KID mod that has a beaver dam and trappers. it also traded the iron rails for furs.those furs are now being traded by the RED's railroad for coins and then potatoes and venison.KID's railroad trades coal for food and firewood.the 2 apple forests <labeled AF> do not like the soil here for some reason.there are crates of apples but the gatherers ignore them.

           it was a long ways down to the southwest to RED's railroad town.we built SLINK's markets and a CC indian trader to help move workers and supplies to speed up the process.it is at the edge of the flood plain half way back to the start camp.

            before we continue the tracks to the western map edge,we need more iron.while it is stocked up, we will build the RK town and catch up our housing and workplaces.   it has been a long map but we are nearing the end.

pic 1:stats from above KID town
pic 2: production from the food processors near the fur trapper forest
pic 3: inventory above mine valley
pic 4: food and firewood graph from the start camp bridge
pic 5: population anbd citizen graph from the long mountain canyon to the flood plain
pic 6: NILLA's map
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 23, 2020, 07:27:28 AM
YEAR 80 and 81

         we catch up half the houses in 1 year.the southwest farms plowed more fields.the indians added some mini shops.

         the southwest farms planted another field and a grape orchard.the start camp built a mill and tiny bakery.the mine valley added more stone hovels since they are mining the stone.

         materials were hauled for a hospital and church to the RK town.they hauled iron ore back for the blast furnace. a fabrics market completes RED's market set and will keep  furs supplied for the train.

          we only need 2 more houses.we are down to 43 workers supplying 15 builders.

pic 1: sw farms
pic 2: MV supervisor houses
pic 3: more DS hovels for the quarry workers
pic 4: start camp mill and tiny bakery
pic 5: church and fabric market at RED's railroad town
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 24, 2020, 05:21:48 AM
YEAR 82

           The hospital is finished. a townhall and cemetary are built.there is enough iron for us to continue laying tracks. attached to RED's 2nd engine are some deco cars by KID.

pic 1: RK hospital and fabrics market
pic 2: RED's engine and KID's deco train cars,
pic 3: RK townhall
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 25, 2020, 08:43:06 AM
YEAR 83

         as we  near the end of this map,i want to go back thru and show a few things.i should explain the trading of the railroad  towns,the indian trader,and the fur inland trader as well.i should take a day to go over the mine valley also.then go back over the good and bad to this mod order and any issues. if Nilla returns and others are still awake,i want to analyze and debate the happiness systems.so lots to do yet.

          we have 1700 coins from trading the fur from KID's fur trapper mod.RED's fabrics market helps move the furs for the textile station.the coins are traded by the 2 engines for potatoes and fish,totallying 2300+ food. during the year

         the food station is set up to trade some processed foods as well as water.the material export station has options for coal,logs,stone and iron. it also shows options for clay,brick,and roof tiles but those should not work.remember the RK railroad mod is a 1.06 mod and the flags have changed for many items.hence why the coins are stored as textiles.the utility station does firewood,tools,herbs,ale, and beer.the textile station does show pottery,beeswax and salt,again different flags.NOTE: it may be possable to add CC compatability 1.07 mod and use the train to trade the new flagged items.that would have to be tested.

        the CC native indian trader traded iron tools for 70 pemmican,food. it is not very productive. the SLINK markets are so handy even thou it is a 1.06 mod.the industrial market is super at moving logs and stone. it does move some new flagged items like different ores but not all the flags,so the vendor is not waundering around pulling your lumber and supplies away from processors.i have used the SLINK industry market alot. with its large storage capacity,it works better than setting workpiles all over when clearing land.

         KID's fur trapper brings in fur and meat.the furs can be made into coats.the inland trader trades trade goods for furs.those furs are sent to the RK railroad. the workshop makes the trade goods from iron,wool,or logs.it can also be a workshop and make clothes or tools. to conserve iron i have it shut off and we are hitting the 12,500 textile limit so that has slowed the trapping. we still have over 3300 furs.


      we finished the tracks to the map edgethe RK railroad valley built a tailor.a pasture was added for the start camp.they needed butter to make bread.

pic 1: RED's railroad train functions
pic 2: stations that bring in the coins
pic 3: CC indian trader and SLINK's markets
pic 4: KID fur trappers
pic 5: fur trader brings in furs
pic 6: start camp pasture
pic 7: RK tailor
pic 8: west map edge tunnel
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 26, 2020, 07:01:36 AM
YEAR 84

          we have 1160 coal from the mines.that is traded by KID's railroad cars.the engine is decoration.a general car would bring in textiles,coats,tools,and herbs. the material car brings firewood,stone,logs,and iron.the food cars traded for over 1900 food last year and 112 firewood.they do depend on the coal being moved closer.as the vendors haul coal, the food input improves.there is a wharehouse car to store excess items and deco trains with the set.

      where RED's train has cars for storage,KID's uses the stations for storage abd the cars to trade the coal.the coal bin moves minerals including coal.the main station is  a market.the ticket office stores textiles.and there is a boardinghouse included.

    the 3rd railroad set is included in the DS industry mod.it has no stations or trains.it is designed to work with the industy processors.the DS tracks have sharper graphics and a stone gound texture.Ds made the raised tracks that i used across the flood plain and the start camp. there are other pieces for the coke furnace and crates and storage carts.


    in order to build a tavern for the RK railroad valley,we needed glassware. an RK glass maker was built in the mine valley.the RK town did add 2 more stone houses and did some cleanup along the tracks.

pic 1: KID's train inputs from coal traded out
pic 2: station functions
pic 3:  reverse look at the stations
pic 4: DS tracks
pic 5: RK glass maker
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: Nilla on January 27, 2020, 01:43:31 AM
Thank you for the map, was a few days away so I didn´t see it until now. I think this town is one of your masterpieces. It´s great!

You explain the different trains and special traders. Which ones do you like the most? Which ones are the most useful?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 27, 2020, 05:56:32 AM
good morning,NILLA. hope you are back for a while as i wind this map down.

     all 3 railroads have their uses. i like the flexability of RED's for trading more things than just coal.but i like the looks of KID's stations and the sharper graphics and raised tracks from DS. if i can afford the computer memory,i'd keep both KID's and RED's in the mod tool box. on a mining map,KID's trains will get rid of coal. i did use RED's station and train before to move wool and built a building around the train so i didn't need the tracks.

    how is your daughter fairing in Australia with all the news on this new virus? the news we get here is downplaying it considering the way China shut down soo many cities last week.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 27, 2020, 06:07:26 AM
YEAR 85

         RED has a huge, double 3 story, brick mansion on top of RED's mpuntain.it is near a spring fed pond with plenty of fish.the spring feeds the lush grass and flowers.the rear balcony overlooks a fodder meadow complete with a bee apiary,hunter tower and gathering hut.

     the RK valley built a tavern to make mead from RED's honey.

pic 1:RED's mansion,double, 3 story, brick
pic 2:fodder meadow
pic 3:RED's trees, the new tree mod lilacs,and KID's roses and pond
pic 4: over view of RED's mountain
pic 5: RK corner tavern
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 28, 2020, 06:13:42 AM
YEAR 86 mine valley

      we have a CC marble quarry that has been the main trade good for food. an RK random and stone quarry,a my precious mine for gold ore,a DS industry mine and coal bell pit.there is also a clay pit and EB sand pit.we used a KID tiny quarry and iron mine south of the start camp to access enough iron to get across the river.

       there is a RK foundry to smelt copper in the north valley.an RK glass maker in the south valley made the glassware required by the RK corner tavern.we have a my precious smelter for the gold guilder.2 DS construction yards cut lumber as well as  KID's sawmill that has switched back and forth to firewood.2 DS open draft kilns have provided needed tiles,bricks,and glass.the DS candles are needed by the industry mine. alime kiln uses stone and coke fuel.we no longer need charcoal.it was needed to make some materials.the DS blacksmith and hearth  make tools and wagon parts.

      the DS industy mod is huge and has lots more factory buildings that i did not use.we are trading coal with KID's railroad. bricks, pottery,gold guilder,and copper go to the trading posts as well as some excess goods. there is more work to getting the needed  materials to build the DS factory processors.the small open draft kilns aren't as efficient as the larger processors would have been,but thdey served their purpose here well. i do wish the candemaker employed 2 or 3 bannies to give more output.

       the happiness and disease system of the DS mod i do want to look at more later.for now i can say  KID's education patch and TOM's norseman mod did override the DS mod. the only issue i had was at the start when the church was full.with the church yet these bannies function well. it really worked out well with the tweaking of the mods. that is an accomplishment. no game breaking issues.

      i mentioned the struggle of keeping up with firewood and lumber over the many years. since the majority of houses are not from the DS mod,i am surprised the DS mod had that much affect. i don't think it is wrong however.i watched a TV show that took a couple groups of people and had them live like in colonial times. i think they did it from spring to fall but stocked supplies for surving the winter.the show emphasized how much firewood would be needed by each of the cabins.so the DS mod is historically accurate in pushing the firewood needs.

pic 1:north mines
pic 2: south mines
pic 3:north processors
pic 4: south processors
pic 5 and 6: over views 
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 29, 2020, 05:52:15 AM
END STATS

         population just short of 500,97% educated.157 houses including 2 boardinghouses.a third of the work force is laborers due to the long distance and amount of materials being moved. we trade marble for much of our food from the trade posts. KID's railroad to the northeast trades coal and RED's to the southwest trades furs.

           it took over 80 years, but we did get both railroad towns built.much of the DS industry mod was built thru the mine valley.KID's trapper mod was also built and tested. it did turn into a project, but i think it looks really good.

           with some tweaking from some patches and other mods,the DS mod functioned without many issues. we had 1 work strike due to a crowded church. the happiness doesn't show progress.it is all or nothing for the bannies. we never had a huge outbreak of disease that killed off many at once.

            the apple orchard forests have an issue with the soil. the trees bear fruit but the bannies seem to ignore them. i know this worked before.not sure what has caused the fruit not to be collected by the gatherers.i'll have to look back and compare the mod orders. 

pic 1: end stats
pic 2: production
pic 3: inventory
pic 4:population and firewood graphs
pic 5:food and citizen graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 30, 2020, 06:57:54 AM
HAPPINESS SYSTEM

       where do i start this?  the DS industry mod makes this and the health a bigget part of the game.it also changes the need for firewood by the houses. according to other players, outbreaks of disease happen more often,especially early in the game. the need for balanced diets and city services is more critical.without these, the bannies will have issues or die off.

     i have tweaked this system. KID's override uneducated patch mod and TOM's norseman mods have changed the affects of the DS mod. these bannies do not show any progress gain from city services.they show 3 stars or 5,no in between. i did not get concerned with workplace productions. i am sure these are not the most efficient bannies. we have not seen major outbreaks that killed many bannies. we did have some odd illnesses and a couple odd deaths but not widespread.

       from the testing of this map with this mod order,the Ds mod works well with the RKEC and other mods.there has been no major issue. the bannies living far from services function as do those living closer to churches and schools.the bannies show happiness when alcohol is stocked nearby in a tavern. however,the amount of the alcohol doesn't seem to matter.alcohol in town markets does not help. note-not everything is modded the same. not all show the effects radius circles nor do all have any affect.not having a church works better than having a crowded church. theonly work strike occured when the pine church was crowded and there  was no other church built yet.churches became crowded after but  didn't affect the bannies since they could walk to another church.   firewood needs of all houses is higher.

     i saw several players have troubles with the DS mod. all seemed to have die offs before they could get the diets balanced.they also had sickness early on partly due to the low health with the tweaking from KID's and TOM's mods,i did not see those die offs.yes there are some challenges that had to be overcome,but the map played quite well. that is an accomplishment.

         the happiness and health affects that DS and TOM bring to the game do bring more challenges to the game.those are ongoing studies.i am sure we will see more changes to both systems.is it more realistic and how do other players feel about these changhes? a post should probably be started for those debates or discussions.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Hulberona
Post by: brads3 on January 31, 2020, 06:41:55 AM
     everyone plays different so i will look at my bannies and how i think they should react.  this has been a series of bannies that sailed across the ocean to America. the bannies originally settled and built a fort to send more groups out to explore and settle more lands. along the way i have built many different towns. some maps failed due to mod order issues,others were for testing new mods. some turned out better than others.not every mod worked and we did have failures.

        the key here is most of the bannies come from the LANDING FORT.not all as we met the Indians and Mexicans as well as the French from Canada in our travels. so the bannies have some knowledge. many times the Fort sent miners or doctors to help build the towns. banished doesn't allow for nomads with education,not even the adults.KID's education patch solves this. the farmers having some education helps avoid food shortages. theory is the bannies would bne sent with some supplies,which the game doesn't allow for with the nomads. yet they do need to learn things as each map has differences such as climate,trees,terrain,etc. what trees will be the best for firewood,what plants shouldn't we eat,what type of fish live here,etc??

      since these bannies escaped Europe,they are excited about their new lives.the women are watchful of the children since they are concerned about the bears, but still happy to explore. thou sad that they left their families,they are anxious for the possabilities that lay ahead.

    O'K,so these bannies are not totally un-educated and they are not miserable slaves. yet,since we do not know the new areas well there should be a negative affect to health. some kid might get lost or bit by a poisonous snake.a flood might occur or a late snowstorm.cabins were drafty and young children got severe illnesses.so i do think i should adjust the mod order so the DS mod has more affects to the health. can i find a balance between the health affects and not offset the education and happiness?