World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on April 14, 2019, 09:24:55 AM

Title: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 14, 2019, 09:24:55 AM
Chunkerview,33013284plain no dirt,very large,north mild,medium    barley,peppers,raspberry

    mod adjustments::: i made several attempts to make the flax universal so it could be used by the workplace tailor.that failed but left me a happy accident. the pine mod items are piggy-backed with the flora patch.using the flora patch without the pine mod there are bees and traps. the game adds 3 layers to the gathering RK,pine,and flora items.all were being collected by the laborers as they cleared land.had oats from the RK plus wild oats from TANDY's flora mod.  i would assume the foresters will clear traps.
            since that worked, i added the pine mod 1.04 to the bottom of the mod order.this won't affect the gathering but will add the processors and bildings.         the  mod count 144

 

goal: test crop productions

      since the chesnuts didn't produce well with this climate,i want to test crops. test all the crops that i use and the livestock.will only use trade horses.not going to test tropical fruits.10x10 fields and 8x10 orchards.works out to about 30 crops,12 orchards,and 10 animals.plus 7 orchard foresters.        to keep it in alphabetical order,i debugged the seeds and livestock in. will still have to trade for the animals.
     just to make it interesting i will try to build all the churches.depending how you count the textures there are 20-30 churches.
       
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      ABANDONED wanted this fort blacksmith tested to see if it will produce muskets. so i will start with a trade fort.50x55 should give us plenty of space. we plant oats,peppers,and the rasberries.a market and school were completedthe walls were started. the fort tool maker can only make iron or steel tools. a rowhouse blacksmith needed to be built for more tool options.  the fort tailor makes leather and fur coats.

      with the summer temp above 70,we had a good growth to the peppers and oats,over 640 each.

pic 1: map settings
pic 2: map start
pic 3: fort construction
pic 4: fort housing
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 15, 2019, 07:59:56 AM
YEAR 2-3

         a 8x8 fenceless cemetary is cleared.a headquarters and chapel are built.a 2% welcome sign will bring new helpers soon.the north gate was completed and the walls were being extended.the summer was cooler ,and we only got 410 oats.the rasberries did produce well, over 700.

          1 couple arrives.  1 becomes the cleric.the other a laborer. the blacksmith died from accidenty burning himself.i had 1 concern with storage. the fort depots do store a mixture of goods ,but weren't storing logs and stone. a KID wokrplace cart will help.i try to keep the pile below 90% full to give room for the copper ores or any odd item that might not store anywhere else.

pic 1: fort HQ and chapel,
pic 2:north gate
pic 3:north corner
pic 4: workplace cart
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 16, 2019, 05:56:25 AM
YEAR 4-5

         the next nomad couple came from the far west mountains.a CC rough pank bridge had to be debugged in across a stream. a stone bridge needed built over the main river.the only change that coud have caused the nomads to appear so far away from the town center is a cleric being sent to the church.
        they did make it to town and built a boardinghouse. the north fort wall was finished.

         the next group of nomads arrived.instead of al 5 moving into the boardinghouse,1 family gave their house to a young laborer.Lethann said there were too many memories since her husband's death. her and her daughter wanted a new house.she joined up with a bachelor and his children.

         the group set up a medical clinic.a grazing area was cleared near the river. as merchants stop by, they can rest any animals they have.another field was cleared for oats. they need more grain.that is their biggest concern.

pic 1:stone bridge
pic 2:med clinic
pic 3:yr 5 stats
pic 4:yr 5 inventory
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 17, 2019, 05:10:20 AM
YEAR 6

          we hold off on nomads as the bannies are quite busy.a stable barn and a horse pasture are being constructed. lots of thatch and logs needed to be cleared.

        the oats are not RK. they are special CC oats.needed to feed the stables. it will take 200 to feed and produce 1 domestic for this to work Necora's Crystal Cliffs mod has to be above the RK CHOICE in the mod order.to make sure we can store the domestic animal crates,both RED's small general shed and a CC barn are built.

      with a warmer summer,there were 900 oats produced. 550 raspberries and 600 peppers. we produced 2 domestic animals and they were storing in the fort depot.

pic 1:grazing field
pic 2: CC stable barn produces domestic animals from grain
pic 3 horse pastures
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 18, 2019, 08:26:33 AM
YEAR 7

         now that domestic animals are being produced,a trade post is needed.since this is a trade fort,there will be 2 or 3 posts.i am slightly concerned if they will handle all the items. we will start processing wool coats to trade as well.a KID ivestock trader and a RH tailor are built.the fort tailor will make the fur coats and the RH can make leather coats.

     a CC dock trade post with some RK sheds will extend the trade dock. when we get short on oats, the stables will stop production.

      the fort walls are completed. the fort will need 25-30 workers.we need about 5 more families and houses.

pic 1:livestock TP,this did get moved later
pic 2:south fort wall,only used 1 guard hunter for the fort.
pic 3: trader stocks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 19, 2019, 06:46:28 AM
YEAR 8

       i added 2 mods,JINX rabbits and KID's mini forest combo.i am very concerned with the file size of the rabbit hutches.it is huge.a lot of memory for 1 thing. it is bigger than the entire North mod.it is half as big as RED's original NMT mod or the 1st RK CHOICE version, before he added to it .i misunderstood KId as to the forest being ghosted. i thought he ment free to build. they are very cheap.with REDs gathering system of spawning,there is some regrowth that these small pieces can deal with.

     the CC dock TP can stock warm fur coats and copper ore.eather coats will be stocked at the livestock post.the worker can keep both posts stocked for now.

      a couple arrive in early summer.to buid a house,they will have to help cut logs. they built a combo  gatherer to see what all it can collect.between Necora's patch and RED's system it should collect some odd items.at the least,KID usualy sets them to pick up TANDY's flora items.  it is a small piece and sits well under the fort wall and has a nice sized radius.

      a while back,RED mentioned how the trees and grasses respawn.instead of havin to be planted by a worker,they will mulitply and spread from 1 plant.trying to work with nature more,i didn't clear everything.a few weeks ago i read that different trees give different foods.my theory is this will give more food. if i use Necora's empty space tiles to lock in birches and oaks trees,we'll get more fruit and less onions. since the houses burn thatch,the combo forester woud help keep the map start areas supplied with logs or firewood.i'll run some experiments with this set and see how it goes.

pic 1:combo gatherer. underneath the fort wall by the depot
pic 2: yr  TP stocks,copper ore and fur<warm> coats are going to the CC dock trader
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 20, 2019, 07:02:50 AM
YEAR 9

         such a dilema.to test these  crops,i need to keep the education level up. at the same time, i need to stretch the map in order to build the many churches. the far north is the best spot for foresters.once i work that far,i plan to build the pine mod forests  to fully test that mod.

          the fort is stable for now. i do have more planned there as bannies graduate.nomads will start some villages to stretch the map.as the education level improves,bannies can expand the farms.i'll jump around the map some and start villages for about 10-20 years. then the educated bannies will grow the towns. this should pick the pace up without getting me into trouble.

           had issues with trade horses getting stuck at the TP.i moved the livestock trade post and swapped it to the RH livestock post.hopefully with more room around it,the animals will be happier.
           the 2 nomads will begin to stretch the map north. a wharehouse area is started. for now the couple can clear and and build.

pic 1: moved TP
pic 2: wharehouse village started
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 21, 2019, 05:07:21 AM
YEAR 10 REVIEW

         where are we? not as far as i'd like to be but gaining. we have a fort.the tool maker does not make muskets.the RH blacksmith actually won't either without tradng for furnace fuel. the fort has a church,school,and a market.t also has a boardnghouse and medcal clinic.the bannies coud walk thru the fort walls so i used empty spaces to block that. ii left space near the fort depot storages.they seem to store everything except logs,stone,and minerals.a workplace cart and a SLINK wharehouse backs up the pile. there is a variety of barns or sheds so we should be able to store anything.2 trading posts are stocked.domestic animals will trade for livestock. the fort guard-hunter has supplied plenty of leather and fur for coats.

       i already added 2 mods to expand the fort with. those need more testing.i need to test the pne 1.04 foresters and trapper. trade horses will be tested to see if they will leave KID's livestock TP now that i moved it.RED's gathering system is well balanced. nothng is overpowered. onions might be high but they always have been. i think that is related to LUKE's coding as to different foods spawning from different trees.

      population doubled from 22 to 46. education is holding near 50%.there are 11 families inside the fort.the plan to expand with nomads should make the game progress faster.with this climate,the education level is more critical.

pic 1: yr 10 stats
pic 2: production
pic 3 inventory and trade stocks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 22, 2019, 10:41:12 AM
YEAR 10

          a CC magazine will add to the wharehouse storage area.the plan is to float logs downriver from the forests.a family with 2 chldren arrive. 1 takes up fishing to help our food production. a dock for the logs,a school,and more storage was built.

     the raspberries are harvestng  faster than other crops. not only do they grow better at the lower temps,but the worker is a lot quicker.

     took 250 pumpkins in at the CC trade post. we took time to gatherer berries and firewood.

pic 1: CC magazine storage
pic 2: log dock and fishing pier
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 23, 2019, 05:21:02 AM
YEAR 11

          there are 2 female graduates in the fort.to keep the food production up ,these educated bannies willl move east of the fort and expand farms.

          the 7 nomads that arrive build a sawmill by the log dock.they will work to cut trees and gather food around the wharehouse village. the other family moves way north to a pine cabin. they begin buiding the maple forester.it will take some time to plant the maple trees.the 2nd church is finished for the wharehouse village.

        again, i had trouble moving horses off the livestock TP. a RK farm TP will be constructed to replace it.

pic 1:colonial vlllage started,this wil be the town to supply and test the crops
pic 2: sawmill
pic 3:Pine mod mape forest
pic 4: stuck horses
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 24, 2019, 06:37:41 AM
YEAR 12

            doubled the builders during the winter. the laborers have kept busy cutting trees and gathering more food.other than the oats we fed to the stable barn,food production is holding above useage. 2 fields will be planted with barley to improve our grain.

            the 6 nomads will expand and modernize the wharehouse district across the river. the plan is to clear pastures along the river.with the churches, it will take many villages to construct them all.  with the education level below 50%,less nomads will be accepted.

            for some unknown reason,the laborers took a long walk around the lake.the  set of nomads in year 11 came from that corner.a CC plank bridge was debugged across the stream but they refused to use it. my assumption at the time was they would starve walking so far. a stone bridge did have to be debugged at the edge of the map to move them south across the river.with the laborers on an adventure,work will be slow.luckily the warm summer has helped crop production.  ommy these laborers decided to walk back the way they came instead of using the bridge near the fort.

      the herdsman stayed at the pasture all year but the horses never moved nor did they reproduce.trade horses is not registering at the TH menu. however, i did tests and using the debug and it can list the horses.the horses can be held in the pasture and they can move to the small TP. 

      most of this year had to be replayed due to the bannies getting lost. they filled the cemetary and continued to die before reaching the fort. over 15 bannies starved and froze on their journey.i had to rollback to another earlier save point.plus the bridge was widened. only 2 nomads arrived after replaying the year.

pic 1:barelt fields
pic 2: RK farm TP
pic 3: double bridge
pic 4: wharehouses extended across river
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 25, 2019, 06:02:20 AM
YEAR 13

          the trade horses are still stuck we do show a 3rd horse at the pasture to the pasture menu now,but none in the inventory.i will move the trade animals mod above the RK with the other livestock mods. we traded for 2 cattle.they did move to the grazing area finally. they took a few months to decide to move.

         dealing with the lost bannies cost us food last year.there are graduates that can be used to expand farms.we do need more logs and stone too.a 17x12 pasture is started across the river.these cattle will give fertilizer so we will need a dung pile.

pic 1:horse menu 3 in pasture<+1 newborn> no trade horses to inventory. i did try both a fencesless and normal pasture.they multiply but never move

pic 2: cattle grazing,did take a long time for them to move
pic 3:new pasture
pic 4: expanded colonial village fields
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 26, 2019, 06:21:07 AM
YEAR 14-15

            barley,beans,and strawberry will be planted in the new fields.before we can accept more nomads,we need to increase the inventory. a pile is cleeared and logs cut at the colonial village.a cow shed and rabbit hutch have been added to the fort.  the fort gatherer switches to tending the rabbits.the builders work to extend roads.

     by year 15,we decide to extend trading to get more food.we have plenty of fur and leather to trade textiles out.to do this we trade out from a choochoo export station for coins.then made a barn to trade the coins for food. the barn covers a train engine. it will have to be managed so we don't trade away all the textiles.

      food has recovered nicely with the laborers working hard.logs are now stockpiled.considering the trouble with the horses and bannies getting lost,we have progressed.

pic 1: wood drifter dock limit issue. it shows food but does function under the log limit.
pic 2: extended trading,we trade textiles for coins and then coin for food.
pic 3:yr 15 food trade inputs
pic 3: rabbit pen and cow shed
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 27, 2019, 06:42:43 AM
YEAR 16

             a family of 4 arrive. they will build a cabin near the pine maple forest.now that the log limit has been raised 2 workers will cut pine and fir trees and plant maples and apples. a hunter was added.more workers will help keep supplies moving.their son will build near the pasture across the river.

            it has been a very warm summer. al but 1 field was well over 90%. we have uneducated farmers on the raspberry and 1 barley field.all were above 90% except 1 oat field.that farmer was gathering blueberry and roots.it was 69 in early summer and held above 70 thru summer. we did get frost and snow before harvests were finished.that is our best year. most summers are much cooler.

           a sheep shed adds to the small animals at the fort.to save the fur and leather,it will send wool to the food trading. there are stil some of Necora's pens to be added. those require the domestic animals and will need to be fed grain.

pic 1:PM maple forest, with 2 workers and the log limit increased,the trees will be replaced quicker.
pic 2:GF farm house and barn
pic 3:sheep shed
pic 4:yr 16 crop outputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 28, 2019, 07:48:32 AM
YEAR 17

           8 nomads arrive.we will need more stone.  these bannies need to stretch the map to the west for a production area.at the same time, they will extend the pastures south.once we have more materials ,production buildings can be built. another wharehouse and a RK sawmill are completed.

        the fisherman fell off his boat and drowned.1 of the nomads will move to the east wharehouse district and help at the sawmill.soon they can cut some lumber.

         finally, the horse pasture is full and the inventory now shows "trade horses". apparently once the pasture is full,the extras or newborn horses go in the inventory.

pic 1:GF farm house and storage
pic 2: RK sawmill
pic 3: trade horse menu,
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 29, 2019, 06:54:38 AM
YEAR 18

            an RK blacksmith was completed near the west wharehouses.it will make stone tools for now.the RH fort blacksmith makes rough tools when he has iron ore.it can smelt iron if we need it. together they will keep tools supplied.as we run low on 1 material the other will continue to  make tools.
          a colonial school was built to help educate the farm workers.

         the nomad family that arrives will work to start a pine forest.thou it will give us more items to the inventory,it does need tested with this mod order.the pine mod does have a variety of items you can make for trading.the maple forest has started producing some maple sap,so i don't see any mod issues.

        2 small animals pens from Necora's Crystal Cliffs mod were built.these needed domestic animals as a building material. they do need to be fed corn.ou can trade for the animals or use the CC stable barn to produce them. the small animal pens are handy for fort areas. they work well with the tight space.we have a variety of options from a couple modders.KID made the cow and chicken shed and sheep shed.JINX made the rabbit hutch. Necora made the goat or sheep pen and rabbit or chicken pen.i'll get these producing and then we can compare the outputs.

pic 1; RK BS
pic 2;colonial school
pic 3; pine forest
pic 4;necora's small animal pens
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Jinxiewinxie on April 29, 2019, 10:24:40 AM
I'm interested to see how the Rabbit Hutch's output compares to Necora's pens =)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 29, 2019, 11:14:47 AM
the rabbit hutch is much higher than the other small pens. Necora's pens are actually real low considering they need to be fed grain. rabbits do breed fast ,so i dont think your outputs are overly high.

     i was going to mention on your page about the file size. i wish it was much smaller.it takes a lot of memory for whats in it. since i am not a modder, i don't know why or where the memory is being used. i realize you are learning so hopefully you find a way to bring the file size down. it is really huge compared to other mods.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Jinxiewinxie on April 29, 2019, 12:08:19 PM
Its from the HUGE amount of decorative rabbits. Each one is sort of resource intensive and there's tons of options (adult rabbits sitting/standing and then each one of those has long ear version or normal, then each of those has one of 6 different patterns..) so that comes to a crazy number of rabbit models included.

Do you think it'd be beneficial to only have like.. one rabbit.. with 6 variants of the fur pattern? I could release a new version that doesn't have all the crazy rabbits included and it'd be much smaller.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 29, 2019, 12:27:13 PM
would that get the file size down to 5,000-15,000? the modders have ways of bringing graphics costs down a lot.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Jinxiewinxie on April 29, 2019, 12:53:51 PM
By removing all the deco (including the fenceless version of the hutch and the fences, hay piles, etc.) it brings the filesize of the .pkm from 142,000 KB to 26,000 KB =)

Want me to package it up without all the extras for you?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 29, 2019, 01:08:50 PM
i don't want to give up the extra hutch thou.  :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Jinxiewinxie on April 29, 2019, 01:27:11 PM
Hmm well the extra hutch is meant to go with all the extra deco (like fences to put around it, more rabbits to make it bigger, etc.) =/ I think maybe the filesize can be annoying for loading up but I don't think it should impact your gameplay itself very much.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on April 30, 2019, 05:24:45 AM
YEAR 19

          during the winter,we sold leather coats for coins.the coins trade in a lot faster than they trade out for the potatoes.it will boost the food but does take some micro-managing.one oat field in the fort was switched to corn.we have barley to keep the bannies supplied with grain.

        i should take time to explain the trading with this mod order setup.  with so many mods,there are a lot of merchant boats. most carry items that are processed.thou it should be random,it appears to be more quirky and troublesome than that.

         many of these mods add items to the inventory,generally those are processed items.a small % of these are food or tools.other than the pine mod and RK,few will add new food or tools.add to this that there are more flags now than the 1.06.there is less chance of a merchant bringing food or any specific good that you need.same with seeds,there is lots of tropical seeds.as i added the trade livestock,less normal livestock is brought.

        the trade posts add to the dilema. not all will accept all items to trade out.not all boats take all items either.the trade "patch" mods do not fix everything.other than RED's that stops crashes from 1.06 merchants,i have not seen any that help much.more boats do arrive as the population grows or more items are stocked in the TP's.not all boats will take orders for all items. some boats will have 3 order sheets to the order menu. it wil have an alphabetical list and part way down the alphabet will start over.

        players have to remember that more mods will add to the chaos.we have options for different trade posts. farm trader,livestock,seed,buiding material,etc. there is a realistic quality to it. if you went down to the corner and stopped the next truck,what are the odds it was hauling exactly what you want? even if you picked a beer truck, the odds are it would have the wrong brand. if you stopped a grocery truck,it would not have steaks but have cereal instead. same thing with the bannies. a boat woud be carrying what it picked up from the towns before yours.

       the trade horses getting stuck did mess up the plan for this map.the livestock TP would have helped bring animals faster.the RR food trades will help increase food. the wool is slow enough to keep the  input of coins from being overpowering.we can ship coats if we need to boost the food.

      a CC merchant arrived at the CC dock TP. he has a order list of CC items,then KID,EB,pine mod. RK goods are mixed thru those 4 lists.all are either tools,textiles, or processed goods.no food.a 2nd boat did bring some iron just before spring.we took 30 for 60 copper ores.

       the bannies finished another pasture.they started a market plaza in the colonial village but will need to smelt iron to complete it.while they gathered food,they collected more iron ore and stone.

       trade horses trade at 250 ,same as the domestic animals.we have 600 corn to start feeding the animal pens.1 is chickens and the other is sheep.

pic 1; yr 19 merchant,
pic 2: 2nd pasture along river
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 01, 2019, 06:31:21 AM
YEAR 20 REVEIW

       that 10yrs seemed to be more work than the 1st decade.wd did overcome a coupe issues.the trade horses are working even thou they won't move to the pasture.that mod will be moved up in the mod order and retested.

      we did expand out of the fort.a double wharehouse area,pastures,colonial farms,and 2 forests have been started. trading has improved with the railroad textile for food trades.several small animal sheds were added to the fort.to keep them fed,we grow 3 grains.we have 3 functioning schools and 2 churches completed. 

    population has grown to 116,46 children.there are 31 houses.education level holds above 40%.the 28 nomads helped to almost triple the population.the last few years,we had some luck with the weather.earlier springs and warmer summers. even so there is less food stored than we would like.the bannies continue to gather each fall and winter.they also collect more stone and iron ore.

     if we can maintain the food for another 5-10 yrs,graduates will begin to expand the small villages and add more farms.before then we should get a rock quarry and mine dug.we are stable and the plan is working.

pic 1; yr 20 stats
pic 2; production
pic 3; inventory
pic 4: food graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 02, 2019, 06:02:25 AM
YEAR 20

          the churches wll be challenging.some are quite flexible and fit with a variety of towns.several come with their own mod sets.a mine  production area wil be zoned 50 tiles west of the wharehouse district.that will keep it centered for several more towns.

        the 3 adult nomads  have 2 children with them.1 couple will move north to help with floating the logs in for the sawmill.the other plans a RK apiary to help increase food.the bannies need to collect more thatch to build it.

          we traded for longhorn cattle.they will go in the 2nd pasture west of the river.we traded for 1000 lettuce and 100 maple syrup at the CC dock.a market plaza was finished for the colonial village.

pic 1: colonial market plaza
pic 2: yr 20 trade
pic 3: longhorn pasture
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Jinxiewinxie on May 02, 2019, 11:29:18 AM
Quote from: brads3 on April 29, 2019, 01:08:50 PM
i don't want to give up the extra hutch thou.  :)

You've inspired me to track down different ways to make my Rabbit Hutch mod smaller and I've been able to decrease it from 142k KB to just 41KB so far. I can make it even smaller by removing some of the excess deco rabbits. I'm trying to work out which ones are worth keeping and once I'm done, I'll have a new version available for ya =)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 02, 2019, 01:03:12 PM
all part6 of learning.glad you are gaining.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 03, 2019, 08:09:56 AM
YEAR 21

        the 6 nomads decide to stay. 1 couple will move to the forests and trap game.the others will help our laborers clear land for more pastures. they will also clear land for market plaza and mines.more workers should help get things done faster and give time to collect more food and materials.

       we have an issue.we are having trouble finding thatch to finish the apiary.i left space outside the fort walls for regrowth.that area has flowers.there seems to be no regrowth of the thatch.i checked other areas and the thatch seems to have died off.the issue isn't my mo order and RED is aware and was workiing on a solution.since thatch is used for some construstion and firewood,i will need to build a thatch hut at some point.

       the apiary can't be built.since we need the food,a KID's fruit house greenhouse will replace the apiary.that will get more food to the west side of the river.we have worked to improve the food production,but it is still a concern.with the nordic climate,weather does have more affect.i like the temperatures of the nordic except the summer. i wish the summers were warmer and all the other seasons stayed the same.it sounds minor but above 70 makes a big difference to the crops.

         corn feeds Necora's pens.wool is sold for coins,120 at a time.the coins are then traded for potatoes.oats are fed to the CC stable producing domestic animals.they trade at 250 each for livestock.the bannies will eat some of the corn and oats.plus we  have eggs,milk,and rabbit.this system is working well.where Necora's pens cost  food,the trades make up for it.   there is a dairy barn with Necora's set that i did not build.

pic 1 yr 21 trade
pic 2:pine mod trapperthis will bring in more game,furs,and pelts
pic 3:KID fruit house,
pic 4:pen outputs. the 2 small animal pens are fed corn,the stable is fed oats
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 04, 2019, 06:21:16 AM
YEAR 22

           as they extend the road west,more houses and KID greenhouses are built.an industrial market plaza is cleared and more barns added. more lumber is cut and iron is smelted.

            it is a cool rainy summer. crops are down near 75%.we traded for 1000 veggy soup and 1000 beans.even with all the gathering and trades, production fell by 1500 food.

pic 1: clearing for the industrial plazaa 7x7 greenhouse was completed.
pic 2:yr 22 trade
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 05, 2019, 07:16:32 AM
YEAR 23

          2 houses are built and fields cleared for new graduates. a meeting hall is buit for the colonial village.

         we trade for 3 bison.since we hit the textile limit,it is doubled and clothing limit increased.an OT general trade post will add to the fort. this should draw more merchant boats hopefully,they will bring more needed supplies.

pic 1: more fields
pic 2:yr 23 merchant, assortment of goods but little food
pc 3: meeting hall
pic 4: bison trade
pic 5:Old Town stone TP stocks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 06, 2019, 04:50:38 AM
YEAR 24

          the new fields will be planted in broccoli and cabbage.onnce it warms up to 35 degrees and planting starts,the laborers can go to work.a 30x15 pasture is cleared for the beef cattlethis keeps them near the dung pile.the small pasture can be used for the bison temporarily.

          the 5 nomads that arrive in late spring will stay.the oldest teen decided to go to school the younger 2's want to work instead.together they will finish the industrial plaza and begin to dig the mine.the girl was a fast learner and graduated by winter.

        a merchant brought livestock.chickens and milk cows.the 4 chickens will have to hang out at the docks until the bannies finish the pasture and rotate the animals.the bison will stay in the grazing area.the chickens  go to their pasture as soon as the cattle were moved.

        just before harvest,a mixed merchant arrives with some food.we take on 2000 units.the extra OT post has worked well.

        a forester was killed by a falling tree. the combo forester has planted for several years and now has to cut trees for the wharehouse village.with the trees he planted,blueberries have grown well.

        food production shows progress.the fields are doing better with the 2 markets emptying storage.we just need more educated workers.a quick hunter is sent now and then as herds come by.we doubled the workers at the fishing pier.still the laborers have to make time to gather more.

pic 1:yr 24 nomads,note the 1 student who  also graduates this year.
pic 2:chicken trade
pic 3: food trade
pic 4: 3rd river pasture
pic 5:combo forester after several years of just cutting
pic 6: after he planted for several years
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 07, 2019, 04:25:47 AM
YEAR 25

            we clear another 30x15 pasture for the bison. that leaves the longhorns in what was suppose to be a pig pasture.i probably should have done these pastures in a different size.this is what fit with the river.you can get 500+ food from smaller pasturesthe chicken and pig should be close to that production size. 500 makes for a nice round number to work with.each food worker then feeds 5 bannies. above that is insurance for bad years and newborns.this nordic climate does make it much harder to maintain that average.

           we ran short  of stone. that led to a tool shortage. i said we needed to get a mine started soon.we make a good tool trade. taking on pitched amd wood tools will buy us time.the farmers have to gather food once they are done harvesting crops.

            a 7x7 greenhouse for beans,the industrial plaza,and 2 houses are completed. the bison pasture is almost finished.food production falls by 2000.1 young couple still live at the boardinghouse.next year we need to increase stocks and limits.

pic 1: 25yr food graph
pic 2: food trade
pic 3: tool trade
pic 4: industry market
pic 5:progress on the pasture
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 08, 2019, 07:09:55 AM
YEAR 26

           while the mine is dug,cleanup on some areas will begin we need to clear trees to see and extend roads.the couple from the boardinghouse will move north to begin the building and processing for the pine village. there is  250 maple sap,almost 200 pine boughs,and 50 pine resin.

        a colorful pine cabin is built. this village will need firewood,so a chopper works near the pine storage shed.this is quite universal and will store almost everything. thou DON says i should test the RK charcoal,a PM kiln will be used.a pine blacksmith will make pine bough tools this should help avoid another tool shortage.the kiln produced over 140 charcoal very quicky and was shut down. we want to save those pine boughs for tools.

         the Pine Mod has "mixed" foresters. they are unique to this mod. you have a choice of apples  and maples or pine firs.the maple is a good food producer the pine forest produces items to be processed for trading.there is different tools,clothing,yarn,twine,and turpentine can be made.the pine forest should give more flax also. much of the items do spawn from the trees.1 of the reasons i added the 3rd trading post was to hande moving the extra pine items.in time,this village will grow from between the 2 forests to the lake.

      the bannies have worked hard. i do need to file a report. with this mod setup,there is a lot of tree regrowth.i do not have a dense forest mod enabled.without the fodder growing and spreading out,these trees mutiply and are thick. it is much harder to see, even to layout roads in winter.these bannies do like to protect RED's flowers. they have set a lot of snare traps outside the fort for rabbits.i have no logical explanation as to why they do that.

       
     
pic 1:growth of the pine mod forests.south of the maple is still RK trees uncut.note how thick they are
pic 2:PM BS options,the outputs are low due to un-educated nomad workers
pic 3: PM kiln
pic 4: RK random mine
pic 5: trees cleared around the greenhouses
pic 6: bison pasture
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 09, 2019, 04:53:06 AM
YEAR 27

          more fields are cleared. carrots and blueberris are planted.a granny production park is added to the east wharehouse vlllage.graduates from the plantation school,begin planting orchards. 


          we take in 2000 milk and 30 more pitched tools. a merchant arrived at RED's farm TP. he brought 2 more bison.in mid winter,we took on 1000 muchrooms and 500 watermelons.

pic 1: blueberry orchard and carrot field
pic 2:granny park
pic 3: clearing orchards
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 10, 2019, 07:51:00 AM
YEAR 28

           the plantation village has another educated couple.we will clear another orchard for cherry trees.a blacksmith will be setup to help our tool outputs and a food market.an old KID  market puzzle food vendor will be used.this1.06 mod isn't affected by the new limt flags. it does cover a large radius than some others.a mini workshop will wood tools if we run short of other materials.a GF beekeeper will pollinate the fruit trees and shrubs.finally we have the graduates to produce more food.

            while the bannies cleared a 25x15 pasture for the longhorns,they built a school.this will help educate the children west of the river.

      we take in 1500 fish and chips and 700 eggs at the small general trade post. we also traded copper ore for 100 thatch.hopefully the bannies don't burn it all.

        there is enough barley stored that 1 field is switched to cucumbers.this will leave 2 for barley.with the blueberries and apples producing,food production has improved. we can accept nomads next year.

      the storage has come  a long ways when the game upgraded to 1.07 and the new limit flags,there was many changes made. for a while,markets stored too many flags.as the players and modders learned the new flags,things were adjusted.i still have some items flagged the old way.mostly under the textile limit.it was neccessary to get some mods to function.i still have old market sets that do work quite well.the old industrial market and SLINK's set do store minerals without issues.
     
           we have a ton of options.small sheds,carts,crates,all the way up to huge food barns with cellars. even the piles can be covered or enclosed.there are storages for the forests that will store stone and logs.different market options help concentrate items in 1 location.the bannies can still scatter some items around the maps.the vendors bring them back for workers quite well.

          i only found a few old, 1.06 mod markets that had issues.the vendor wasn't able to unload the goods and got stuck in a loop.i think it happened with salt and Necora's maple sap. those markets were removed.i do miss the old emporium. it was a nice,general, woodland storage,kinda like a hunting lodge style to it. some of DS' older mods did get stuck. those were upgraded with some differences.otherwise most 1.06 mods do work well. they also help keep the new flagged items away.this cuts down on the scattering.

pic 1:platation orchards
pic 2:longhorn pasture
pic 3: GF school
pic 4: some of the fort storage,
pic 5: west storage and wharehouses.the industrial plaza and SLINKS's market.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 11, 2019, 06:59:42 AM
YEAR 29

              graduates from the fort move east and plant more fields. graduates from the plantation school have started orchards. that part of the plan works.still this map goes slower than i had hoped.hopefully with the food improved,things will speed up.once we get to about 10 students graduatng every few years,villages with churches can be built quickly.maybe by year 100,i'll have all the churches done.

        we decide to help the production area this year.an EB farmers market wll keep the workers supplied with food and tools. the industrial market moves materials.land is cleared around the mine for a workpile and road.this should speed its production.

          the 7 nomads can stay.we have enough food.they move west. the mine will have 5 workers another greenhouse will grow more sweet potatoes.

       firewood limit to 1500,tools and clothinig to 500,food to 30,000.  a merchant was hauling glass and ironwe took 150 glass,enough for 3 RK greenhouses, and 20 iron.

pic 1:EB farm market
pic 2: mione clearing
pic 3: cleared up along the pasture road
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 12, 2019, 08:34:10 AM
YEAR 30 REVIEW

            population 193,106 working adults,26 students in 48 houses.education 56%. we accepted 26 nomads,then worked hard to keep them fed. we overcame a tool shortage. thatch has died off and there is a lot of regrowth of trees.not major but has slowed progress. this is really a double edged sword we needed the food that came with those trees.we will have to take time to do more cleanup.

         3 more pastures were cleared, 2 are already full and we will have beef this year. greenhouses were built and we have glass to build more.the pasture workers do have a school.the pine mod forests have a trapper and started work on a village. a random miine has been dug and a production village zoned. trading has been expanded.this has helped bring more boats.that did save us from a tool shortage.

      to deal with the regrowth,i'd like to get the food production up to a +5000 per year without the laborers helping. then the laborers can use the time in late fall and winter to cut trees.we shoud build up a reserve of stone and iron ore. if we can afford the food,2 sets of nomads woud help. 1 can build the pine village,1 the production area,and 1 group to start a village off south end of the pastures.how much of that can i accomplish?

pic 1; yr 30 stats,sti hae 1 meadow not overgrown
pic 2: production
pic 3; inventory
pic 4; food and popuation graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 13, 2019, 04:09:53 AM
YEAR 30

            we  won't take nomads this year.instead,housing for graduates will be built.fields for cucumbers and lettuce are plowed.a RH office was built for the production village.we did get trees cleared from inside the fort walls.

       the laborers spent less time gathering food, but production was up +2000.the office did use up stone and iron.

pic 1:2 more fields,
pic 2 RH office
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 14, 2019, 07:09:08 AM
YEAR 31

         the log count has to be increased.the laborers head north to the forests.trees need to be cleared for the pine village.a church will be built, while they begin to open up more land. a townhall and school will also be constructed.the builders did some digging to get the road extended to the river.a pine loom is set up to process the flax into linen.

    the 6 nomads will stay.they are needed at the pine village.

      by now the laborers do have items scattered around the map.the various wharehouse markets can work to  move these items to a central location. this will open storage space in our barns.like the dung pile,the workers only need to help off and on. most of the time they can help the laborers.

      we made some good food trades this year. the bannies will cut trees around the outside of the fort walls during the winter.

pic 1: north forest road,someday a ridge here will lead to RK orchard forests
pic 2: PINE townhall,church,and school
pic 3: yr 31 industry plaza and farm stand stocks,
pic 4: wharehouse stocks,not needed full time yet. they do keep items organized and not so scattered
pic 5:  trees cleared outside the fort
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: moonbelf on May 14, 2019, 08:11:53 AM
I've been reading and following Chunkerview and I love what you're doing and how you're doing it. You use a lot of different mods but I'm not sure my computer wouldn't bog down.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 14, 2019, 03:09:53 PM
thanks, much depends on the RAM your computer has.open the task manager and chekc the perforrmance meter. as long as you dont get it to 90% or so,you are fine. i actually am getting close again myself.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: moonbelf on May 14, 2019, 04:24:49 PM
Have 16GB ram and an i7-6700HQ.  Will run task manager while Banished is running as you suggest and have a look :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 15, 2019, 05:34:20 AM
YEAR 32

          The pastures are starting to fill up.we do show feathers from the chickens.not sure which mod is causing that nor can any aove the RK e moved either. this is 1 of what i call "piggy back" items. it is code left over connected to another mod.wasn't needed but still attached in a mod.my notes say it is the trade livestock mod which is below the RK. that mod does need moved above to try and fix the horses that never left the TP. minor and liveable. i haven't tested it but i think KID's composter will use them,or i can just trade them.

       the builders will add a sap boiler to the pine village.there is 800 sap and 200 pine boughs stored. the kiln can be turned on and make chacoal from logs.when it gets too far ahead,it will switch to using the pine boughs to make pitch for the turpentine.

     more graduates are sent to the colonial village to plant fields.we added larger storage barns,red nordic barns.this will help increase the food production.hopefullly we have time to start a chuch and expand the town center.we are having more males graduate than females and some reluctant to move away from the fort.

         since they are short of stone,the church will have to wait. a mill and bakery are built to use the excess barley. a house was added to the fort and a well.

       we show 1500 short on food at the end of harvest season.the laborers and farmers will gather the food along the fort walls.2 merchants stopped with more food.we take on 2000 onion,1200 cucmubers, and 1650 sweet potatoes.the crops did poorly with most fields under 400.

        the bannies paired up with some female students. the larger pastures are producing near 1000 combined foods.the chickens is 500. all with 1 worker each.food limit has been raised to 50,000. the bannnies also collected 100 stone and some iron and copper ores. with the new fields,full pastures,and some processors, we should be pushing food ahead.

       we have a problem with the colonial mill it won't process barley. it woud corn or oats.2 of the new fields will have to plant wheat.the 3rd will grow peas.

pic 1: PM sap boiler
pic 2: nordic barns,small colonial houses, and more fields
pic 3: mill and bakery,we will need wheat
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 17, 2019, 06:54:25 AM
YEAR 33

         we have enough stone to build the colonial parish.a 10x10 cemetary wil be layed next to it.that will keep the colonial village happy for now.

          stone and trees need cleared near the pastures.now that they are full,butchers and meat processors can be built.1 family of the 7 nomads that arrve will build a meat dryer for the beef.the other family will move to the production village and dig a stone quarry.

        had a crash when i tried to harvest  blackberries in late summer.i reloaded and tried to click on the backberry harvest again.no crash but the crop hasn't grown yet. i wasn't able to unclick it. the blackberry shows 60% but none is harvested.the farmer is working.since food production is up and i don't want to rerun this whole year,this field needs cut and replanted.

pic 1:colonial parish
pic 2: RK meat dryer and locker,i need to blend from these GF farm to stone houses for the GF churches
pic 3:RK stone quarry
pic 4 issues with the blackberry orchard,hit harvest button before fall. game crashed. reloaded back to spring.hit harvest button to test. didn't crash this time ,but i couldn't unclick it either.crop was left on field.
instead of rerunning the yr a 3rd time,the bannies cut the bushes and replanted it,manually.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 18, 2019, 07:02:57 AM
YEAR 34

         With the blackberry orchard replanted,the bannies head back across the river.we took in glass on trade several years back.we will use that to build 3 RK greenhouses. thereis over 1000 fertilizer stored and the beef cattle produce about 75 more a year.of the 9 nomads,2 families will work these.1 family will move to help at the stone quarry.

        the dung pile storage has worked well.a quick pile allows the herdsman to place it close by.then the woker comes by once a year and moves it into the storage pile.not only has this worked to stop the fertilizer from being scattered,but it will make it easy to send it back out for the greenhouses. watermelons,tomatoes,and rice will be grown.

       the poor bannies are tired they did haul a lot of stone.as fast as they collected it, it was used.now that food production has improved,we do need to make some trade and tailor adjustments next year.leather and furs supplies are getting short.

pic 1: pasture outputs
pic 2: fertilizer storage
pic 3: RK greenhouses
pic 4: well and storage
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 19, 2019, 05:31:01 AM
YEAR 35

             there are 3 educated females between the fort and colonial farms,another 3 in the wharehouse districts. formula says we need 6 houses. i haven't checked the pine village.beeswav needs processed,but we need more honey for any jam shops.

            we start clearing 2 cropfields and 3 orchards.a candle shop  is built next to the RK blacksmith.a tailor is added to the colonial village.along the way,5 houses and more barns need built.

          while the bannies are busy working,a 2nd vendor will help at the mine farm stand.it is far enough out that he can use the help.our food barns do need emptied more for the farmers.we don't want to pull the food into a large wharehouse and away from the other villages. we do need more  food to the west.a market puzzle food market will supply the west wharehouse and pasture workers.then the 2nd worker will switch from the farmers market to here.

      i tried to send the RH tailor to make linen clothes with the flax.he should use TANDY's flax.if i had the flax patch enabed, that would have worked.as it is 2 tailors are set to make leather coats.

     radishes,roots,chesnuts,and grapes will be planted next year. the pine village reports they have used up all the maple sap.with more graduates,we need 4 more houses next year.

pic 1:candle shop
pic 2: colonial tailor
pic 3:root and radish fields
pc 4: grape and chesnut orchards
pic 5:puzzle food market for the west workers
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 20, 2019, 09:41:34 AM
YEAR 36

            we head north to the pine village.. a market is built to help keep a varietty of foods. a herbalist will work between the 2 forests. a furrier hut will make clothing from the beaver pelts. a hoospital will add to the town center.while they are here,they clear stone and build the north  bridge.

           also want to run an experiment with the grassy roads.players have reported problems off and on with roads. sometimes the builders seem to prioritize roads over buildings. in the past, i have seen the bannies lay roads and forget to clear the trees or rocks. to lay roads especially through the forest,you had to clear the land and then layout the road. going over areas twice is tedious and slower.lately the builders have worked be3tter at clearing while they dig roads. with this nordic climate, the builders are the 1 team that can work late without worry.they don't affect the farmers. they can work to widen roads with clear roads from the grassy roads mod.plus they can use those to clear some lawns around some houses.this is one of the small changes that came with RED's CHOICE mod.with the builders being smart enough to prioritize construction,they can work on roads or lawns whenever they have time.it will help open the forests areas so i can see.

           the root field produced over 1800. that is expected,since it is a gathered food item.it won't work as a cheat. the colonists will use it to make rootbeer in the future.

pic 1:north bridge,road being widened
pic 2: PM market and hospital
pic 3: fur tailor
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 21, 2019, 07:14:47 AM
YEAR 37

            trying to organize the meats. the fort is cutting bear steaks.the RK dryer is handling beef.we plan to salt fish,and smoke bison. a GF butcher will make beef sausages.there is over 1500 beef stored.once the beef is caught up the butcher will use venison.

        the 8 new arrivals wll head west and dig a multi quarry to help get more stone they also will help as laborers to carry food into that region.to smelt iron for the quarry,a RK foundry will be built 1st.the blacksmith will smelt iron for that.

       the colonial village added a gardner to cut trees and collect food. i dont like to run roads between fields,so this will help cut the hedges between them. the farmers use that space to place baskets of produce.

pic 1:wider road with clear roads used beside the road to the bridge,around the church and buildings along that road.

pic 2: a combo forester and gatherer for the colonial village. set to cut the trees

pic 3:GF butcher
pic 4: old smokey
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 22, 2019, 06:32:35 AM
YEAR 38

         according to the formula,we need 4 houses for graduates. a meat processor for pigs is needed.the builders are busy with the foundry and the multi quarry waits for iron.the greenhouses request a 2nd well.with old smokey using firewood,2 ore workers are sent to cut firewood at the sawmills.

         charcoal from the pine village was carried down to finish building the RK foundry.by the time the foundry is completed,the laborers have stocked several more construction sites and began to clear 2 more orchards for peaches and pears.

        since the farmers market is stocking so many goods,more wharehouse workers were sent. the more goods stored in wharehouses, the less the  market vendors will have to move.this should help get the farm market stocked with more food. children have had to bring food home from the puzzle market by the school.

       we traded feathers and copper for 40 iron.we also took on 1000 broccoli,750 oat cookies,and 200 corn. finally, the livestock merchant brought us 3 pigs.     

        educated workers moved into all 4 house. the butcher was added to the plantation village.he can cut wild boars and pigs.

pic 1: RK foundry,production area market stocks.
pic 2: 2nd well for the greenhouses. west puzzle market stocks
pic 3: new orchards for pears and peaches.progress of the gardener set to cut trees.
pic 4:old wood butcher for pigs.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 23, 2019, 06:57:05 AM
YEAR 39

            more students have graduated.we need 3 more houses.inventory shows we are overstocked on flax and linen.we are starting to stockpile excess coal. the small general TP will  stock candles and coal.

            the pine village is burning chacoal to heat their houses. even with a wood shopper and a no burn coal mod. whatever the sap boiler does not use each yearthe bannies move to their houses.now that the trees are planted,one of the foresters will work to help colllect the sap.the kiln will make charcoal when the sap is stocked up.for now he continues making pine pitch.

             our oldest bannie is 72.the original settlers are in their mid 60's. children often move in to help the elders and to learn from them.this way the students are closer to the schools and the walk is shorter in the winters.it also opens room in houses for new babies.due to that, population will grow even without us building houses every year.

             we head west to finish the multi quarry.more greenhouses can be built. that should keep those workers stocked on food. the laborers had time late last year. with it,they moved supplies for more buildings at the colonial village.while there, they gathered rocks from south of the village.this will keep the builders busy in the spring.

             the 10 nomads will move west and work the quarry.more rowhouses will add to the production village.1 couple chose to clear another pasture and built a GF farm house.

            the Pilgrim's rest and hospital are completed. 2 more greenhouses feed the west towns.a new tailor will make linen for trading.we use pelts,leather,and furs for clothing.

             we traded for 2 sheep. the wool can be shipped from the train market barn for coins. that will bring in more potatoes.

pic 1:Plgrims Rest and hospital
pic 2:RK tailor makes linen from the flax
pic 3:extended Kid greenhouses
pc 4: multi quarry.it is not winter. this is mid fall. most years,we wait til almost late spring before the farmers start planting.below freezing from late september to late april.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 24, 2019, 05:55:17 AM
YEAR 40 REVIEW

           population 340,60 % educated in 85 houses.half are working and about a quarter of the young are in school.over a year supply of food is stored in reserve.we take in about 5,000 food units with our trading.wer took 5 sets of nomads,total of  40 bannies.we have grown by 75 % in 10 years.

            we dealt with the regrowth better.the laborers found more time and the builders work to widen roads and clear around the buildings.more combo foresters would help.the food reserves are much better,but a lot has been brought in with trading.

               more markets and wharehouse workers are keeping goods moving.needed clothing and tools are moved out to the villages and materials are moved back toward the fort. this has helped keep the trading posts stocked.   the pastures are full plus we added pigs and sheep.syrups,bread,and meats are being processed.the production village works to improve stone and iron.the multi quarry will bring in iron not iron ore.
   
               2 churches were finished. the colonial parish and the small pine church. we also built a school in the pine village.2 hospitals plus a 1st aid tent keep everyone healthy.

             flax is being processed. the traders added coal,candles,feathers,and linen to their supplies.we have bough tools and pelt clothing to insure against any shortages.

             we have feathers from a CC mod. there was a hiccup glitch with a balckberry orchard.that will need checked again once all the crops are planted.the Pine mod charcoal is working with the RK choice.we have no storage issues. the farmers market and pine markets are storing some extra items. the fertilizer to greenhouse chain is helping keep the west areas supplied with more food.

             as we graduate more bannies,less nomads can be accepted. 1 set to start building forests north of the pine village would be helpful.we still need more pastures and a creamery for milk cows.another school will be needed to handle so many children.i would like to start building churches every 2 or 3 years. in the next 10 years,i hope to lay out enough fields and orchards for all the crops.by then, we should be graduating enough for 3-5 houses every year without nomads.

pic 1:stats
pic 2: production
pic 3: inventory
pic 4:food graph
pic 5: limits
pic 6: east overview
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Abandoned on May 25, 2019, 10:15:10 AM
Hi @brads3 Your town looks really nice and has grown a lot since I checked last.   :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: RedKetchup on May 25, 2019, 12:16:54 PM
looking good. a bit deserted, but looking good :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 26, 2019, 06:34:00 AM
good morning.thank you for the comments. hope you all are enjoying the spring weather.i took the weekend off.

     @RedKetchup to keep educayed workers on fields,we sent nomads off starting villages. as they graduate more workers, they will grow and fill in. since i am trying to build all the churches, we will need lots of stone.the 2 RK quarries have max workers. my idea was to make the game move along faster.it has been challenging to keep stone supplied and food.soon thou,the schools will graduate more bannies and we will be very busy.

     the colonial town already merges back to the plantation wharehouse village, and that is spreading north closer to the pine.the tree regrowth between the crops and orchards makes it look worse than it is.more of KIDs combo foresters or time to cut trees will help there.if we ever get short on logs,it is handy spots to cut during the winter and keep farmers close by those fields.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 27, 2019, 07:04:14 AM
YEAR 40

           a group of 12 nomads arrive. 9 adults with 3 children. 2 couples move to the production village. a RH school and chapel were built.they also start making steel tools for the miners.the others head north. a turpentine still will add to the pine village.north of the river,another maple forest will help supply more sap. 

          the gardener forester at the plantation village got bored.since he was set to cut only,i didn't expect him to clear flowers. he was sent to start cutting trees south of the fort.the fort piles do need restocked with supplies for the blacksmith and woodcutter.i figured they would only clear flowers as they planted.

pic 1: plantation gardener outputs
pic 2: sheep pasture
pic 3: RH school and chapel
pic 4: RH BS set to steel tools
pic 5: north maple forest.
pic 6 turpentine still
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 28, 2019, 08:51:50 AM
YEAR 41

          graduates expand the plantation village. land is cleared for more orchards.hops,walnuts,and mulberries will be planted the orchards are all completed.they added a fenceless cemetary behind the church and a preservist to make strawberry jam with their honey.

        stone production has improved.the main chapel coud be completed for the west wharehouse workers.

pic 1:last of the orchards cleaered
pic 2: workplace jam preservist
pic 3: the main toolbar RK retextured chapel
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 29, 2019, 06:52:56 AM
YEAR 42

             199 adults divide by 2 is 50 houses+1 boardinghouse.with all the nomads housed,we still need 8 houses. i hope to get 5 built this year.2 more workers are sent to help stock the trade posts.

              a KID's beekeeper will pollinate the new orchards.with the apple trees it makes for a good filler.there is enough thatch still stored to build an RK apiary for the crops fields.the bannies cut more lumber and built 3 of RED's colonial,country houses.  with 10 builders,hopefully they will find more time to lay out those clear roads or yards.

            a twilight healer and herbalist thatch look fit with the plantantion village.a small colonial chapel adds to the list of churches.a fisherman was sent to fish the lake.

             rye,spinach,and squash will be planted next year. 6 houses have been completed.

             the builders have been busy the last few years i increased them to 10.construction has gone faster.it is inconsistent, but sometimes the builders leave trees and rocks when laying out clear roads.i thought they were behind or i had just missed the tree by the sawmill.that tree is road locked. there are other areas that should have been cleared better by now also.the builders have left rocks and flowers off and on when smoothing the clear roads.the mod shows no conflicts i wonder if it might be the new items or trees that are being  left? i'm not going to worry about a couple shade trees. it does look better. this way is better than the builders prioritizing roads instead of construction.

pic 1: more fields with RK houses
pic 2: beekeeper for the last orchards,should keep the candle shop stocked with wax
pic 3:RK beekeeper
pic 4: small colonial chapel
pic 5:twilight herbs and hospital
pic 6: a road locked tree.was left by the builders when they ran  clear road lawns around the mill
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 30, 2019, 08:33:04 AM
YEAR 43

         the colonial village needs a blacksmith for tools.another gardener to cut the hedges between the fields will help.an herb garden supplies the hospital.

       a sandpit and glass maker will work near the west wharehouses.this will make glass for more churches.

        all the trade horses died.there was 1 left at the trading post that we tried to nurse back to health.he shows in inventory but never returned to the pasture.not sure why the pastured horses died.i don't think we traded too many away.that mod will be adjusted for next time. we did take 3 more in trade.

           a wet cold summer means less food is produced.3 more fields will be planted next year.5 houses were finished.


pic 1: colonial village looking south from the lake
pic 2: colonial blacksmith
pic 3:granny park by the school
pic 4:an EB house and field south of fort
pic 5: sand pt and glass maker
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on May 31, 2019, 05:42:32 AM
YEAR 44

           tomatoes,sugar beets,and strawberries will be planted this year.with all the houses we built,the stats say we need 4 more.

          we will build an RK wood chapel near the north fields.we send 2 more workers to the multi quarry. another field is cleared south of the fort.an RK creamery will be built to make cheese.the bannies function well at 20 laborers and 10 builders.

         with the temperature above 70, crop production shows a nice improvement. it didn't last long enough. snow came early in the fall. we even had over 350 chesnuts. we need more of these 70 degree summers.

           the colonial doctor reports 2 deaths. both from child birth.

          4 more crops need planted. a ton of churches still need to be built.between now and then, i do need to send the bannies to cut this regrowth. eac year they have done a little clearing but not even noticable yet.

pic 1:little wood chapel
pic 2: 2nd EB house
pic 3: RK creamery
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 01, 2019, 07:06:41 AM
YEAR 45

           the pine village has 2 females that need houses.they can build north of the river and help at the 2nd maple forest. a hunter will be added and the other can help the forester plant more trees. while they are there the bannies built a FO chapel.much of the FO mod does require thatch.since the church doesn't, it is a good spot for it to tend to the forest workers.

             the 2nd forester to plant maple trees does help.1 is not enough to keep up with the regrowth. the foresters can't even plant trees.they never stop cutting. these are the thickest forests we have ever seen.


           sinece i had a good production year and this won't be,now is a good time to compare the orchards.mid 60's for a high summer temp and rainy.not a very good year for our farmers.by late summer,we are averaging about 80% from our crop fields.some are above 90 several below 75.the orchards are 60-75%.by falll some started harvest.the peaches and chesnuts are a loss.

           with this saved,i will try and harvest early.we know the blackberry orchard will cause issues.once clicked to harvest.they can not be unclicked.will they reset for next spring? with the  frost,some of the fruit is lost faster than others.if the farmers waited til late fall to start harvest more would be lost.20% acorss 12 orchards would cost us roughly 1200 food.not counting the effects of the colder summer temps.by harvesting early, we managed to get some good production even with the cooler summer.

             it took 2 trading posts worth of stock, but we picked up 4 holsteins.we will need another pasture for the dairy cows.  pigs seem to be breeding slower than they should. there are only 9.pigs can have more than 1 piglet each year,more like 6. in 7 years,we should have a full pasture by now. the sheep we got in year 39 have tripled.

         the harvest buttons do reset in spring.the only 1 that wouldn't is the blackberry.

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          i did go back to the save point and let the orchards harvest themselves.they did seem to start harvest earlier than i expected.sometimes they don't start until late fall. if i had started them in late summer so the harvest was completed before the fruit got frosted,i do think the difference would be more.

          the harvest button works without causing a crash.however, after harvesting the blackberry,i wasn't able to reload the prior spring save without completely leaving the game.not a good idea to harvest those blackberries early. pears do well with the cold apples do not do as good. that is odd since apple trees do need the cold to produce fruit in RL.the berries do decent. blueberry might seem low but i think that is so the gathering isn't overpowered.i would  think in RL chesnuts and peaches would  be better than they are.maybe more like the mulberry production.

       overall the orchards did better than i expected. with this climate we can't plant chesnuts or peaches.

        i mention the regrowth of the trees a lot. there is a difference from prior versions of the RK to this 1.where it matters is with this nordic climate. the bannies have to gather food after the farmers harvest crops.food is so critical here. that takes time away from being able to clear land. even the land they do clear,grows back quicker than prior versions.the bannnies are working much harder i am trying to come up with a plan to deal with the growth better.it does make us scratch our heads.

pic 1:y45 stats,note the summer temp and crop growths.the maple forester had 1 worker until now.

pic 2: orchard growth save point.
pic 3: amount of fruit left as snow hit, this is with manually pushing early harvest
pic 4: outputs compared to a warmer summer

pic 5:FO chapel and nordic hunting cabin.

pic 6: test #2,reran the orchard test without using the harvest early button
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 02, 2019, 07:46:30 AM
YEAR 46

             the bannies worked to clear and move supplies in the winter. they had often took time to start clearing for the next pasture so it did not take as long. the builders got it fenced and continue work on a house and barn.

            a workplace church will be built. to show there are some color options,this will be orange.several of the churches do have some textured options. 4 more fields planted will be enough for this crop test.a tiny fishing pier and cottage works the south riverbank.a suagrbeet refinery can begin to produce sugar for blueberry jam.

              the laborers found more time to clean up around the plantation village.even with 2 deaths, we had a productive year. we used up all our flax the RK tailor is switched to making cloth from cotton that we have scavenged.the sheep are starting to produce enough wool that we show a slight surplus of coins.

     sunflowers,turnips,watermelons,and a field of mixed vegetables will be planted next spring.       

pic 1: holstein pasture
pic 2: workplace church
pic 3: fishing pier and cottage
pic 4: suagr refinery
pic 5 clearing west of the plantation village   
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 03, 2019, 07:52:42 AM
YEAR 47

           all the crops and orchards are planted.we mat as well set up a pasture for red dairy cows.the schools graduate students for 4 houses to be built  each year. with so many children,another colonial school is built to the south.

          a WW old church is completed. old salty will process fish. we did need a garden sorting shed for the vegetables.a combo forester works the production village with a gatherer.the colonial gardener now works east of the hospital.

         the land was cleared for a pasture but we will need to haul logs to build the fence.

pic 1: clear roads around the greenhouses you can see the builders left copper ore.still it is better.
pic 2: old salty
pic 3 WW old church
pic 4: south colonial school 
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 04, 2019, 07:45:57 AM
YEAR 48

            only a couple students graduated last year.we don't need to build houses.we will take the time to do more clean up. supplies are moved for the pasture fence and a GF wicked chuch.

             we cleared up by the west wharehouse district's school. to help cut more trees and deal with any regrowth,a fodder hut was built. we can burn the fodder for fuel. the dung pile reserve has been used up.3 greenhouses uses just a bit more than the cattle pasture produces.once the fodder starts to grow, we can add a stable barn.

         we did use the time to get more trees cut and haul in more food.

pic 1: red dairy pasture
pic 2: fodder hut and clearing
pic 3 GF church of the wicked
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 05, 2019, 09:32:47 AM
YEAR 49

            once again, only a few graduate.the bannies don't need anything they have kept up on stocks. by making  a variety of tools and coats,they never run out.when low on furs,they use pelts or leather.same thing with stone,iron ore, and pine boughs for tools. most villages have a wood cutter. food is close to break even but trading brings in more.

            the pine school is full so we need to build the larger Sherbrooke school.while there,we will do some clean up and add 2 houses.that area does need to grow more. after cutting treesthe builders stayed to layout more clear roads to stop some of the regrowth.

            since it fits the style,an OT church was built for the plantation villagers.a gathering hut was built by the fodder hut to work the area.tyhis will give us a chance to see what foods can be colected with the fodder.the area outside the fort has been good at giving us blueberry and roots.

             summer was cool with temps in the 60's spring had been warm enough, we had hoped for a better summer.the laborers worked hard to collect food, covering more ground than normal.the farmers finished harvests and took to gathering food from south of the colonial village.if they got time, more trees could be cut there also.

pic 1: Sherbrooke school and houses
pic 2: PV clean up
pic 3:  OT chapel
pic 4: gathering hut to work the fodder area
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 06, 2019, 09:21:51 AM
YEAR 50 REVIEW

         that was a fast 10 years.population just short of 500. 72% educated with 120 houses,there are twice as many children as students.most of our elders have past on.there have been 1 or 2 deaths a year lately. 1 original settler is 80.

        the last group of nomads arrived in year 10.we planted 1 each of the orchards and checked their growth with the weather.all the  crops habe been planted. a pasture was fenced for red dairy cows.they were ordered but haven't been delivered yet.we did replace the trade horses that died off.pigs are breeding slow.those 2 mods will be moved higher in the order.otherwise we vaen't had any issues. we have tried a few ideas to deal with the quick and thick regrowth.

       we built 9 churches over the  last decade. we are only half way to the goal. more food is being processed. a variety of meats and 2 types of jams. we even make sugar from beets as well as cheese.we also make turpentine,some cloth and linen,as well as glass.the market vendors and traders have been busy moving supplies.

        once the red cows arrive,tradng will have to be adjusted.by then,i should get the crop test done.then we can add more fields of crops that do better in this climate.another corn and oat field would feed the fort animals.

         the plantation and colonial villages have growth a lot the last few years.more trees can be cut and clear roads layed out to  stop the regrowth in the plantation wharehouse district.the colonial village will expand to support more churches. i wanted to place RK orchard forests across north of the river. it would take some time before they would plant enough trees to fill the radiuses.instead,i could use the time to expand the west side of this map.  to finish building the churches should take about 15 years. to get the orchard forests set and producing would be more like 30.

pic 1: y50 stats
pic 2: production and limits
pic 3: inventory,note we are producing twice as much sand as the glass maker uses. can't increase worker on the glass

pic 4: population and food graphs
pic 5: east overview, opened up a lot since year 40
pic 6: SE overview
pic 7: west overview
pic 8: north overview
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: moonbelf on June 06, 2019, 10:10:03 AM
Looking really good. Well done so far.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 06, 2019, 06:10:24 PM
thanks,i thought everyone fell asleep. the bannies have hendled the food situation well it has been tight. the noridc climate does make it challenging.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 07, 2019, 12:36:16 PM
YEAR 50

              enoug students graduated to need 8 houses the bannies would be happy with 5.none of the villages needs a church the west has 2 large churches.before more churches can be built,i need to expand this map.

             north of the mine village will be a monastary.  the workers are sent to build houses and cut trees.they have a lot of work to do.this well stretch the map north toward the west lake. for now, they need to build 5 houses and storage and open the land up. by next year they should start producing their own food to sustain the growth.

            early summer starts with 71 degrees.this should be a good fr the crops.we held the 70's thru summer.
several crops started harvest in late summer,just before fall started. CC roots then KID's crops,sugar beets and vegetables were the 1st to start.all of them have good growth with the warm summer.temps fell quickly to 40 by mid-fall. averages at 80% harvested before frost.sunflowers show less than 40%.corn 55%.  all the fields produce above 500 with the warm temps. as soon as frost came,the strawberries started losing fruit.it was warm enough even the chesnuts were over 500.


             what do we know? carrots grew quicker than expected,corn took longer.in RL these would be reversed. corn would grow sooner and the carrots wouldn't take a hit with frost since they are a root.some of these crops do show lower growth in the cool years than they should. oats,beans,rye especially.most are growing and producing as they should with the temperature swings.

        the game makes it tough to mod these and the temps. the modders have done a good job with this.to get the low winter temps and shorter growing season we give up the chance of having better summers.the crops all do much better when it hits 70 and they produce more the longer it stays above 70.the way LUKE designed the formulas for the game makes it almost impossable to get a 70 without a hotter summer.or a higher overall average temp, which would make the growing season longer since the fall and springs would be warmer.  considering that,this climate is really close.         

            i did screw up. since the potatoes were being traded for,i forgot to plant them, but planted an extra field of strawberries instead.i did leave space for a field back toward the orchards. i didn't do them all since some wouldn't grow in this climate. depending on mods and mod order you can get blueberry,onion,and herbs.CC has some others that can be added plus RED's dock sets have their own crops.

         finally, the order of red cows arrived. the trading post emptied supplies to get us 5 of them.
------------------------

       i did go back to a save point and hit the harvest early on all the crops that had not started.let the game  run to spring and it did crash when they would reset. with 27 fields, i do not know whcih 1 caused it.

pic 1: monastery village clearing
pic 2: MV housing and storage
pic 3:yr 50 summer temp
pic 4: crop growth before fall
pic 5:harvest to frost
pic 6: yields yr50
pic 7: red dairy cows
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 08, 2019, 10:11:39 AM
YEAR 51

         we have more graduates.now the stats shows we need 9 houses.now that the red dairy cows are in their pasture,the farm TP can be emptied and disabled.one strawberry field was switched to potatoes.

        while land is cleared and materials hauled for the monastery,houses can be built.a bee orchard,  walnut grove,and fishing pond will give them a tranquil park area,4 of 5 houses were finished before the monastery. 3 workers will work to produce cheese.the MG village has 6 food producing workers.

       the laborers took time to cut more trees and haul rocks from the west side villages. the colonists plowed a field for more roots to be planted.next fall, they will make root beer.

      the pig and sheep pastures are full the red dairy is half full.

pic 1: MV food producing park,bees,walnuts,and fish
pic 2: monastery and houses
pic 3: outputs of the potato compared to squash and the fodder meadow gatherer output
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 09, 2019, 10:41:32 AM
YEAR 52

          we have plenty of leather.the plantation village will tan leather and make saddles.a nordic tannery and a EB leatherworks need built. the mod order should be set for this to work.the nordic tanery shows a graphic issue to the menu.it was designed to process reindeer and cow hides into leather for the North mod.it is far dfown the mod order. it can merge from the North back to leather for the EB processors.evidenty it wont read and use this leather.most likely a term difference of "hide" and "leather". i will have to build the EB tannery.admitted, i was pushing a mod.

          the monastery village added a market plaza complete with a soup and grill. to supply them,they will plant potatoes. they now have a chapel and cemetary.

pic 1: monastery chapel and cemetary
pic 2: nordic tannery and EB leather works
pic 3: EB tannery
pic 4: market plaza,soup,and grill   
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 10, 2019, 06:14:45 AM
YEAR 53

          the fodder hut is harvesting enough fodder for a stable to be built.that will help our greenhouses.

         while we wait on lumber,2 corn fields are plowed at the pine village. they will feed a dairy barn.it is part of Necora's collection. while they are there,the laborers haul materials for the Sherbrooke church.

        the colonists added another market plaza south of the fort. a GF market was added for the south pasture  workers.trees were cleared to extend the road west.the sand pit was shut down since we were getting 4 times as much sand as glass. i do wish i could have sent 2 workers to the glass maker.the north maple forest drops back to 1 worker and the other is sent to help gather sap.the kiln makes charcoal from logs to keep from using up the pine boughs.

        the monastery doesn't produce enough cheese to support 3 workers.1 will leave and cut firewood for the soup and grill.1 worker was sent to fish the pond also.it might need another field to produce a grainthey are content for now.

       an outbreak of measles started with a child from the plantation village.it did infect the cleric by the hospital.the doctor isolated them both and nobody else caught it.

     that was a busy year. the bannies did take time to gather more food in the fall and winter.we have 139 houses.

pic 1 fodder and gatherer output
pic 2: stable barn
pic 3: south colonial market
pic 4:Necora's dairy,requires domestic animals to build and is fed corn.
pic 5: GF market
pic 6: my precious smelter, will use RED's silver and gold ores. makes CC pfenning.too bad it does not make "coins"
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 11, 2019, 10:34:17 AM
YEAR 54

          each year starts with me trying to plan a church then buildings around it. since the jail acts like a church,it will be added  south of the fort.while there, the bannies decided to clear trees. the combo forester did cut half of the trees out already.he heads back to the plantation village.

         as the laborers cleared land,i widened the roads with clear roads and used them around the buildings.it will slow down the regrowth. a bridge across the river will make travel for the market vendor easier.a post office and plenty of storage was built. the tiny fishing pier was producing well so a 2nd was added near the bridge.since they have a western look,they set up a placer mine  to pan for silver ore. a mayors office,bakery, and a wagon shop to  were finished during the winter.

       blueberries,veggys,wheat,oats, and tomatoes will be planted next spring.

pic 1: ketchup factory
pic 2: jail that acts a church
pic 3: post office that is a house
pic 4: bridge,placer mine,and tiny fish pier
pic 5: wagon shopthe bannies did a nice job of cleaning up and adding roads
pic 6: mayor office and bakery
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 12, 2019, 11:08:20 AM
YEAR 55

          The mines need to be dug deeper so we head back across the river.fields and orchards extend south of the production village. while there a hospital and ale stand were built for the miners. an RK mill was constructed to process the extra barley.with the m iners help,more land would be cleared faster. construction took time. winter snows came as the mines were completed.

          our wharehouses are filling up.it isn't 1 item but a mixture of several.to help open space,a SLINK'S textile market will move leather back to the leatherworks. more trade adjustments should help also.we are ahead on goods but behind on food.

       several of the large colonial houses have 8 family members living in them. as they produce more food, they are also eating it back up. the greenhouses are prodcuing more and trading is bringing in more. even so the last few years have used more of our reserves.

pic 1: RK greenhouse outputs
pic 2:RK mill
pic 3:RH hospital and deeper mines
pic 4: working toward the 2nd GF church
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 13, 2019, 04:39:02 AM
YEAR 56

           we need to dig another mine for salt.the stables produces enough fertilizer to handle a 4th greenhouse.and a bakery to use the barley flour will go by the GF market.as those are built, the bannies need to clear more land. we need fields to get our food production back up.to increase food and to put extra workers to work,we doubled workers at most of the beekeepers.

        we produced about 15,000 more food this year than last. we are still behind 10 houses with all the graduates. materials were moved for the Cathedral of the Joyous.the builders are a little behind.

pic 1:GF bakery
pic 2: salt mine
pic 3 4th RK greenhouse
pic 4: foundation for the 2nd Gf church
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 14, 2019, 07:07:38 AM
YEAR 57

         the colonial village is overpopulated and needs to produce more food. more fields need plowed and smaller houses need built. while here,i wanted to use some deocrations to fill some spaces.an EB winery is built with an orchard to supply it.the market plaza was extended and a playground was added for the children. more flowers and trees were planted.the area needs a lot more clean up, but we did brighten it up  some. a CC blacksmith will make cannons.

pic 1  Cathedral of the Joyous
pic 2:laundry area
pic 3: playground and extended the plaza
pic 4: EB winery and an RK cemetary
pic 5: CC fort blacksmith
pic 6:: pasture outputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 15, 2019, 11:23:31 AM
YEAR 58

           there are sweet gum and aspens growing in the maple forests.they are blocking sunlight to the apple trees.it is thincker than a few years ago.the pine trees are taller and choked out the gum and aspens. we do show a surplus of pine boughs.with 2 foresters,they cut more of the regrowth as they plant.then we have too many logs.the last few years logs have been sent to a trade post.as the laborers cleared more land,we did work to cut the log count.since we are using logs more i did double the foresters on the maple trees.they will use pine boughs for charcoal.that should belence things better give us more food,use up the excess  boughs,and not overload us with logs.

       i often say these bannies have minds of their own. even thou they are programmed to act 1 way,do not expect them to follow that rule.i sent them to clear land so i could plant more crop fields,then supply buildings and clear near the south school and church.they did everything backwards,clearing near the school 1st. this sets everything behind. if i tried to take a picture,it would be in the middle of a blizzard not a sunny summer day.

     the builders did complete a  beekeeper,candle shop, and several houses.they used the time to layout more roads and clear around some buildings.they even had time to haul rocks since the laborers wouldn't move supplies. 

pic 1:maple forest outputs.note the overgrowth of aspens and sweetgum trees a few years ago you could see the cabin that is now hiden

pic 2: production village gardener
pic 3:colonial village gardeners.the colonial gatherer isn't finding enough food nowhe will be dismissed.these little foresters do help withg the regrowth.

pic 4: comparison of RED's and KID's apiarys.similar food totals but with KID's you get beeswax and apples..
if you need more wax,RED's will switch from honey


pic 5: cleanup at the school and church that should have been done later.
pic 6:Boston houses. note area to the SW should have been cleared 1st.
pic 7: CV candle shop
pic 8: decor cannons addedto the CC BS
pic 9:finally plowed fields 
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: moonbelf on June 16, 2019, 06:08:19 AM
Just wanted to say I'm still following your blog every day and enjoying your adventure as you go :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 16, 2019, 08:40:33 AM
i am gaining. need to get the food productiio up and clean up some before finishing the churches.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 17, 2019, 06:42:41 AM
YEAR 59

        WE have plenty of pine boughs and pelts.we head back north to the pine village.a 2nd furrier hut and kiln will be built.the kiln will make pine pitch from the boughs.the forest is producing more and more boughs but not as much resin. more colorful houses and a fishing pier can be added while we are there.

        the clear roads have helped keep the regrowth down. the center of town is still open. these trees are thick but we can find the road to the bridge easily. the laborers do take time to clear rocks and trees to the south of the village.

     the plantation wharehouse area is doing well..the combo forester has kept the trees from overgrowing.a OT tavern and a small park were constructed.a few trees near the log drifter were cut.they were just outside the reach of the gardener.the bannies planted some flowers by the church.

pic 1:2nd kiln and furrier hut
pic 2: fishing pier
pic 3: OT tavern and park
pic 4 clean up around the glass shop
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 18, 2019, 09:01:52 AM
YEAR 60 REVIEW

        population of 715.it is growing at a steady pace but slower than it was.we graduate and build houses for about 10 each year. building smaller houses has helped.the report says we built 4 churches.it is 5,since i do think the monastery was counted as 1.we have worked to improve food production. as our processors use more firewood,we sent logs to the trade posts.that opened room in storage.we will need another firewood chopper soon.more items are being processed and shipped.there has been a lot of little adjustments but the bannies are moving goods well. the trade posts are restocking quickly.

        we started 3 new villages.the 2nd GF,monastery,and a western styled colonial.we did more clean up of the re-growth. that was going good until the bannies slowed it down with their protest 1 year. we doubled the number of crop fields.we redug the mines deeper and dug a salt mine.


       the tests of field,orchards,and livestock are complete.there are 8 more churches to be planned and contructed.those will need 3 new villages.2 of which are mixed.

pic 1: yr 60 stats
pic 2: production
pic 3: inventory
pic 4 food and log graph
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 19, 2019, 06:58:47 AM
YEAR 60

           before we head bac across the river, we want to do somethings to help the colonial village more.they are growing fast enough to need a school.a wood cutter and log cart will help keep the cannon smith supplied. more combo foresters will stay and work to open more land.these do help slow the regrowth.they also do some trapping.

        the bannies cleared land along the road between the 2 GF cathedrals.4 more fields can be planted next spring.

pic 1::RK wood cutter and log cart
pic 2:WW school
pic 3: the ain GF road,
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 20, 2019, 11:07:06 AM
YEAR 61

            before i start the next villages,i need to stretch the map.the monastery village is overgrown already. a school will be built and land cleared for more crops. a healer and records hall are completed.

         the plan is to use the monastery as a base to launch north and west to the lake. more houses for laborers and builders will help speed up the work.

pic 1: overview of the MV regrowth
pic 2: school
pic 3: healer and herb garden
pic 4:progress on clearing and fields plowed
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 21, 2019, 10:21:08 AM
YEAR 62

           we can start the triple dock village. a combination of RK and CC dock sets.while the bannies build this they can cut more trees around the monastery.this shoud be a good plan.5 houses,a fishing dock,2 fields,and a seafood trapas well as a wood cutter and storage were completed.

     finally the merchants brought food instead of processed goods they have had a run of many years of bringing everything else and little food.plus the weather was warmer.this was our best food production year. over 15,000 extra food produced and we had to raise the food limit.the bannies are super happy with that.


      i mention this in case new players are paying attention the pine village are burning  charcoal as fuel.not an issue here as they are trying to use excess pine boughs up to make the charcoal.if however, you need a lot of charcoal to process something,be aware of that.the "stop burning coal" mod does not stop the houses from using charcoal. even with the no coal mod, some storages will fill with coal.this makes the wood cutters work slower also. these bannies have to work to send the coal where it is used and trade enough to keep it away from the wood cutters. you do need to watch the balance.

pic 1: MV clearing and some flowers planted
pic 2: wood dock construction
pic 3 fishing dock and wood cutter
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: RedKetchup on June 21, 2019, 02:42:28 PM
a very nice use of your lake :)
i like it !
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 21, 2019, 04:58:29 PM
i thought maybe you caught my mistake,RED. i put a walkway too close to the seafood trapper covering a boat. it has been fixed.this is going to be 3 dock sets to get all the churches. your dock height is perfect for EB's beach decorations to sit down on it. did you like hhow i mixed the housing in the colonial village? KID's, BOSTON's,PILGRIM's,and the old country houses made it colorful. by the way your seeds don't have any onions only your greenhouses can grow onions.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 22, 2019, 07:10:34 AM
YEAR 63

            we extended the wood dock and started the transition to the CC dock.a market and church were completed. the laborers hauled materials for more farms,barns, and a school.instead of floating logs we decided to use reeds to heat the houses. we were able to put some EB tables from the beach mod down on the RK dock near the market.

           the monastery village added 2 more fields and a barn.

        the pine craftsman caught diptheria but was able to get to the pine hospital without infecting anyone else.

pic 1:wood dock church
pic 2: 2nd rice field
pic 3: CC reeds and bundler
pic 4: WD school and market,EB's tables sit perfectly down onto the RK docks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 23, 2019, 08:39:18 AM
YEAR 64

           while we work to extend the CC dock,the laborers haul stone for the RK stone dock.a hospital and a mill for the rice were completed.i realized we do not have a dock bakery of any kind. we also have a lot of fish that can be processed.the stone dock will be extended into the shoreline.

       the transition to stone was not easy. i did have to leave an exit for the fishing boat.a bridge was needed. the bannies do not like to work in the middle of water, so they built the dock out to it 1st.

      the CC dock added a fishing pier and a chicken house.the monastery village added its own bakery and a grinder to make wheat bread.

     even with the progress,we are falling way behind on housing.food production is now over 100,000.

pic 1:MV bakery and grinder
pic 2:CC chicken house and fish pier
pic 3: overview of the wood dock
pic 4: construction of the stone dock
pic 5 transtition bridge for the fishing boat
pic 6: mill but we have no bakery
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Nilla on June 23, 2019, 11:22:22 AM
Beautiful screenies Brad. I haven´t followed this thread because I was ill as it started and I´m too lazy to catch up from the start but sometimes I take a brief look and I like what I see.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 23, 2019, 11:35:28 AM
glad to see you are feeling better,NILLA. you are missed when you are away.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 24, 2019, 04:29:26 AM
YEAR 65

         another fishing pier was added to the wood dock.the stone dock extedned into the shoreline and added a bakery.it will make rice cakes with the rice flour and honey.the stone church was completed.

     it has been a colder year so work was slower.the CC dock did finish a water scaveneger.he has already found 1 pearl.

         now, NILLA memtions cutting orchards. I do not have a dropoff of fruit from the orchards without cutting them. is it the "forget about orchard" mod or the RK that causes it? not sure, but "if its not broke don't fix it". the orchard mod  isn't causing any bad issues,so i leave it alone. it doesn't affect all the RK orchards but does seem to help some of them. the mod is suppose to do 2 things. allow the orchards to produce fruit sooner and not have to be cut every few years. there are a lot of these small old mods out there that have huge affects.

    the last 2 houses built, singles moved in. why did that happen? the bannies have issues with building dock vllages. you do not want to try building any doc without several builders. the bannie will go out to the far doc and build it then be stuck out there, where a normal person will build from the shore out ,the bannies does the opposite.heve they will go homeless. a child was homeless and now a 15 yr old has lost his mind and forgotten which house is his. winter came before we could build the dock around the corner for those 2 houses. while building the dock villages they will go homeless back and forth between the workers.once it warms up, we will build more docks,these 2 will most likely move out and couples will move in.  if you had 1 builder and he got stuck,you would need to send more builders to rescue him.if you didn't catch it soon enough,he will starve.

     just to build the bridge took some work to coax them. the bannies did not want to work there.the dock had to be extended out to it.then they had to put dirt in the lake so they could walk out to the bridge.the only time bannies like to swim is when they decide to run and hide.they willl swim across a stream and then walk all the way around it to get back.  you will find them hungry and cold waundering a long ways off. 

          they have a nethanderal brain setting that makes them do weird things at odd times.note i said "brain setting".  it has been proven that there are times they have a higher intelligence than us. if you see them do something very bery intelligent,save your game and let us know. the game has mysteries yet to be solved.

pic 1: yr 65 inventory and food graph
pic 2: 2nd wood fishing dock
pic 3: CC water scavenger
pic 4: stone chuch
pic 5: bakery and  mill storage
oic 6: dock bachelors
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 25, 2019, 04:22:19 AM
YEAR 66

         I knew we were behind on buiding houses,but i didnt realize it was this bad. several have moved into the boardinghouse.what makes the most sence is to finish the work at the docks and then add houses and fields to the colonial village next year. we will need to come back to complete the CC dock.

         a blacksmith was built to make steel tools.he will keep all the dock workers suplied.the stone dock was anchored back to shore again and more farms added. an old salty was planned to process the fish.the CC dock added a rice planter. the CC dock houses can be built on land.thier village pushes into the shoreline farther.

    as expected families moved into the dock houses.even thou we built enough houses to empty the boardinghouse,more bannies moved into it. contruction of the docks has gone slower than i expected.even with wider docks the bannies are taing time to move materials.each year,more trees have been cut along the shore.efforts and ideas to speed the construction did not work.

pic 1: boardinghouse families
pic 2: CC rice
pic 3: dock blacksmith.note the homelessness continues
pic 4: CC houses work on land or water,other parts will as well
pic 5: families moved in
pic 6:stone dock farms and an old salty for the fish
pic 7: overview from the monastery village
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Artfactial on June 25, 2019, 04:28:32 AM
Love those dock-works.:) It's great how well the RK wooden docks and CC shanty stuff works together. DS's Jetty&bridge stuff tends to be a bit more modern looking but great to throw into the mix as well.
I still have to do anything with the RK stone dock-work buildings, but they look great! Planning on making a city extension in the water with those.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 25, 2019, 06:37:26 AM
they didn't start that way we twisted RED's arms to get steps so they work together now.LOL  i like that the CC pieces are flexible and will go on shore.they sit just high enough to do that without seeing the dock part.the barns store so many different items that they are handy and the herbalist grows herbs without a radious.very handy piece inside forts.

     i still have more to do over there i had to pull out due to overcrowding.need to catch up the housing count.

      did you see the last map i did with KID's castle and the dock moat? used lots of stone and a lot of terraforming land.

       here is a neat dock for you i pulled this from the ROXBOW map.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Artfactial on June 25, 2019, 09:51:02 AM
I hadn't seen those yet, I'll track back through them. Very inspiring.:)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 26, 2019, 06:07:27 AM
YEAR 67

           with so many items in the inventory,i knew  there would be adjustments after i left the dock village. i did raise the textile limit along the way. due to using some older mods,that limit does contain a lot of stuff.half of it is leather from all the pastures.we traded for 2000 meals many years ago.nobody wants to eat them they are not tagged as luxury or alcohol.i did check and they are stored as food.some has been moved into markets.bannies are being picky eaters.

        more glass and feathers can be shipped.there is enough fertilizer to support another RK greenhouse.the bannies did use most of the pelts and flax up.the only pine boughs are still being collected more than the pine village can process.

          with all the clear roads and the combo forest gardeners,much of the regrowth is under control.the gardener near the colonial cemetary will move farher north.     the other moves north east.together they will deal with growth closer to the lake.while the builders construct houses, the laborers clear and plow 7 more fields.we also add 2 more beekeepers to increase our honey for the bakers.

       we finished our 20th church. a stone RK was set along the south road. everyone moved out of the boardinghouse before winter. 2 fields of wheat,2 of sugar beets, 1 pea,1 roots,and 1 strawberry will be planted next spring.we are graduating bannies so fast we need 30 more houses.

pic 1: progress of the combo gardener
pic 2: east fields,note we got the pea field planted. work went quicker since the gardener had most of the trees cut already.

pic 3:RK stone church and Boston houses
pic 4: 2 more beekeepers
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 27, 2019, 05:05:52 AM
YEAR 68

          the schools are almost fullanother colonial school is built. it was set near the RK wood church.we work to make a big housing push. land is cleared for berry ochards.they will form the east edge of the colonial village,extending south from the lake.we increased to 25 builders and 100 laborers.a GF jamhouse was built to process strawberry jam with the honeythe plantation village switches to apple fruit jam.

             8 more orchards and 2 fields will be planted next year.to finish the 9 houses,we had to cut more lumber.food production shows +13,000 to the good.

pic 1: northeast school
pic 2:GF jamhouse
pic 3 Pilgrim houses
pic 4:far east orchards
pic 5: Boston 2 houses
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 28, 2019, 06:59:43 AM
YEAR 69

          i thought about going north to the pine village and expanding it.another kiln and turpentine still would use the extra pine boughs.however i think the time can be better spent elsewhere.half the pine boughs is sent to the trading posts.a combo gardener will work the northern half of the plantation village and clear trees for it and the pine village.

         a word of caution for anyone using the combo foresters.they can be placed anywhere including inside buildings or middle of crop fields.so far i have been lucky and have not had an issue. if you place this inside a building, you won't be able to access it nor control it.

         now that food production is under control again,i want to head back to the docks and finish the CC docks.the water shrine will finish the dock churches. a CC rice still was built also.the laborers will need to cut more trees to supply the logs.they werr sent to clear for the next village.

        the builders completed a CC herb grower and the dock market.

pic 1:overview of the monastery village
pic 2:  food outputs of the docks
pic 3:clearing west of the production village
pic 4: CC water shrine
pic 5: herb grower
pic 6: CC market, even with a dock base it can be used on land
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 29, 2019, 08:46:00 AM
YEAR 70 REVIEW

         population 957,over 90% educatedthere are 222 houses food. production has improved.the docks used up a lot of our logs and iron.there are too many laborers without jobs and not enough houses.

       population growth is stable at around 20 a year.once i realized the dilema the colonial village was putting this in,i did work to slow the growth down. i didn't want to get near the map killer crash point.with all the calculations for more crops and items,i had concerns. with more laborers,i hoped construction and expansion would be faster.priority is to complete alll the churches.

       we finished 4 more churches.the 3 dock churches plus the RK stone.uness i forgot 1 somewhere,there are 5 yet to be built. the triple dock village was a huge project. the eastern half of the map has expanded as far as it will. after 2 and a half months,i am finally nearing the end.

         there is an obstacle left.the only way i find to justify the next churches,is to send the bannies into hostile territory.


pic 1: year 70 stats
pic 2: production
pic 3: inventory
pic 4: food and population graphs
pic 5: trading post stocks and payoff of the wool chain
pic 6: south colonial overview
pic 7: east central overview
pic 8: northeast
pic 9: SW
pic 10: west central 
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on June 30, 2019, 10:32:19 AM
YEAR 70

         nomads who waundered into town from the west told stories aboutseeing other villages. even thou the nomads were hungry,they avoided these villages.often they would travel at night.they had moved far away and around the area.

           in all our years,we have never seen anyone or been attacked. by now, the youngsters grew up and passed stories of their travels down to thei children. some say they heard voices that they could not understand.some tell of fighting and sounds of terror.others say it was dark and quiet. too quiet,not even the sound of an owl or hawk.1 swears he saw a body or at least bones.all report a heavy feeling of death and fear.

            as the stories have spread,they were added to.by now it is hard to tell what was fact and what was imagination. these rumors have started to worry other citizens.is the place haunted? are there people there that might attack us? could there be captured bannies?

            a group of scouts will be sent to locate these villages.the women would only agree to that if we built armed guard towers to insure we don't get attacked.while the scouts head out to search and investigate, work begins on a gate,walls,and armed guard towers.a meeting spot was located for the scouts to return to. due to the rumors and stories,someone erected a cross over the meeting spot. the mmini church is completed.a wagonload of food and supplies was moved and a bunkhouse was built for the scouts.

             everyone anxiously waited but the scouts did not return all year. the tower guards do report seeing smoke from fires off and on. is it from the scouts or someone else,they can not tell. the trees are so tall and thick,the guards can not see any buildings.

pic 1: mini church
pic 2: supply market and barracks
pic 3 cannons and star forts
pic 4: view from the towers,
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on July 01, 2019, 04:47:31 AM
YEAR 71

        the scouts returned as soon as the snow melted in early spring.one group had spotted strange buildings and a ship wreck.the other group had located a burial spot with a body that was half buried.they also reported a strange statue or tree. both reported the underbrush was very thick of briars and wild rose.they had to travel slow and crawl their way thru as quietly as possable.they did keep their distance even thou they had not seen nor heard anyone.it was indeed quiet this made them even more cautious as any sound would have echoed thru the trees.

         they were glad to be back to civilization and for a peaceful nights sleep.they described the unique structures they had saw. what 1 group had spotted was very different than the other. the scouts were given a month off to rest and visit their families.they stocked up on supplies and headed back out to investigate further.soon after they left a storm rolled in it got darker than it had ever been and very gloomy.

          we continued with building guard towers.a lookout tower was built closer to the dock villages.if their was trouble, everyone would be alerted quickly. as our guards kept watch,the laborers felt safer to cut more trees beyond the walls.

        the merchants again have been hauling everything except what is neededwe ony took on 4000 food. the small trader was stocking slowleather coats was taken off their supply list in hopes that they woud stock the other extra goods faster. instead they are now stocking even slower than before.luckily the 4000 was enough to put us ahead for the year.the extra gathering the farmers did paid off well.

pic 1:shipwreck and tower
pic 2: burial ground, counted as a church since it is religous even thou it doesn't function as 1
pic 3:totem pole
pic 4: longhouse
pic 5: more log cutting
pic 6:north starfort
pic 7:lookout tower for the docks
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on July 02, 2019, 11:52:07 AM
YEAR 72

          KABOOM,KABOOM!!!    before i was totally awake, i was half way to the docks .luckily i had remembered to grab my coat and slippers as i hurried out the door.we were under attack. both cannons from the docks had been fired.

        i approached the docks with my musket ready. why had there been only 2 shots? the fishermen had all been given muskets. there was a lot of loud voices and commotion but no ginfire. a pirate ship was being tied up to the stone dock. on board were several of our scouts.luckily for them the cannons had missed their target.       the scouts had found the Bloody Mary anchored near 1 of the villages.they had made some repairs and waited for the ice to melt.

      the scouts had found no one at the villages.there was a church,tavern and several workshops at the 1.the other had workshops, another storage barn, and a cropfield. both were overgrown with trees and bushes.they had located papers and books but were not able to read the strange writing. where the inhabitants had gone or why they left  was still unknown.they had left supplies. the shipwreck was full of supplies. it appeared to have been damaged on purpose.the pirates had brought it there and then shot holes in it. yet they  had not unloaded it.

      the other scout group had stayed behind they had found seeds to plant the field and would inventory the supplies.the buildings were useable but both villages needed to be cleared of brush.the pirate ship will haul goods and more workers back and forth. it would leave in the fall and return in sprinig.

        now that they felt safe again,the CC fort village grew.more workers were send to help at the lost villages. a parish church was built beside the barracks.the bannies built more workshops and a rabbit hutch. even the nomad children felt safe enough to visit where their parents had crossed the river. tents were still there from the 2 scout groups.it was now a workcamp for laborers working to clear debris and thorn bushes.

       another storage barn was needed at the dock village. our wagon maker has been busy.more wagons were needed to move the many goods. there is enough fertilizer for a 5th RK greenhouse.

       only 1 more church is left to be built. did i miss any?

pic 1: cannons fired
pic 2: pirate ship docked
pic 3: 2nd longhouse and cropfield
pic 4: pirate chuch and tavern
pic 5: CC fort parish
pic 6: 2nd rabbit hutch
pic 7: new stone dock barn and wagon
pic 8: original nomad crossing and wrokcamp
pic 9: 5th RK greenhouse
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: brads3 on July 03, 2019, 09:10:45 AM
YEAR 73

          good morning. after being growled at yesterday for just asking a few questions,i wasn't sure i cared to open the game. i did decide to finish this map since their was only 1 church to be built. we had traded for the needed materials. the huge RK Cathedral completes all the churches.

          some of you may remember the TOWN map from a few years ago. i had intended to built at least 1 of every building and part of every mod i had enabled. the map went quite well until it hit the max end crash.i  was setting up a village to build all the churches in 1 location when i reached it. the crash happens when the population or graphics and game calculations hit a certain point that the computer can not handle the game any longer. there is no way to continue maps after that point. all the churches was 1 of only 2 sets that were not completed.

         from then to now,mods have changed. back then there were bigger and more churches than the mods i have now. maybe in a few days i will feel up to trying to go back and finish the final part of the TOWNS map. that part is cursed.

        i did think by now that i deserved more respect than to be told to play the game "as intended" or with only 1 mod. if we all played as intended why the hell did we come here? the game was not made originally to use mods. to me that is like telling us we are all idiots. at the moment the solution seems to be to not ask qestions and to stop using certain mods.

      sorry for the rant. i will now go sit in the corner.

pic 1: RK Cathedral,the last church finally competed. umm do i need to apologize for the other 100 or so mods in this pic?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: kid1293 on July 03, 2019, 09:34:19 AM
I have a problem with my temper that's a fact, but growling?  ;D

Sorry if all went sideways yesterday. I'll be careful.

I seldom comment on blogs. I like your towns. I like the variation.
You build large with a lot of space in the towns. Nice layout.

You contribute with a lot of testing that is tedious to do but sometimes
I can not follow your explanations. (I haven't seen the problems myself)

I guess we will miss you if you stay in the corner :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Nilla on July 03, 2019, 10:14:19 AM
Well done!

I hope you are not upset by me; I usually say those things to you about your "crazy" way of using mods but I´m sure you know, I really don´t mean it. In fact, I´m glad that there are people like you out there trying to make the impossible possible. Maybe I need to say that too sometimes and I would definitely miss you if you put yourself in the corner. Who should I be nasty to, if you did? ;)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: Abandoned on July 03, 2019, 10:19:06 AM
@kid1293 You have nothing to apologize for.   @brads3 was again asking you to change one of our mods to use with RK, He is asking the wrong modder.  He uses so many mods he does not know what they have or do.  We included feathers and fertilizer specifically, one reason because he complains RK has too much fertilizer.  We added fertilizer to compost to get rid of excess fertilizer and feathers, making compost to use in your greenhouse in the same mod.  Now he wants Your compost bin changed to make fertilizer for RK's greenhouse.  There is a cleaning shed in GrowHuntFish that makes fertilizer that can be used in RK greenhouse.  It makes no sense and is insulting to us.  And he should apologize. 

I agree after all this time he should respect @RedKetchup, the modders, wishes and he should use his mod RKEC alone - certainly not expect you to make or change mods for it.  Testing ? And as I was told many times on this forum, if you don't like it don't use it.

Perhaps it is time that @brads3 does takes a little break.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 3: Chunkerview
Post by: RedKetchup on July 03, 2019, 12:54:20 PM
i dont see why Brads should go in a corner, he is an important part of WoB daily discussions! the World would be different and dull if he would not be here !!!

if people have too much fertilizer, this is cause player didnt put enough RK greenhouses.
if people has too much compost, this is cause player didnt put enough Kid's greenhouses.
thats simple. it is not modder's fault. both have the same purpose but are 2 different items. it could have been set more easy if they would have been the same item with just a name change at the screen " player see the name "compost" or "fertilizer" at their video screen... but it was the modder decision back in time when it has been made and need to live with what we have now :)


RKEC is not intended to be alone in the mod list, but intended to be the first one in the list, thats all :)