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BRAD'S SETTLING OF AMERICA SERIES 4: Foxfield

Started by brads3, October 25, 2020, 05:35:28 AM

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brads3

good morning,
                  i am back. computer repaired and added 1 GB RAM.thankfully i had a lot of files backed up but lost the map and most files for this year. to get Banished sound to work ,i needed to load a directX installer for the windows 7.keep that in mind if anyone has issues at some point.

       mod order is pushed,114 mods,96% memory. load time 3 minutes. this has a lot of KID's new toys installed. it is a combination of RKEC,DS IND,and CC J still.recovered the mod order from  Elbergen  and added to it,then dumbed it down a tad. there is a slight issue with the older rowhouse mod covering pieces. those KID did upgrade in another mod,the workplace mod i believe.they show dot icons under the RH icon and have a funny floating part to them. just don't use those from the RH mod.minor glitch.

we will start with  a super large map and go til the game crashes out when it hits the limit. main goal is to test and take a look at some of these new toys by KIDD.

[Misc]
Description=new comp start setup|RKEC-DS IND-KID tests||4.43 GB 114 mods memory push 96%
[Profile]
WheelbarrowBigger=1
DebugMenu=1
stopcoalburn=1
BlackLiquidRain=1
CCNoSmoke=1
overrideUneducated=1
ProperTime=1
banishedUImaps=1
unlimited=1
OneStopAllMining=1
SafetyHole=1
RKECtownhall=1
Forgetaboutorchard=1
NewPineFlora=1
MaritimesCrystalCliffs=1
MaritimesPineSet=1
SeasonFX=1
KidForestOutpostNatDiv=1
MyPrecious=1
LivestockForTrade=1
WoodButcher=1
KidGothicFarm=1
KidWestwardHoWagons=1
RKPigsLivestock=1
RKBisonLivestock=1
RKEditorChoiceEdition=1
BlacksmithTools=1
MiniBuildings=1
DSThompsonTradeMerchants=1
DSIndustryMining=1
DSFuelMarket=1
DSBridgeCrossing=1
EBSVProduction=1
EBSmallStorage=1
EBMaterialsStore=1
EBFarmstand=1
EBSVBeach=1
EBSVBeachLarge=1
EBSVBeachDeco=1
EBSVDecoResort=1
EBStatuesOfHonour=1
EBSVRockQuarry=1
EBLeatherWorks=1
EBFarmHouse=1
EBFarmHouseA=1
EBStatueTrapper=1
EBWinery=1
EBStorageSet=1
KidPortableMineRKEC=1
KidSettlersDeco=1
KidWorkshop=1
KidWorkPlaceVillage=1
KidFarmyard=1
KidTinySeparate=1
KidStorageCrates=1
KidStorageCarts=1
ColonialHousing=1
KidColonialResource=1
KidYardCover=1
KidColonialCityCenter=1
KidWildWest=1
KidGhostTownHouses=1
KidGhostTown=1
KidOldTown=1
KidBakeryGarden=1
KidGHLightHouse=1
KidGrannyPark=1
KidLogDepot=1
KidWindSawmill=1
KidWoodenFort=1
KidPlimothPlantation=1
KidRowHousing=1
KidRowBusiness=1
NomadSignComplete=1
KidVegetableGarden=1
KidSomeBoats=1
KidHouseBoat=1
ForestCombo=1
DungPile=1
marketpuzzle=1
KidMarketFood=1
WashingMod=1
DecoPlants=1
KidDecoFarmAnimals=1
KidAnimalShedPlus=1
KidNativeVillage=1
CloseToTheEdge=1
Beach=1
Ketchup=1
ChooChoo=1
college=1
PlymouthHouse=1
OldHunterHut=1
TrainingCampMain=1
CityRoads=1
FlyFishing=1
Charburner=1
NordicWarehouse=1
Hunting=1
fountainlite=1
GrassyRoads=1
FruitVegBarn=1
NewTrees=1
StorageShed=1
SpecializedStorage=1
SJGL_Small_Markets=1
ColonialCharterJ=1
GrowRoots=1
MarbleQuarry=1
SmallTipi=1
MaritimesSherbrooke=1
MaritimesRiffle=1
NECEmptySquare=1
MaritimesStorage=1

brads3

map- Foxfield,468751123,valley no dirt,very large,fair climate, disasters off,medium 2 start-1 seed,1 orchard,and 1 livestock
        squash,blueberry,and longhorn cattle plus we do have KID's farms

   we have 10 laborers with 11 children. the plan is to split this team, half into a Indian village north of the mountain and half as settlers.1st we'll plant the seeds and clear a pasture.the Indians planted the 2 sister crops-corn,squash,and beans. then we began work on houses and storgae. a hunter and gatherer.
even a chief's hut was completed before it snowed.




brads3

YEAR 2 and 3
   
   the indians added a seamstress and tool smith.they also planted  tobacco. the settlers built another barn closer to the pasture.they all have been busy clearing the thick trees. the logs were used to build a fence for the indian village.the trees are so thick it is tuff to see and work on this map.

pic 1:Indian village
pic 2: settlers
pic 3:tobacco cure tent
pic 4: west fence wall

brads3

YEAR 4 and 5

   i want to highlight KID's Native Village mod before i add anything else with it. we need to clear trees so we can see. a 2nd workpile is setup by the main barn. hopefully this will give us enough space. a 20% nomad sign will bring more settlers soon.


   the 1st  nomad group arrived. they are a couple with a teen daughter and 6yr old son.they buuilt an Old Towne trading post along the river.the Indians will allow us to trade tobacco and we have plenty of logs to cut.

   the village added a medicine man and burial site. the medicine man works as a herbalist. housing was built for 2 teen workers.

pic 1:east fence
pic 2: medicne mans hut, there is a burial plot nearby
pic 3: Old town trade post,1st nomad group

brads3

YEAR 6 and 7

   the next group of settlers arrived. there are only 5 of them.they bring news that there are more settlers being sent to this region.their orders are to store supplies. 2 markets are built. 1 small CC market and a Nordic wharehouse. they take stock of the resources nearby.

   the next group of 7 settlers brought chickens and pigs.1 couple was tasked with making tools and clothing. the settlers improved to iron tools made from the iron ore.

pic 1: a nearby fox
pic 2: Indian village outputs
pic 3: markets
pic 4: blacksmith and tailor
pic 5: farmyards

brads3

YEAR 8 and 9

   the original settlers have children that have grown.they built another large colonial house. the supervisors wanted a tavern to make cider. a White Swan tavern will supply cider.they also built themself an office.
we are gaining on getting the cleanup done.

pic 1:atart village
pic 2:  mayors office
pic 3: supply stocks

brads3

YEAR 10 REVIEW

   population 54,in 15 houses <combination of Teepee's,longhouses,and colaonial houses>. other than the wise elders school and a fish pier,the indian village built all the pieces from KID's mod.the outer walls are from CC.

   the tobacco patch produces more than the fire tent can process. i was concerned that it might fill and slow or stop the processing. the cured tobacco flags as luxury and is only being stored at the fire tent. the Swan tavern didn't  move any. even with the trade post moving the cured tobacco,the fire tent did not improve its output. not an issue just backwards from what i expected.  had figured it would take 2 tobacco patches to supply 1 fire tent.

   the Indian Village mod functions well.other players have mentioned that it mmight not be historicallly accurate. i think it is more flexible than that. the US is quite huge compared to many other countries and as such is very diverse. there were many different types of Indians that adapted to their different environments. using other mods that KID has made, you could use this mod to build many other villages. for instance, use the horses he has done with the teepees for the plains indians.thatch huts from the FO mod for the pacific northwest,swamp mod for the southeast.

   the settlers expanded. they began stockpiling supplies for future nomads. the next set of nomads will help expand more farmyards. as more settlers arriive, they will build a city across the river. we will use the land to the east to showcase KID's many farmyards. as the Indians multiply, they will expand northward around the lake.     


   goals for the next decade-much depends on how fast the bannies work. we need to improve trading and start getting seeds. if the bannies can build fast enuf,i'd like to take the next 2 groups quickly. if the builders get behind,then the nomads will have to delay their arrivals. as the population increases and more children grow up, taking the nomads every 3 to 4 years does work better.

   4 groups should arrive over the next 10 years. we will need 2 schools and work to clear more land.

pic 1: stats
pic 2: production
pic 3: inventory
pic 4: outputs from the Indian village
pic 5: overview

brads3

YEAR 10

   10 settlers arrived before summer.6 adults with 4 children.they have orders to cut marble from the mountain between the settlers and Indian villages. this will give us a valuable trade good quickly. 1 couple will expand the farmyards.the 3rd couple will work to clear land and setup a DS work yard.this will cut lumber and give us a few other options.

   with 2 farmyards growing potatoes, a pig shed can now be fed. the Indians added a wise elder school next to the medicine man's hut.during the winter the builders extended the roads and built a DS covered bridge across the river.

pic 1:marble quarry
pic 2:potato farmyard
pic 3: pig shed
pic 4:DS workyard
pic 5: bridge
pic 6: wise elder school

Abandoned

Native Village looks so good on that terrain and with pine set trees.  :)  Nice settlement

brads3

YEAR 11 and 12

   13 settlers arrived to begin building the city across the river.10 workers with 3 children.to move supplies, a Slink industrial market was built. then a post and general market. the settlers stayed in the guest house while more houses were constructed.
   the doc set up an office and the the school was finished. a farm trade post will help bring seeds and livestock quicker. it can be stocked with the marble.with so many items, the merchants seldom bring seeds to the general markets.

   the following year,everyone got moved out of the guest house. a wood cutter and storage were built.the town has  a tailor and fish pier. a CC candle shop will use the beeswax.

   one of my goals is to build different buildings with KID's new set and see how they look. this will give some differnt looks at several mods together.

   the farm trade post has already acquired 3pigs and cucumber seed.

pic 1:city start
pic 2:CC farm trade post
pic 3:school
pic 4: holding pen

brads3

YEAR 13 and 14

   our farmyards produce so well,we need more storage. a large DS fruit and veggy barn was built.

   the colonial city continued to grow.17 more settlers arrived and built a church and townhall.11 adults with 6 children.they built 3 shop houses along the river, sweats,homegoods,and a deli. then they cleared a "close to the edge" pasture that will give the pigs acess to the water.thwe pigs will be happy to play in  the mud there.

   1 couple begins clearing land north of the colonial city to grow fodder for livestock.another has dug a stone and salt mine.

we traded for stew and oat seeds. we also have CC tobacco seeds.   

pic 1:fruit barn
pic 2:church and townhall
pic 3:shop houses
pic 4:pig pasture
pic 5: stone mine
pic 6: fodder meadow

brads3

YEAR 15

   we take a year in between the nomad groups to restock and open more up land. another farmyard was added to the start village. several fields have been planted. the shop house owners cut pork chops and preserve fruit jam. the bannies planted flowers near the townhall.

they traded more marble for veggy seeds.

pic 1:more fields
pic 2:deco teepees
pic 3:new farmyard
pic 4:workshops
pic 5: city park

brads3

YEAR 16

   the 10% nomad sign has brought us 20 settlers.17 workers and 3 children.the colonial city is growing quickly. a cemetary was fenced. more crop fields are plowed for next year. a windmill will grind flour from the oats. a pasture for leghorns that were traded for had to b fenced.

pic 1:cemetary
pic 2:nomad group
pic 3:houses
pic 4: windmill