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BRAD'S SETTLING OF AMERICA SERIES 3: Dendrum

Started by brads3, July 11, 2019, 12:37:03 PM

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brads3

YEAR 9

        we are hopeful for more help to arrive soon,so a sawmill is constructed. the workers continue hauling stone for the walls and clear more land.

         since no help arrived,we send a worker to cut lumber during the fall and winter.the cattle are moved to the zoo pasture.we built another  bridge to access more land and stone.

         some of the bannies have talked of adding a school.others argued we will need an iron smelter sooner.there was even talk of souvenier shops for the zoo visitors. the bridge was a good compromise to buy time.how long before the debate starts over?

pic 1: sawmill
pic 2: cattle moved to the zoo
pic 3: south bridge

Nilla

Quote from: brads3 on July 19, 2019, 03:55:49 AM
         some of the bannies have talked of adding a school.others argued we will need an iron smelter sooner.there was even talk of souvenier shops for the zoo visitors. the bridge was a good compromise to buy time.how long before the debate starts over?

Bannis are better than people, they will soon agree on building all of them. ;)

brads3

YEAR 10 REVIEW

           population 53,32 workers with 31% educated.we have 15 houses with 2 single households.there is enough wild oats to keep us healthy.food production has gone very well since we can plant 6weeks earlier.
thou we are short of leather,the cattle habe bred and now fill the pasture.we have supplies to restock the trading post.the ony trade we made so far was for turnip seed.a merchant boat carrying what we need should arrive soon.

           It has gone slower than i had hoped. the bannies have had to work for the stone.they use it as fast as they collect it.nomad helpers arrive less often than expected. we did use the time to stockpile some supplies and food.

        the mini townhall usually brings nomads every 3-5 years.it starts with small groups and increases the size as the population grows.this adds some realism to the game. for 1 the time allows the escort scout group to return to whereever the nomads come from.traveling cross country thru wilderness wasn't as easy as traveling by car or airplanes.any trip is dangerous and full of hardships.each is an adventure.after several trips and setting up camps to rest, larger groups can be escorted safer and easier. combined with the proper time mod, this way gives the town time to recover and expand. i think the less hectic pace is more realistic.

             along with all that i shoud mention some things that many forget when looking at the age mods. the game progresses at 1 speed,crops grwo food gathered,logs cut,etc. other parts are at the vanilla age speed.the bannies multiplying is 1 of those.dumb part is they eat at 1:1 pace.they also use tools and clothing at the slower pace.trees however grow and die at the faster pace. wild animals seem to multiply at the slower pace. are you confused? so is the game.

              RED worked to adjust some of these in the RK EC.to please both sets of players he worked to find a middle ground. not an easy task by itself. much harder with banished since changing 1 variable can have more than 1 effect. the trees die less often, but we now have thicker forests. it isn't just that they grow too fast. the trees muliply longer and close together.again ir RED changes 1 variable, it will have both good and bad effects. it is an ongoing study and project.

          NO,none of that is a complaint. quite the opposite. there is much to the RK that happens behind the screen that many players might not even be aware of. we see buildings and textures or numbers where a gatherer collected rasberries.why did the rasberry grow instead of an onion? we are lucky to have great modders to solve those type questions.we have some of the best modders in the gaming world. the more they understand how things work behind the scene or screen,the more advanced the mods they can create.
the RK is totally different on so many levels than the original NMT mod. i am not ony grateful for all the many modders accomplishments but also excited to see what they come up with next.

pic 1:yr 10 stats
pic 2: production and limits
pic 3: inventory
pic 4: food graph
pic 5: market storage

brads3

YEAR 10

           this plan is subject to change. a resort village around the quarry.with the RK and CC buildings this will take a lot of different building materials.  a few buidings like a restaraunt, office,and some workplaces go inside the zoo, but i don't want an entire town.the petting zoo section will be the livestock or pasture animals.mostly RK but there are some others.2 or 3 safari sections and an aquaric section. and then some smaller pens. you can see from the REVIEW pics,the CC has a lot of animal decoration options. thatch huts will cut the trees and plant grass to feed the animals.  i want it to look decent and make sence. it is between a resort and an educational area. as i say this is subject to change depending on luck with trades,how it all fits, and how fast the population grows. what i plan and what the bannies do can be quite different.

         while the laborers clear more land,the builders work to layout more of the road.a thatch hut is built to begin to plant grass.2 EB markets will give it storage space.a small RK barn was built. a lean-to was added to it for materials since not everything will store in the CC barns and markets.

pic 1:fodder hut
pic 2:small RK barn with a lean-to added to store materials
pic 3: EB small marets t give the fodder worer more storage space

Artfactial

That EB quarry is lovely, will grab it straight away!:)
Those walls look good too, what mod are those from? I like the towers, are those modular? That could offer some awesome options to add extensions to houses.

brads3

the zoo walls and towers are fro KIDs gothic fantasy mod. there are shorter walls and other buildings in the set.

Artfactial

Oh, of course, neat.:) I already had the Gothic Deco set so I guess I'll add the building set as well, thanks!^^

brads3

YEAR 11

           these bannies paired up so well,one of the towers is now empty.the blacksmith offered to smelt iron so we can build a school.  a CC smelter and fuel refinery were built. we enlarged the main storage barn.a helper was sent to  cut trees for the fodder worker to plant the grass.

       6  nomads arrived in spring.2 couples with 2 children.1 couple will move across the bridge and harvest sap from the maple trees.the other will stay and work the zoo. there is lots of rocks to be moved,trees to be cut,and stone hauled for the roads.

pic 1: CC iron processfuel refinery and smelter
pic 2: RK school
pic 3: barn extension
pic 4: maple grove

brads3

YEAR 12

        the couple that moved to the south set up a beekeeper next to an apple tree.fertilizer is filling up the workpiles.a worker is sent to move it to a dung pile near the holding pens.the zoo workers have 2 more pastures or pens cleared.

   part of the reason we have so much fertilizer is the CC fenceless pasture will produce it after the animals are moved out.it will do that until i get another animal to switch it from the beef cattle.works fine with a standard pasture.

   the zoo workers found another issue slowing progress down. the fodder hut has 2 EB material markets and 1 should have been minerals.

   i mention market vendors having different personalities. this small market vendor needs to be fired.he is so busy trying to stock everything that he won't stock enough of 1 thing.instead of emptying barns and moving food, he spends time running around gathering a few furs,flowers,etc.since the market sets space for those odd items it decreases the space alotted for food.as it is the market is 43% full. he is wasting time. this is a 1.06 version but it is storing 1.07 flagged items.

       with those fixed,progress should be faster next year.

pic 1: beekeeper
pic 2: dung pile
pic 3: zoo progress

brads3

YEAR 13

          to help get the animals delivered faster,we enlarge the trading post.a CC farm supplier is added to the small TP.to handle the regrowth,we hire the teenagers that are living at home.  2 combo forester and 1 gathering station are built.

       the merchant came back in 6mths with oat seed and dairy cows we ordered.we were only able to afford the 2 cows.the second animal is sent to the zoo.

      land was cleared for another crop field and the builders have a barn framed. 

pic 1:CC farm TP
pic 2: dairy pen
pic 3:combo forester and gatherer


brads3

YEAR 14

          a merchant brought deer but it was too soon after the cows.the trading post needs restocked.the trader's wife had to help move some of the inventory.

          we have a storage dilema.the workpile in the zoo is full and so is the RK raw material market.we have cleared enough land to overstock copper and iron ore. since i dropped the mod count down, i am missing many storage options.this is slowing down the movement of logs from the zoo.the tool limit is doubled to 200.the best solution is to double the RK raw material market.between this and having fewer laborers since everyone is busy,work was much slower this year.

         the zoo wall was extended east and a end tower started.another 14x20 pen and an extra cropfield  have been cleared. 


YEAR 15

          finally new help arrives in late spring.4 couples,2 workers and 3 small children.1 is sent to plant turnips.1 couple moves south across the bridge.once they set up storage,they will work on food production.another couple help at the mine.

  the new help brought an outbreak of typhus.it  spreads quickly.even thou we had herbs and more were collected,the disease took a toll on us.we had over 20 sick as winter started. we lost 6 bannies,several of them children.we will need a cemetary soon

     the curse against the zoo continues to slow down the progress.

pic:1 progress
pic 2:  doubled the RK raw material market
pic 3: new houses

brads3

YEAR 16

          a cemetary is fenced at the south village. the south village built a sap boiler for maple syrup.they cleared a field for grain.


         2 trade horses and a pregnant pig are delivered. the pig stayed at the holding pen while a pasture was being cleared. the horses refused to  leave the small TP.the CC trade animal mod was adjusted so the issue must be related to the trade post.it was just luck that the animals came via the ID's TP instead of the CC.

         2  more zoo pens are fenced.

pic 1: sap boiler and cemetary
pic 2: stuck horses at the small TP.the CC trade animal mod was moved  higher in the order.seems the horses are very touchy about moving.

pic 3: pig pen

brads3

YEAR 17

           the south village built a greenhouse to grow coffee beans.a plaza was added to the zoo for visitors and workers to relax at.over time, we will add some food markets and  tables.we did get half a pen cleared and more of the road finished.we need more workers,

pic 1: coffee greenhouse
pic 2: plaza

brads3

YEAR 18

          we traded for goats.all the zoo pens are full and 1 more is being fenced.as slow as things have gone, we have accomplished that. the laborers work to clear along the stream to the east. even though the horses wouldn't move, i did add some decor horses to the pen.

            our builder built a squirrel statue for the zoo entrance. the school is full of students.

pic 1: goats,
pic 2: 2nd dairy pasture for red cows
pic 3: squirrel staute