World of Banished

Sightseeing => Village Blogs => Topic started by: rkelly17 on June 10, 2018, 10:31:53 AM

Title: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 10, 2018, 10:31:53 AM
As the Governator once said, "I'm back!" After being away from Banished for a couple of years, I've finally remembered how much fun the game is and started playing again. In getting back in I am amazed at what incredible work all of the modders have been doing. For my first foray in awhile, though, I'm going to go with what I know and work into new things slowly.

Vital Statistics:
Town Name: Jeddie
Seed: 460301529
Type: [CC] Flat Plains
Size: [CC] Very Large
Climate: [CC] Very Mild
Disasters: Off
Start: [CC] Medium+

Mods: (in order): Bobbi Special Doctor House ( @RedKetchup ); Megamod Deco Pack 0.07 (BlackLiquid, etc.); Small Town Row Houses 1.20 version 1 ( @kid1293 ); CC No Smoke Version 11; Colorful Little Houses for 1.0.7 Version 2 (RK); Immortal Orchards CC Version 6 (BL); CC 1.75 Journey (BL); CC Decorative Items Pack (RK); Decorations Mod (Mathieuso Art & SLGL); Houses Mod (MA & S); MegaMod 0.07; Radius ReColour.

A hodgepodge, and not always the latest version, but it is what it is. In the case of @RedKetchup's and @kid1293's houses my memory is that I got those because they have some options that the MegaMod .07 versions don't have. I'm sure that if I downloaded the latest version of MegaMod it would solve that. No smoke helps put off the lag issues. I love decorations, so I use every one I can get my hands on. RK's Bobbi's special doctor house prevents one of the most aggravating habits of Bannies: idling at the hospital. It may well be @RedKetchup's greatest work of genius. OK, maybe that is hyperbole, but it sure cuts down on massive epidemics caused by idiots idling at the hospital and spreading disease far and wide.

So the map:

(http://worldofbanished.com/gallery/14_10_06_18_9_06_04.jpeg)

On Medium+ the field crop is soybeans, the tree fruit pears, and the livestock pigs.

My first pictures are from Year 4.

Here is an overview:

(http://worldofbanished.com/gallery/14_10_06_18_9_05_28.jpeg)

With the Medium+ start you get a barn, a stockpile, some seeds, a few of one kind of livestock and 5 families. The Barn is the one in the farm in the foreground. The stockpile was right next to it, but by the time of this picture it has been replaced by the one behind the blacksmith.

I always start with a forest village modeled after YouTuber pinstar's "Crossroads Build" which you can find on his YouTube channel. I always failed on Hard until I watched that series. Since this is Medium+ rather than Hard I modify it by creating 2 fields right off using whatever seed I have.The filed just above the two farm houses and the young orchard are these fields. I also build the farm houses first and third in the order of house building (second and fourth at the forest crossroads). I leave space between the work circles of the forest crossroads and the farm so I can build the school, small market, blacksmith and tailor. With Medium+ you also need a pasture for whatever livestock you have. I built a 16X26 one to make sure I have a large enough herd to split.

After the crossroad and farm are up and running the next phase is dependent on the situation. In this case I had an uneven number of people in the initial group, so the school was next. I wanted to get that last original child into school if I could. This was a frustrating group of Bannies. The first two to age up to adults were female and they each grabbed a house right off.  >:(  That meant I had to build more houses than I wanted to to get everybody housed, but it also meant that as the next two males aged up they paired up immediately. I then had one more pair before I opened the school. That doesn't always work out if you have a gender imbalance. In Medium+ you have enough tools to build the school first. On Hard you usually don't. On this map the blacksmith was next, then the tailor. In the first couple of years when you are short on workers don't work the blacksmith and tailor at the same time, rather alternating. That gives in an extra worker and in this settlement that meant I could build the market and get better food to the farm--often the farm people are less healthy than the forest people before a market because the forest people have a more varied diet. In this case the seed was not grain, so everybody was 3 1/2 - 4 hearts. I also build a cemetery ASAP in case someone dies early--that or make use of that trusty autosave.  ;)

Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: brads3 on June 10, 2018, 11:01:10 AM
i have not noticed the hospital idle problem. i wonder if it has been modded out by now? i will admit i seldom buid a vanilla hospital. there is RK NMT clinic,the pine mod,and KIDD has several options now.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: Abandoned on June 10, 2018, 12:19:31 PM
Welcome back  :)  It is nice to have another example of how towns are built.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 10, 2018, 03:59:40 PM
Quote from: brads3 on June 10, 2018, 11:01:10 AM
i have not noticed the hospital idle problem. i wonder if it has been modded out by now? i will admit i seldom buid a vanilla hospital. there is RK NMT clinic,the pine mod,and KIDD has several options now.

That could be, but I don't like to take chances.  ;D  Most of the time I build hospitals or other health facilities as far out of town as possible. It takes awhile for people to get out there--some of them are miraculously healed before they even arrive--but they spend much of the time walking where there is no one else about, thus not infecting people as they go. I build a house for the doctor at the closest edge of the nearest market circle. When I first started playing Banished I built my hospitals right in the middle of town, thus creating an epidemic factory. As the settlement grows I try to put at least one in each cardinal direction so people aren't crossing the map. My recollection is that people go to the hospital nearest their house.

By the way, everyone, I apologize for the giant graphics. I forgot the details of appropriate uploading.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: Gatherer on June 11, 2018, 12:48:25 AM

Will be following this town as it develops. :)

Quote from: rkelly17 on June 10, 2018, 10:31:53 AM
Houses Mod (MA & S)


Is this mod available for download somewhere?


Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 11, 2018, 10:28:42 AM
Quote from: Gatherer on June 11, 2018, 12:48:25 AM

Will be following this town as it develops. :)

Quote from: rkelly17 on June 10, 2018, 10:31:53 AM
Houses Mod (MA & S)


Is this mod available for download somewhere?

The actual name is Mathieuso Houses. It is in the Mods folder of the download section.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 11, 2018, 11:10:30 AM
Year 8

The settlement in the Jeddie Valley has reached Year 8. The settlement now has 62 citizens: 39 working adults, 12 students, and 11 children. With the rise in population there can now be a permanent smith and a permanent tailor. In addition the pig herd has grown to the point where meat and leather are being produced. For the first time there are 100 crude tools and 100 hide coats in storage. Since Year 4 a number of houses have been added to the settlement, as well as a second farm. Though the second pear orchard is still immature, the first orchard is bearing fruit every year. The food supply is now plenty for all. There are 18 houses with three citizens waiting for a house.

Here are the farms. You can also see many of the newer houses.

(http://worldofbanished.com/gallery/14_11_06_18_10_30_15.jpeg)

The community also decided to build a small monument to their arrival next to the spot on the river where they began the settlement. The "Town Arrival" serves as a memorial and as a place to gather for deliberation, planning and sharing inventory and other vital information.

(http://worldofbanished.com/gallery/14_11_06_18_10_30_52.jpeg)

And they made provision for spiritual care by building a simple parish house across from the cemetery.

(http://worldofbanished.com/gallery/14_11_06_18_10_38_57.jpeg)

Most importantly, the community was able to build an agricultural trading post and begin stocking it with firewood to trade. The first trader arrived very quickly. Fortunately he was carrying corn seeds, which would enable the settlement to have a complete diet. Unfortunately he wanted 3500 trade units for his corn seed (This is Colonial Charter--in vanilla he would have only wanted 2500). The merchant waited while the community gathered 800 firewood and 300 soybeans, which made up the 3500 trade units. That means next Spring corn can be sown and the community will be able to grow a grain. I was hoping that soybeans, being a real life legume and a protein source, might count as a "grain" in CC, but apparently not. The health average is only 3 1/2 stars now, but the corn should bring that up in a couple of years.

(http://worldofbanished.com/gallery/14_11_06_18_10_31_40.jpeg)

Now that the trade is complete, the draw bridge will be lifted and the merchant will continue on his way.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: Nilla on June 11, 2018, 11:27:47 AM
Nice! I'm looking forward on the development of this town. You might remember, that I´, a bit odd; I would like to see some statistics from time to time. That "stuff" pleases me.  :-[  ;)
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 11, 2018, 04:15:59 PM
Quote from: Nilla on June 11, 2018, 11:27:47 AM
Nice! I'm looking forward on the development of this town. You might remember, that I´, a bit odd; I would like to see some statistics from time to time. That "stuff" pleases me.  :-[  ;)

Don't worry. They're coming.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 12, 2018, 12:55:08 PM
Report from Year 12

The time from Year 8 to Year 12 has seen good population growth--enough, in fact that the settlement expanded into new territory North of the river. The first step was to clear the trees, rocks, iron ore, and food plants from the planned area. Then the road was extended from the draw bridge. Construction began with a market plaza, three houses, and a school. Because the parish house was too small to accommodate the growing population, a small chapel was also built. Plans are laid for a village hall, three more houses, smith, tailor, and a larger cemetery, but those are on hold at the moment. The first priority for the new area is farms! The citizens were able to get one completely finished before the Spring planting season. The second was not ready for planting filed crops until too late in the season, but the orchard is being planted. The barn will be next. The hope is that two more farms can be completed before next Spring. As you can see, the citizens are now building a better grade of house as the settlement is gaining in prosperity.

(http://worldofbanished.com/gallery/14_12_06_18_12_11_45.jpeg)

In the meantime, in the hope that sometime soon a merchant will come with sheep to trade, a new pasture was built so that all is prepared to receive the animals.

(http://worldofbanished.com/gallery/14_12_06_18_12_12_41.jpeg)

As always in Banished there are little mysteries. I usually build my fields as 9X9 squares. This is a habit from pre-modding days when this was about the maximum that one worker could handle and get the harvest in on time. Under normal conditions a 9X9 field will produce 584-588 units. This has been my experience since version 1.0.3 at least, maybe longer. But, I present to you two, side by side, corn fields. Both were converted from soybeans right after the initial trade for corn seed. The one on the right has been consistently in the normal range 584-588. The one on the left, however has always produced much less, like 450 or so. The winter previous to this picture I bulldozed the one on the left and rebuilt (which is why there is no number from last season), but as you can see, it is still odd. The worker has begun harvesting well ahead of time (this picture is summer) and well ahead of any other farmer in the settlement. Why? Both farmers live immediately adjacent to their fields and have easy access to barns. So what is up with the left hand field? The right hand field, by the way, is the oldest field on the map, begun in Early Spring of Year 1.

(http://worldofbanished.com/gallery/14_12_06_18_12_13_39.jpeg)

You can also see from the pictures of the two fields that the settlement has seen several merchants in the past four years, one of whom had cabbage seeds to trade. The citizens plan on a roast pork and sauerkraut festival at the end of next Winter.

And now, especially for @Nilla, STATS!!!

(http://worldofbanished.com/gallery/14_12_06_18_12_16_58.jpeg)

(http://worldofbanished.com/gallery/14_12_06_18_12_14_16.jpeg)

(http://worldofbanished.com/gallery/14_12_06_18_12_15_04.jpeg)

(http://worldofbanished.com/gallery/14_12_06_18_12_15_43.jpeg)

(http://worldofbanished.com/gallery/14_12_06_18_12_16_25.jpeg)

We aim to serve.

Back in four years.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: Nilla on June 12, 2018, 03:53:54 PM
 :)
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: RedKetchup on June 12, 2018, 05:42:06 PM
when i see duck meat, i always think about duck tape :P
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 12, 2018, 06:10:29 PM
Quote from: RedKetchup on June 12, 2018, 05:42:06 PM
when i see duck meat, i always think about duck tape :P

Did they ever show The Red Green Show in Quebec? It was quite popular in Ontario. He fixed everything--and I do mean everything!--with duck tape.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: Nilla on June 13, 2018, 01:34:26 AM
I have a friend who had a small accident on a parking place with his car. He "repaired" with I guess around 5 rolls of "duck tape"!  ;D
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: RedKetchup on June 13, 2018, 02:09:38 AM
Quote from: Nilla on June 13, 2018, 01:34:26 AM
I have a friend who had a small accident on a parking place with his car. He "repaired" with I guess around 5 rolls of "duck tape"!  ;D

lol i should make an house it takes 24 wood and 5 rolls of duck tape :P
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 14, 2018, 11:54:00 AM
It is now Summer of Year 16 in the Jeddie Valley.

All of the new building is in the growing village north of the river. All four of the planned farms were finished in time to plant crops last year and are in full production this year--well, not exactly full. The pear orchards are still growing and the farmers are eagerly awaiting their first harvests. Since a merchant in Year 14 brought oat seeds there are now two fields of oats, one here and one south of the river, to supplement corn in the grain diet. The village hall was finished as was a new cemetery. New tailor, blacksmith and wood chopper fill the needs of this village we are calling Northriver. The original village is now called Riverside. We are a bit literalistic.

The new cemetery was built because, beginning in year 12, many of the original settlers began dying of old age. Only a very few of the original settlers are left, and those came here as very young children. Even a few of the first children who were born here have died of old age, though most of that generation is still working. This milestone in the life of the settlement has meant that the building of houses slowed down for several years. We have some of our pioneers living alone as widows and widowers. Some of the original cabins are now inhabited by younger couples. In the stats pictures below you can see the flat line of population. This is part of the reason it took several years to finish all of the farm houses; we just didn't have anyone to move into a new house. In the past year the need for houses has picked up again and three very nice houses were finished on the square.

The most momentous event of the last four years happened just this Spring. Joannlisha the Planter arrived at our trading post with grapes to trade! It took a big stash of firewood and some soybeans, but we were able to buy the grapes. We build a nice two-story set of houses with a wine colored roof for our vinedressers to live in and planted vineyards. You can see them north of the village square. We will build another two-story house north of the barn when we have people to occupy the two dwellings and we have laid out a winery and tavern to be built when the vines mature. This will give us something which we can trade for stone, iron, and other building supplies, not to mention a bit to drink after a hard day's work.

In the next four years we look forward to our first grape harvest and our first bottles of wine, as well as a new trading post to trade the wine for what we need. We are still hoping for a trader with sheep to trade, but for now we wear our hide coats to protect us from the Winter cold. As you can see from the Village Hall statistics, we are harvesting a large surplus of food and the levels of other necessities is quite good for our population.

The first picture is an overview of Northriver.

(http://worldofbanished.com/gallery/14_14_06_18_11_35_04.jpeg)

The settlement is still small enough that the whole community can be seen in one picture, if the picture is taken from East or West. This is from the West and North is to the left.

(http://worldofbanished.com/gallery/14_14_06_18_11_37_34.jpeg)

And now the stats:

(http://worldofbanished.com/gallery/14_14_06_18_11_39_02.jpeg)

(http://worldofbanished.com/gallery/14_14_06_18_11_40_34.jpeg)

If you compare the previous stats pictures you can see the difference that grain makes. With no grain Jeddie was at 3 1/2 hearts. Once corn was harvested that started going up until it hit five between Year 12 and Year 16. I love a map seed that gives a grain seed to start! All the other necessary food groups can be obtained by hunting and gathering, but grains can be an issue.

(http://worldofbanished.com/gallery/14_14_06_18_11_45_11.jpeg)

(http://worldofbanished.com/gallery/14_14_06_18_11_46_39.jpeg)

See you in four years.



Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: Nilla on June 14, 2018, 01:28:25 PM
A good wine! Nice! You spoil your people! ;)

I use to use that period, when the first generation starts to die of old age, to upgrade houses. It always pays off to get rid of old vanilla houses and when the population doesn't even grow, it doesn't hurt.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 15, 2018, 01:51:05 PM
Quote from: Nilla on June 14, 2018, 01:28:25 PM
A good wine! Nice! You spoil your people! ;)

I use to use that period, when the first generation starts to die of old age, to upgrade houses. It always pays off to get rid of old vanilla houses and when the population doesn't even grow, it doesn't hurt.

I don't spoil them too much--I trade most of it away. I got started trading booze for stone and iron way back in premodding days. I got tired of played out mines and quarries marring the landscape. The problem was at that time to make it work you had to line the river with many, many trading posts because you really only needed the one merchant, but all the others kept coming, too. Traffic jams on the river were common. In those odd maps where the merchants left the dock and went back almost to the map entrance before turning around and going to the exit it was pretty wild with boats going both directions. Now with specialized trading posts I can get what I need with two agricultural and two building supplies specialized traders. Once the alcohol production really gets rolling I have enough to buy the various items unique to CC that you need to build various buildings. You have to love trade.

I go back and forth about upgrading the original houses, some towns I do and some I don't. The reasons for upgrading everyone knows. The reasons for not are idiosyncratic to me, the main reason being to keep the old, kind of decrepit look for the oldest part of the valley. It is more aesthetics than efficiency. But I might do it yet. We'll see.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 17, 2018, 03:35:55 PM
Summer of Year 20 in the Jeddie Valley

Since Year 16 growth has been steady. The citizens liked the two story houses so much that they built several more on the Northriver market square. The vineyards matured and now grapes are harvested every fall. As the first harvest was brought in, a winery was built. While most of the wine will be traded for building supplies, we would still like to have a glass to share, so we also built a tavern on the Northriver square.

(http://worldofbanished.com/gallery/14_17_06_18_2_59_10.jpeg)

When the first vintage was ready to drink we built a new trading post along the river front. We now have two agricultural trading posts trading firewood for whatever seeds and animals we need (still no sheep!) and the new building supplies trading post to trade wine for stone, iron and whatever else we might need. If we can produce enough wine we we will build a second building supplies trading post. Or, if we can trade for barley and hops, maybe we will build a brewery and trade beer.

(http://worldofbanished.com/gallery/14_17_06_18_3_01_13.jpeg)

The population is up to 151, but we have been chronically short of labor. There are rumors that, if your settlement is attractive enough, nomads will come out of the mountains and ask to join the settlement. This is just what we need, but we have also heard rumors that these nomads, because of their hard lives in the wilderness, are not healthy and bring disease into the community. To prepare we built a small hospital and a house for the physician. These were built to the North of Northriver with the doctor's house just inside the northern edge of the market circle.

(http://worldofbanished.com/gallery/14_17_06_18_3_04_00.jpeg)

We also started running short of logs. We dealt with this by clear-cutting the land between Northriver market and the river. We recognized that this is not a long-term solution, so we decided to start another forest village. This will include a gathers' hut, hunters' lodge and foresters' post, but instead of a woodcutter we will build a herbalist's workshop. The herbalist will support the work of the physician. In this Summer of Year 20 we are in the midst of building up this new village. We will also build a school and house for a teacher in the space between the two forest villages so that no one has to walk too far to school.

(http://worldofbanished.com/gallery/14_17_06_18_3_02_16.jpeg)

Here are the stats:

(http://worldofbanished.com/gallery/14_17_06_18_2_50_05.jpeg)

(http://worldofbanished.com/gallery/14_17_06_18_2_51_04.jpeg)

(http://worldofbanished.com/gallery/14_17_06_18_2_51_46.jpeg)

(http://worldofbanished.com/gallery/14_17_06_18_2_53_45.jpeg)

At this point reports from the Jeddie Valley will be coming every 10 years as opposed to every 4 years. Thank you for reading.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: galensgranny on June 17, 2018, 09:06:57 PM
What is that house in the corner of two rows of Red's two story colorful houses in the first picture?  It has white on the "attic" level with woodwork design.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 18, 2018, 08:05:44 AM
Quote from: galensgranny on June 17, 2018, 09:06:57 PM
What is that house in the corner of two rows of Red's two story colorful houses in the first picture?  It has white on the "attic" level with woodwork design.

That is the smallest tavern in CC. I built it because (a) I'm going to trade away most of the wine, and (b) it requires only the most basic building materials. Besides it kind of fits a little village. It also goes with Red's fachwerk (sorry, I only ever learned the German name--anybody know the English?) houses.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: LadyMarmalade on June 18, 2018, 10:03:38 AM
I think we call them timber-framed houses in english.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: galensgranny on June 18, 2018, 12:12:38 PM
Thanks, rkelly.  I was able to get CC Journey to load on my computer, even though it takes a long time, so now I have that nice looking small tavern.  I thought it might be a house, and would like it for a house too.
It does look good with Red's two story colorful houses with the Fachwerk.  I like that word, Fachwerk.  In English, that design is close to what LadyMarmalade said, but instead of timber frame, that design work itself is called "half- timbered".  It is from a timber frame house, though. 
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: RedKetchup on June 18, 2018, 01:56:11 PM
i calculated, my PC fully load RK ED in 112 secondes (without alt tabbing which is : count to 5 and it is already up)
i dunno about journey though
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 19, 2018, 03:29:42 PM
Summer Year 30

It is now game year 30 in the Jeddie Valley. There is much to tell and show about the progress of the valley in the past ten years. We began the decade by laying out a new village for farms and other agriculture East of the original village. We call this village Farmington. It includes a market, school, small chapel, blacksmith, tailor and several houses. The farms are in the Northeast quadrant of the market circle. This particular market sits over a crossroads. In the picture you can see most of the village, including a corner of the new chicken pasture at the far left. Just out of the picture to the left is a sheep pasture. Because of judicious seed purchases we now have two grains and four vegetables, along with pears and grapes.

(http://worldofbanished.com/gallery/14_19_06_18_1_48_00.jpeg)

Early in the decade we built a second winery because the grape harvest was so prolific. Using wine to trade was so successful that we planted more vineyards and opened a third, more up-to-date winery. The plan is that the new winery will increase the quality of our wines--even though all the traders tell us that 8 trade units is all they will pay for wine, no matter how good it is. We also built two new two-story dwellings for the vineyard and winery workers.

(http://worldofbanished.com/gallery/14_19_06_18_1_47_06.jpeg)

We decided that we wanted more variety in our diet. Some of the citizens suggested that we focus on the river as a source of good food and increased variety. We built a fishing dock, two pools for shell fish and a hut for frog-legs. We also built houses and barns and a small market to serve the needs of the citizens. This section of the riverfront is now very prolific and adding to our food production.

(http://worldofbanished.com/gallery/14_19_06_18_1_48_54.jpeg)

In order to increase both our food production and production of wool and leather for warm coats we added two pastures in the area between Northriver and the hospital. The pig herd and one sheep herd were split. For the moment production of leather and pork has ended, but it will come back soon. There is sufficient supply of each that we will not run out in the meantime. Mutton production is down (there is a third sheep herd that is at capacity and produces mutton), but wool production is already up.

(http://worldofbanished.com/gallery/14_19_06_18_1_50_05.jpeg)

Along the way we had acquired the seed of a strange plant called "agave." When we planted a seed, a strange, spiny plant grew. We had no idea what to do with it. When we accepted a new group of nomads into the settlement, some had wandered from a far away land called "Mexico." They were extremely happy to see our little spiny plant and told us of a wondrous spirit called "Tequila" that could be made from it. Some among them had the skills necessary to produce this drink, so we set up a village with plantations and the buildings necessary for production. Merchants tell us that the liquor, being very rare in these parts, is worth even more than wine in trade. These former nomads also built a church in their accustomed style and call their village San Buenaventura. In this Summer of year 30 we are awaiting the first agave harvest and the first bottles of tequila. The bartender at the tequila bar tells us that if we could find a supply of limes and salt, he could make something called a "Margarita." We may have to investigate.

(http://worldofbanished.com/gallery/14_19_06_18_1_51_17.jpeg)

Stats:

(http://worldofbanished.com/gallery/14_19_06_18_1_51_58.jpeg)

(http://worldofbanished.com/gallery/14_19_06_18_1_52_42.jpeg)

You can see that food consumption has run just a bit ahead of food production, so in the next few years this will have to be fixed. The likely solution is new farms, though as the new pastures begin producing meat that will help. Tools and coats are good. A small smelter produces iron from our huge store of iron ore and furnace fuel purchased with wine. Stone is collected and purchased with wine. We are doing well with logs and firewood. The textiles number is up because the produce of "plantation" fields counts as textiles and I am growing agave on plantation fields. I really need to go through and adjust maximums.





Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: Gatherer on June 20, 2018, 09:01:13 AM
Nice looking settlements. I especially like the San Buenaventura village with those neatly placed stone houses.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 20, 2018, 11:10:09 AM
Quote from: Gatherer on June 20, 2018, 09:01:13 AM
Nice looking settlements. I especially like the San Buenaventura village with those neatly placed stone houses.

Yes, they are very nice. I really like what kid did with the mission. The church itself is a very good rendition of Mission San Buenaventura in Ventura, California. If you are ever driving North from LA on Hiway 101 you can stop and visit--or, if you are quick, there is one spot you can see it from the freeway. Though it doesn't exist in Banished, the original California missions and their buildings were built from adobe clay bricks. Kid got the look right. I purposely didn't build them mission-style, in a quadrangle with the church forming one side, but that would be the normal arrangement. Some of the later missions were linear. Many of the quadrangles are a bit off square because the padres measured by pacing off the lengths. Other than the squares, kid's mod allows one to build a very realistic looking mission complex--except for the green grass, trees and the water in the river.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: kid1293 on June 20, 2018, 01:20:25 PM
 :)

Thanks! I took a good look at pictures to make the mission.
Some things are invented but the overall feeling is that you have
those equally squared distances.

There is a place I would like to visit. Now that I feel close to it, I mean.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 21, 2018, 03:55:20 PM
Quote from: kid1293 on June 20, 2018, 01:20:25 PM
There is a place I would like to visit. Now that I feel close to it, I mean.

You should go. Ventura is an hour or hour and a half north of LA and just south of Santa Barbara. You will know the mission church immediately since your model looks just like it. Like many of the California missions that continued to be used it was "modernized" in the Victorian era and the adobe/stone was covered in wood. In the 1930s most of them got returned to original looks, including Ventura.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: kid1293 on June 21, 2018, 03:59:55 PM
I read about it. School and many other buildings were removed and a new school built. Is it still there?
The mission was originally a huge area. Nothing much surrounded it. Farm and cattle fields.
I am very grateful for finding this jewel!
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 22, 2018, 11:05:35 AM
The church is still there and still used. You really can see it from the freeway (US 101), but you have to know just when to look to your right Northbound. The two best places to see a mission in something more like the original setting are La Purisima, near Lompoc, California, about an hour or hour and a half North of Ventura, and San Antonio, which is way in the back country between Paso Robles and Salinas.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 23, 2018, 03:46:30 PM
Summer Year 40

The last 10 years have seen significant growth in population, building and territory. One result of the population growth is the need for more food. This first picture is four farms built near Farmington around year 32.

(http://worldofbanished.com/gallery/14_23_06_18_3_02_31.jpeg)

Soon after this we laid out a new village south of San Buenaventura. Because there were so many adults waiting for houses, the plans for a village became the plans for a town with significant population, the most important production buildings, a large church, cemetery, and a town hall. This town also included food production. The earliest food producing building was the fishing dock at the bend in the river. We have found that the more water their is in the circle of a fishing dock, the more fish produced, so this bend was an ideal river location for fishing. The bend also gave the new town its name: Riverbend. Next up were pastures for pigs and sheep. This brings our livestock totals to 4 sheep pastures, 3 pig pastures, and 1 chicken pasture. With all of this livestock we added butchers in Northriver to process meat. To use the tallow produced we also built a chandler. Finally we added two farms between Riverbend and San Buenaventura. If you look carefully at the far left of the picture you can also see a new tunnel which connects Riverbend to the forest villages to the East. Just out of the picture to the South of the tunnel is a new hospital.

(http://worldofbanished.com/gallery/14_23_06_18_3_03_21.jpeg)

As we were building Riverbend we made an important discovery from talking to one of the more loquacious merchants. It seems that the Jeddie River is navigable by ocean-going ships as far as our valley, though not through the whole valley. The deep water ends just South of Riverbend. Since there is no space along the river to fit docks for such large vessels, nor any space to turn a large ship around, we thought that this information would not be of much use to us. Then someone suggested that the lake south of Riverbend was not all that far from the river and we could build a canal from the river to the lake. While a ship could not turn completely around in the river, there was room for a ship of appropriate size to make a turn into a channel.

We immediately set to work digging a canal and laying out a new town. The dirt dug up for the canal along with dirt from digging the tunnel and dirt left from leveling a small hill for farms was used to create space for docks on the West side of the lake. We also had to do some dredging in the lake and that left more than enough to complete landfill for the dock area. That is where we established the new town of Lockport. As of Year 40 we have not come close to finishing the town, but we have built a market and housing. Because we envision this as perhaps the most significant town in the valley we built a college to see to educational needs. As of this Summer we have attracted two ships whose captains have agreed to make our valley the base for their whaling and sealing expeditions. We have built up some of the docks and begun work on storage barns and an oil press to make lamp oil from the whale blubber. We are also building some housing along the waterfront for the sailors and their families. That should be finished before Winter.

(http://worldofbanished.com/gallery/14_23_06_18_3_04_06.jpeg)

Map and stats:

(http://worldofbanished.com/gallery/14_23_06_18_3_05_04.jpeg)

(http://worldofbanished.com/gallery/14_23_06_18_3_05_54.jpeg)

(http://worldofbanished.com/gallery/14_23_06_18_3_06_32.jpeg)

I'm not sure whether or not there will be a report from Year 50. I'm itching to conclude this settlement and start a map with the latest version of @RedKetchup's latest Editor's Choice, so we'll have to see.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: Gatherer on June 24, 2018, 03:02:00 AM
I would like to see a picture of the finished docks.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 24, 2018, 01:17:32 PM
Quote from: Gatherer on June 24, 2018, 03:02:00 AM
I would like to see a picture of the finished docks.

Your vote has been duly recorded. At the moment I have the hull parts for two more ships and I will likely put one or two comprehensive trading posts, not to mention a few places for the sailors to unwind after a long stint at sea. I do sort of want to finish off the seaport.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 27, 2018, 01:37:15 PM
Jeddie, Summer of Year 50

After being mercilessly harassed by @Gatherer,   ;D  :P   I have relented for one more decade.

So, by popular demand, here is the waterfront, first from North and then from South. It is mostly complete. The waterfront construction is complete, but if I were going to keep this town going I would finish off covering up the fill with ghost decoration texture squares and various decorative plants.; I'd also use ghost decorations to add to clutter on the docks.

(http://worldofbanished.com/gallery/14_27_06_18_1_14_48.jpeg)

(http://worldofbanished.com/gallery/14_27_06_18_1_15_33.jpeg)

I also thought that I would show off some of my attempts at town center decorations. The first picture is a small fountain park in Westbend, then the center of Lockport. The third is a memorial to the pioneer generation built in front of the pioneer cemetery and next to the first parish house.

(http://worldofbanished.com/gallery/14_27_06_18_1_18_21.jpeg)

(http://worldofbanished.com/gallery/14_27_06_18_1_16_38.jpeg)

(http://worldofbanished.com/gallery/14_27_06_18_1_19_19.jpeg)

If I were going to keep this town going the most crucial thing to take care of is food production. While I was working on the waterfront I lost a bit of focus on food. I also split one herd of sheep, one herd of pigs, and the chicken flock to populate new pastures. That always cuts down on meat production for a time. In year 49 I completed four new farms, but more are needed. If I were to keep going I might put two fishing docks in the lake near Lockport. Another possibility is to expand to the North. The settlement could also use a new forest node, for which there is plenty of space West of Lockport.

But, as I said, I want to get on to Red's Editor's Choice, so the Jeddie Valley will have to go into the deep freeze.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: Abandoned on June 27, 2018, 01:57:19 PM
 :) Enjoyed seeing Jeddie Valley grow, especially like the center of Lockport.  Nice job. Thanks for sharing.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: Gatherer on June 27, 2018, 02:32:22 PM
Thanks for the pics. ;D  They are lovely.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: brads3 on June 27, 2018, 02:53:14 PM
LOL,he is good at talking you into something. i know the anxios feeling of wanting to start the next map quite well. am curious to see how i can set these mods up for RED's new animals myself.
Title: Re: rkelly17 - Jeddie Valley: Return to Banished
Post by: rkelly17 on June 28, 2018, 08:32:39 AM
Thank you all. We do like to keep our voters happy  ;D