Author Topic: BRAD'S SETTLING OF AMERICA SERIES: Vicks #6  (Read 200 times)

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Online brads3

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Re: BRAD'S SETTLING OF AMERICA SERIES: Vicks #6
« Reply #15 on: November 18, 2017, 09:21:23 AM »
YEAR 10

      we have a decent start.our population has grown by 18.i did get 1 set of nomads which is less than i would have hoped.we have an assortment of food and are well stocked.we built 10 houses,a clinic,and school.other than more boarding houses,the village has enough to deal with nomads.to support the future city,we are producing fodder and thatch.the hunters are also collecting pelts and furs for better coats.

         as females mature to 16 or 17 years of age,we add more housing.we also work to maintain the material pile at 80-90% so we can continue to expand and build smoothly.
     in late spring,12 more nomads arrive.we will need an EB western housefor stable workers.others should work to boost our food as we continue expanding to the east.we add a pumpkin gh and fence a playground by the school.

pic 1: stats
pic 2: inventory
pic 3: EB farmhouse
pic 4: pimpkin gh and school playground

Online brads3

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Re: BRAD'S SETTLING OF AMERICA SERIES: Vicks #6
« Reply #16 on: November 19, 2017, 07:11:40 AM »
YEAR 11

      we clear a bean field.since we have food and herbs growing in the meadows,we add a herbalist from the pine mod.hopefully he will work to harvest both and maybe some duck eggs as well.most of the nat div plants are growing in the thatchside of the meadow. the fodder is quite thick by now.now that we have new graduates from the school, we add another crop field and barn during the winter.

pic 1: pine herbalist
pic 2: bean field

Online brads3

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Re: BRAD'S SETTLING OF AMERICA SERIES: Vicks #6
« Reply #17 on: November 19, 2017, 07:12:52 AM »
pics oops

Online brads3

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Re: BRAD'S SETTLING OF AMERICA SERIES: Vicks #6
« Reply #18 on: November 20, 2017, 05:53:01 AM »
YEAR 12

      We have 1 female that doesn't want to move.we added several houses yet at 19,she has not moved out.we will build another plymouth house north by the gh's.we have a single male,who came with the nomad groups,and a couple single females between 15-17.when elle finally moved out,i realize she had a 17 yr old sister also living at home.
      we also will expand east and build EB's wharehouse. this will give us space to move goods as we clear farther. it will also help move items later from the production area to the city.we also add a barn to store more fertilizer near the horses.a chesnut orchard is planted to break the meadow from the village.the next graduate was sent to increase the fodder production.

pic 1: elle finally moved
pic 2: EB wharehouse

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Re: BRAD'S SETTLING OF AMERICA SERIES: Vicks #6
« Reply #19 on: Today at 08:05:41 AM »
YEAR 13
   
      While the bannies continue to clear more land,i will take a minute to point out a couple things.the terraform option is handy at times to clear a hill that is in your way.it has limitations however. i tried to make the ponds as round as i could. i also tried using NECOAR's riffle mod to help along the edge of the horse pasture.i do hope he regroups and returns to us. he brought some nice additions to the game. the riffle mod doesn't dig deep enough to hit the banished water table.there is another terraform mod that will dig down to the water but it still doesn't dig sloping rounded banks.
    i have the decor squares and a road mod to paint the ground with.the decor squares worked in the meadow so the thatch and fodder will grow through them. road spaces would have prevented regrowth of trees and shrubs but also the fodder and thatch.the invisible space mod will prevent growth but not paint the ground. all 3 options have uses.the invisible space od comes with astretchable field option that works good for larger lawn areas or city parks with ghosted trees.the only issue between the 3 is they don't blend together.the texture is different so it is a sudden change at the edges. in some cases you might end up with a line between them as well.even painting the edge with the decor squares will be noticeable.
i will say the decor squares covers with snow very nicely.just information for new players on why we add so many different mods sometimes.
     i didn't use triple-wide roads yet.it will allow regrowth now so i have more logs later.later i can decide which roads i want to use.i also haven't harvested to the west so those materials can be used to build the city later.
     with the greenhouses,the food production is more balanced throughout the year. this is helpful when taking nomads since new houses will deplete the food stocks from the barns.some might call it a cheat but it depends on how you use them.
   storage still has a learning curve. with so many options and 1.06 and 1.07 mods,there are items that only store is some.even with the CC upgraded and the various cellars,some stuff stores awkward.some is controllable with mod order.the compatability mods help but don't fix all issues of the different limit flags.that isn't a complaint,just an observation. there are many 1.06 barn and market mods that i do like to use.each modder has brought us new 1.07 storage options that do help.it is easy though to drop barns and forget what they will or won't store.the bannies do seem to scatter items around more than before.that is both good and bad. they will store textiles all over for tailors but also store fertilizer near food.


       while the laborers were busy clearing to the east. the builders built another DS hovel for the meadow. they also started a boardinghouse to the east to help move future nomads toward the production area.the nomad start village is stable and maintains at 1000-1500 firewood,10,000 food with a 4000 bump at fall harvest,tools at 350,and clothing at 250 just leathercoats.we do have furs and pelts in storage.

pic 1: squarish terraform pond
pic 2: edged textures near the orchard
pic 3: 5 yr food graph
pic 4: meadow housing
pic 5: old boardinghouse