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Intro to Morningside - Story 39


  The houseboat with the 7 survivors and 5 rescuers made its way north, and when the water rose they crossed over to the smaller river and traveled northeast until the river widened again.  The river  was being fed by streams from a large body of water to the north and to the east, and the river now had a high and low tide too.  The tide was at its ebb by the time the houseboat reached the small valley on the east side of Sunrise Mountain, the swirling tide pool was calm enough to safely maneuver the houseboat to shore.

Note:  The 5 rescuers will continue on to the next story and map. This map starts with 6 adults, they are the 3 surviving couples from O'Leary's farm plus Jillian, who is not physically on the map.  Her sister, Brean, continues to tell the story.

The Map is  # 368631743                Valley,  Small,  Fair,  Disasters Off,  Trio Start (6 adults)

Mods enabled and load order:

Starting and Map Changing Mods:  Call of Nature Soundtrack, Banished UI Maps, Labor Window, RK Minimized Status, CC light Rain, Color Roads, New Flora Edit, New Trees, Multiple Starts (Tikaszar)

Tweak Mods:   Better Fields, Busy Pastures, Hunting, Increased CC, Longer Living Orchards, 1:1 Alternative, Rock Respawn

Major or Must Have Mods:   An Empty Square, Nomad Sign Complete, Storage Crates v1, CC Stacked Shops & Homes, Kid Alotofseeds Trader, Kid GrowHuntFish, Kid Old Town, Kid Tiny, Kid Workplace Village.

Supporting Mods:   A8 Moroccan Tea, Fly Fishing, Kid Abandoned Places, Kid Bed and Breakfast v1.2 (testing update), Kid Garden Shed 2, Kid House Boat, Kid Mist, Kid Some Boats, RK Pigs as Livestock, Sample White Chicken

Thank you @kid1293 for the mod updates, the behind-the-scenes story consultations, and encouragement  :)



Yes, weary traveler, that tide pool is rather frightening at high tide, even at low tide it is dangerous.  Before the tide came in the next morning, the men had built a short pier so the rest of us could get off the houseboat safely.  They gathered resources and also built a small bridge across the stream to the north in order to reach the high mountain pass that led up into Sunrise Mountain.  We took one look at the valley before us in the morning light and decided we wanted to settle here, we were farmers not miners.  As you know, we named our settlement Morningside. Our 5 rescuers would travel by foot up to the high mountain pass and leave the houseboat in the our care here in the low valley on the east side of Sunrise Mountain.



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Village Blogs / Re: BRAD'S SETTLING OF AMERICA SERIES 3: Beldingford
« Last post by brads3 on Today at 07:18:33 AM »
YEAR 3-4

                      a bear killed our hunter.must be he woke up too early, it was still winter.

            knowing we will need housing for quarry workers,land is cleared to the west.tools are increaseto 150 since the wood tools will wear out and break faster. 1 couple did show up to help us.a school and cemetary were completed.

       another couple arrived in year 4.another field is cleared.to support more workers we will need to increase food.with a warm summer,we had very good food production.a herd of bison waundered near the north quick hunter also.

pic 1: gothic school and town market
pic 2:  random quarry and cemetary
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General Discussion / Re: Welcome New Members!
« Last post by RedKetchup on Today at 07:08:42 AM »
welcome to every one of you !
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Mod Talk / Re: RK Farmstand
« Last post by Jinxiewinxie on Today at 06:59:35 AM »
Its adorable, ty for sharing it with us!
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General Discussion / Re: Welcome New Members!
« Last post by MissyHissy on Today at 06:57:58 AM »
Hi! I've been playing banished for around three years but only discovered mods a few days ago (where have I been?) and I can't believe how much they've improved my gameplay. Of course between this and SIms 3 I have no life any more but who cares?
Glad to see a community for Banished though!  ;D
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Village Blogs / Re: Nilla-combining odd mods
« Last post by Nilla on Today at 05:12:38 AM »
Iīve started a new similar game. My primary goal is to investigate how much more food is produced just by making everyone happy. I had a feeling in my last game, that itīs a lot. Now I can say for sure: It is a huge difference between 3 and 5 stars.

I made no changes in food production what so ever over a period of years. The 2 years before I started to make everyone happy the average food production was 8800. First I got most people happy and the production rose to 11 900. After I managed to make also the last few people happy (among others a couple of high producing fisher and botanist) it rose to 12 700, 44 % more! 

I was a fast game. I seldom play 10x. I did it a lot this time. But I actually made a few screenshots. Iīll show some here.

First picture
I like the starting position. It will be fun to play with the dock pieces. Map and setting are cut in. I use two mods; RKEd and Ironman. The "Genesis" start isnīt easy with a double need for food and clothing but manageable with a lot of micromanagement.

Second picture
I wanted everyone to be educated but 1 child was too old at the beginning. But on the other hand, it makes things a bit easier now; 4 productive adults supporting 1 teacher, 2 students and 4 children (all very hungry) instead of only 3 adults. At the moment itīs all about food production. We build nothing new. I tried to produce a store of clothes and tools before school started.

Third picture
Quite an achievement for only 10 adults to build this impressive lighthouse. Itīs my favourite town hall. I always try to build it on a spot where it "makes sense" like here where the river enters into the lake and thereīs a lot of small island and shallows.

You can see that they have a good diet. The beautiful meadows contain a lot of berries! :)

Fourth picture
These ups and downs in the food graph are no seasonal changes (periods are longer). The graphs for the other essential things look similar. Itīs simply a not very well played game in 10x speed.  :-[

Fifth picture
Now we have a market, a church with a priest, a brewery and a bathhouse. There are also a few wells but I think they have a minor effect. 4― stars happiness. Iīve cut in the food graph. The same production sites for years.

A few people in the houses on the bottom of this picture are still unhappy. Not everyone in those houses is unhappy but some important producer like a fisher and a botanist are.

Sixth picture
Those lazy people find the brewery too far away and without their drinks, they arenīt happy. Luckily there is this small ale stand located at the foundry. That made the difference!
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Village Blogs / Re: BRAD'S SETTLING OF AMERICA SERIES 3: Beldingford
« Last post by Nilla on Today at 04:20:30 AM »
Glad to see you back, hope you are well!
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Mod Talk / Re: RK Farmstand
« Last post by Nilla on Today at 04:14:09 AM »
Very nice and useful! :) thanks!
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Mod Discussions 107 / Re: RK Editor Choice MOD Patch 1.3 FULL
« Last post by RedKetchup on Today at 02:11:45 AM »
enjoy !!

http://worldofbanished.com/index.php?topic=2939.msg59310#msg59310


let me know if any problems... btw it is a new building, no way it can replace the elfcutionner's one in a saved game. i placed the icon just next the vanilla market with an icon of a smaller market.
i found the mesh i provided him back in time, and i, at least, added some leaves to the trees which will swing with the wind, changing colors and disappearing in winter.
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Mod Talk / RK Farmstand
« Last post by RedKetchup on Today at 02:10:31 AM »
RK Farmstand

http://worldofbanished.com/index.php?action=downloads;sa=view;down=547

http://worldofbanished.com/gallery/37_22_03_19_2_23_49.jpeg


Description: RK Farmstand.

This is a special request to get back the little farm stand i made for Elfecutioner...

A Market Stand is a mini market. It holds all kind of food (edible and non-edible), fuel, tools and clothing. Capacity: 3000 weight. Radius: 18 tiles. Provide Happiness: Goods. Cost: 18 logs. Employs: 1-2 vendor.


enjoy !!
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