World of Banished

Sightseeing => Village Blogs => Topic started by: Jewelz on January 15, 2020, 01:03:41 PM

Title: Jewelz - Bright Town
Post by: Jewelz on January 15, 2020, 01:03:41 PM
Hello all! I thought I'd take a stab at this, as I have been enjoying looking over your different villages, getting ideas and inspiration as you try new themes and scenarios.

Theme : Not "banished" - just looking for a better life in a warmer climate. My immigrants are well prepared to start over in a new land.

The map seed is 705835147. It has one large lake and the big river runs in and out of the lake.
Lush Green Plain (RK)
Large map
Mild (no snow) The reason for their immigration was to get out of the snow and cold and find warmer, greener pastures.

I used the debug to create the starting conditions I wanted.
I think it was hard start, no buildings, just a tiny bit of supplies and 4 families? I'll double check when I log in.

All seeds. In my mind, if you have an apple, you have apple seeds! So my Bannies brought all the seeds they could get their hands on with them when they left the Old Country.
They also brought a breeding pair of cattle, a breeding pair of sheep, and 6 chickens. Enough to get started.

The major Mods I have are
RKEC
DS everything except Industrial mining.
EB decor
Bitty Village and Parks
Voielle's plants and flowers
And just about everything Kid.

I also am running intensified fishing docks and slowage.

Title: Re: Jewelz - Bright Town
Post by: moonbelf on January 15, 2020, 08:48:21 PM
Sounds interesting. Would love to see some screenshots :)
Title: Re: Jewelz - Bright Town
Post by: brads3 on January 15, 2020, 10:03:29 PM
using DEBUG to set the start is handy.i don't think of that as a cheat.
Title: Re: Jewelz - Bright Town
Post by: banishedsanni on January 15, 2020, 10:32:05 PM
I always use debug to give my bannies seeds, bcs, as u, i think if u have the fruit or vegetable (brought with u from where u were banned or ,since i normally start with nothing than 2 bannies, the first thing they do is collecting food from the area) u have the seed.

No cheating so :)
Title: Re: Jewelz - Bright Town
Post by: Jewelz on January 16, 2020, 06:12:21 AM
Oh Good! And I'm gladBrad and Banishedsanni think like me! Anyone who has ever forgotten vegetables in their vegetable drawer know they will continue to grow into new veggies. lol

As for screenshots, I did the F12 command and got a bunch in my Steam/Banished folder, then downloaded them onto my computer.

Now I cannot find the destination folder! ARG. I hope I did it right. I will spend some more time after work today looking for them.
Title: Re: Jewelz - Bright Town
Post by: brads3 on January 16, 2020, 07:27:36 AM
i'd make a folder to the desktop and save the pics there.then you can resize and label them as you want easier.
Title: Re: Jewelz - Bright Town
Post by: Jewelz on January 16, 2020, 01:14:47 PM
Quote from: brads3 on January 16, 2020, 07:27:36 AM
i'd make a folder to the desktop and save the pics there.then you can resize and label them as you want easier.

Excellent suggestion. Now, let's see if I can do the next step...

Success! But I see you cannot add comments, so, here's the starting conditions, and my basic starting pieces. I build the DS Village Inns right away, the barn and storage piles, and drop the markets, but don't staff them yet. I put out direct map hunters, build a DS fishing dock and DS Large gatherer. Add a Village woodchopper, and the small workshop, and that carries me through years 1-3 quite nicely. Then clear, clear, clear!

Oh, and a school from the start. And I'm using Kid's Nomad attracting hitching post! 2% per year, I think.
I put in a Fairytale Trader cause I think it's freakin adorable.  I use it to house my excess and currently unneeded inventory.

Title: Re: Jewelz - Bright Town
Post by: Jewelz on January 17, 2020, 06:23:20 AM
Picture 1
The citizens of Bright Town have very cosmopolitan origins. They were big city folk, and despite their settlement's small size, decided that they missed the comforts and social opportunities of an urban life. The city planners decided to create a welcoming urban center.
North side of block :Pick and Hen tavern, additional Bistro tables to expand it, Kid's Gothic small fence. TWO Brewer's houses cause I LURRRVE it! (Seriously DS, I would build entire neighborhoods with that design.)
South side of block: Kid's B&B Hostel and plaza.


Picture 2:
A Dairy production cluster was on the next block, and for much of the year, when the winds shifted, folks enjoying the plaza noticed a certain odor in the air! They town builders offered to help relocate the dairy and the Milk pens a bit further outside town in the very near future.
Used "Old Dairy" from CC? I think? It's my favorite tudor design.

Picture 3
The citizens of Bright Town included many artisans, and the lush forests and rich ore deposits inspired many to once again build the high-end furniture that they were known for. It was decided that initially, they would focus on making pieces for export until they had all the supplies they needed. They quickly ran out of surface ore, and decided, reluctantly, to begin mining.
A location far from the planned town was chosen, and an industrial center was built. Many tools wore out in this process, and word got out to the town blacksmiths a little too late! They had been focused on building mines and processing ore into usable iron.
The trading posts were filled with the newly created furniture pieces and they waited.

picture 4
After much debate, the final plaza design ended up including the coffee green house, hot snacks (from Christmas mod), the Maple tree partially overlapping the street, the breakfast nook, an herb garden, and the plaza was gussied up with additional tables and a little coffee tree smack dab in the middle.

Brightonians all wanted to live in that square, so it was finally decided that a set of Rowhouses would be built in the square.  MUCH decoration ensued! (Visible in the "moved dairy" picture.


Title: Re: Jewelz - Bright Town
Post by: Jewelz on January 18, 2020, 07:41:55 AM
(So to explain the differing styles of architecture, I have decided that the nomads are from the surrounding area, and are bringing their own style and culture to the Banished citizens who settled there. Thanks to Abandoned for the inspiration. Her mention of Elves in the Ice Castle blog made me go OHHHHH!!!  ;D )


The first set of Nomads included some folk native to the area. They were traders, and offered to help set up and run a trading post for their adopted new town.  They built it in their style, and all the townsfolk were greatly impressed. They built themselves two beautiful River's edge homes and eagerly traded for some of the Brightonian's fine furniture. When a trader came to port with a breed of cattle native to the area called "Red Friesian," they urged the Brightonian council to make this trade since Brightonian cattle were great for milk, but not popular for their meat.

The Brightonians realized that their Dairy cattle might be a popular trade item due to their higher milk production, so they build a couple of stables and began breeding.

The newly arrived former Fairytalian citizens also planted two rice paddies- a staple for them - and built a few fishing docks as well, showing the Brightonians a more efficient way to fish.

Fairytale trading post, fairytale houses, stables (cc and RK) Greenhouse for the oats, Jinxie's Livestock trader.
Title: Re: Jewelz - Bright Town Hospital block
Post by: Jewelz on January 18, 2020, 07:47:55 AM
This block has been built, torn down, and rebuilt twice now.  :( I think I have settled on the design, but will post once I'm sure it works with what's around it. it was going to have a bakery cluster with housing, but there's not enough room. I'm switching to a hospital/spiritual center cluster, even though having the cemetery right next to the hospital is a little morbid, it does make logistical sense. 

...still trying to decide which church to build.  ???
Title: Re: Jewelz - Bright Town
Post by: Nilla on January 21, 2020, 09:12:28 AM
Beautiful! You can see that you put a lot of work into designing the town. Nice to see your thoughts about it.:)
Title: Re: Jewelz - Bright Town
Post by: Jewelz on January 28, 2020, 06:44:58 AM
I think I've gone too far to really blog anymore, and I have gotten carried away with all these newly discovered Deco mods. Right now I'm just playing a Lego-style game and not a survival game.

I will post some pics of the various neighborhoods and tell the story of the theme and style of each cluster.
Title: Re: Jewelz - Bright Town
Post by: Abandoned on January 28, 2020, 07:08:57 AM
 Screenshots and descriptions will be fine.  :)  Will look forward to seeing them.
Title: Re: Jewelz - Bright Town
Post by: Jewelz on February 05, 2020, 06:35:41 AM
Well, I added too many new mods and broke Bright Town. Let's hope the villagers live a long and happy life without me. LOL