World of Banished

Sightseeing => Village Blogs => Topic started by: Nilla on November 06, 2016, 05:21:13 AM

Title: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 06, 2016, 05:21:13 AM
Last week, I started a new game with the Mega Mod. I haven't bloged it, so far. I thought: This is a kind of game, where I'm an absolute beginner, others can tell and show much better, how to play such a game. But of cause, it's not necessary, to show a brilliant game with a good result. Maybe it can amuse someone to see my thoughts, efforts and mistakes. Besides, I can confess, I somehow miss writing these blogs. It's bin some kind of nice routine for me; I look at the screenshots from last day, think about what I did and why; some kind of weird meditation.  :o Another effect; I practise my bad English. I don't know, if I'm getting any better, but at least English comes more fluent, since I started to write my blogs. That's a good thing; it seems like I'm going to get an Australian son in law, so it could be useful. :)

A little about the game.

I choose a Mediterranean climate. I've played enough in snow in my Nordic games, so I wanted something else. I have seen, that the Mega Mod (CC) contains a lot of nice buildings for shores, that's why I play this lakes map. It's a bit too flat, I would have liked some hills too, but I can't have everything. It's the first map, that I opened. I found it good enough; with some lakes, a small island and a good starting position. In order to get a slow start, look at everything and get used to the many options, I started with Adam and Eve.

As I said, I have no idea how to organize a game, not based on efficiency but on the look and feeling. I asked experienced "city builders" in another thread and took some of their advices. This is my way to approach such a game:

As most important advice, I took the one from @Discrepancy: Always thinking about; how I would like it, if it was my house, if I lived in the neighborhood. That's a really good advice! I also try to leave a lot of space; very hard for an "efficiency player". But one thing I can not; stop the game and plan a lot in advance. First, it's much too far from my personality, I wouldn't enjoy such a game. Secondly; I don't know the possibilities. There's too much new stuff for me. But I do play this game much slower than a (for me) normal game. I switch between 1X and 2X speed, not between 2X and 5 X, as usual. I will also build more or less everything in "units"; smaller (a house, a small barn, a bee hive and a mead brewer in a forest part) and bigger (a lot of smelly, noisy producers tight together.)

I will also try to produce a big diversity of goods. I can't say, that I will build every possible building and produce every possible good, but at least have an ambition in that direction. I buy more or less every seed I can get. If I have a lot of one product, I think; how can I process this, to get something else? I do not think about the productivity/profit. I just process it, to get my population a lot of different things, to choose among. Also very hard for me, I still look for productivity and trade profit. I probably shouldn't but I can't help it; has to be done.  :-\ :-[ But one progress;  ;D I don't get annoyed, if the raw materials are worth more than the product. If I want this product; I produce it anyway, or I buy some, if I can get it, it depends. I will not do any heavy trading in this game. I do trade, but I spend most on seeds and stones.

Opposite to other games, I haven't made many screenshots so far. But I can show you a few.

First picture

I've shown this picture before in another thread, but I think, it will fit here once more. As I saw all these houses, I was quite overwhelmed. I had to think again, if I really wanted this. Than, I decided to start easy with one type of house; the small colonial buildings from @kid1293. Nice looking, same cost, as standard wooden houses. Also fitting in this area. The same with stores and barns: I will start with @RedKetchup´s model; looks good and neutral, comes in different sizes.

Second picture

I don't think, that I've ever killed everyone in a game before. This colony is built in a dangerous area, that's for sure. Normally it wouldn't have last long!  :'( Now, this is a computer game and there's an autosave every 10 minutes!  ;D  :-[

Third picture


I only made this one for @Tom Sawyer. This is supposed to be rye. Tom's model is more realistic. You can also see my well filled stores.

Fourth picture

This is my first attempt to decorate something: I wanted to put flowers at the cemetery. They belong there. This "ghost stuff" is good. I don't think, I've ever used any of it before. It's possible to build on other constructions. But I find all flowers too big, almost "man high". It doesn't look really good. I couldn't build the tulips, it's just the building image; I had no tulip-onions yet. (Now I have some and have built a lot of (I guess too many) huge tulips.) :-\ ;D I'll show you later.



Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 06, 2016, 07:50:55 AM
I promised some more pictures.

First picture

I know, I have used the decoration stuff a bit too much, but I wanted to test. The trees around my "religious center"; a chapel with a small cemetery on each side, are also a bit too close and also too bright green to my liking, but I will leave it like this. I just thought, how nice it would be to walk in the shadow beneath these trees a hot summer day, looking at the huge always flowering tulips on my way to the market.  ;D So I left it the way it is.


Second picture


Here's my industrial area with a blossom hedge as noise- and smell protection around it. I had to build the blossom hedge because I don't have enough stone for a normal hedge. @Tom Sawyer; again I like your version better; charcoal in boxes instead of these grey/black pyramid piles.

Third picture

Here's a small unit, I talked about above. There's no decorations and I have no plans to make any. All trees and the flower bush are "natural". The stop sign right, is a mini herbalist. Sometimes when the amount of honey runs low, I close the brewery and send the brewer out in the woods to pick herbs. I have to alter many professions, because there's not more than 48 citizens (32/4/12).
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: brads3 on November 06, 2016, 08:30:31 AM
hi NILLA, welcome to the world of  CC. have you found any glitches or bugs in the megamod??? when it 1dt came out ,there were many.  any missing items at the traders or un named items in storage?? i have not downloaded the mega. many of the mods i have already. so far i found 1 piece i would like out of all the pics everyone has shared.
   you are right the CC is a totally different world. many production chains. you will run into wanting a building and find you need something else to even build it. lumber for some,building supplies for another,etc. hope you have some fun with it. it will b a nice break from the north.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Abandoned on November 06, 2016, 11:56:22 AM
Hi Nilla,  hope all goes well with your new map.  Hope you have better luck with traders than my new map, year 11 finally got useable cabbage seeds, still no grain. We are using the same Colonial Houses, one of my favorite mods.  Mega mod seems a bit overwhelming to me.  Have not tried those roads or decorations yet.  Looks good.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 07, 2016, 03:19:57 AM
No, @brads3, I've found no bugs. I downloaded the latest version of the Mega Mod and it works fine. There's only one small thing, that doesn't work the way I want. It doesn't have to be a bug, just me not knowing how to use it. I find, all these mixed materials on stockpiles doesn't look very nice, so I build special warehouses for these materials. I know and appreciate the General Store from @RedKetchup, but I also built 2 others (I think CC) storehouses in my industrial area. The small for fuel works very good, but I haven't seen one thing in the big one for materials. Maybe it's just for special CC materials, but I think I have enough lumber, hartwood, glass, bricks and other stuff, that occasionally one or two pieces could be stored in this huge expensive building. Even after i took away the vendor from the general store (of cause he would take materials out of that close store first) I saw no changes. I will keep an eye on it.

I have tried some earlier version of CC, so I know about all these special materials, recipes and upgrade possibilities. And yes, I have buildings, I can't use, because I haven't got all the ingredients, yet. It has also happened, that I've wondered why some building takes so long to build, as I've overseen, that some special material I didn't had, was needed. But it's no big problem in this game.

Yes, I was lucky, @Abandoned, I have a lot of different seeds. But to be true, it wasn't so much luck. I've build one of @kid1293´s special ports for seeds. That helps the luck a lot! ;)

It didn't happened all too much in my settlemet yesterday. It takes time to build like this.

First picture

Industrial area, still in development. The high grey building in front, is the one that doesn't work.

Second picture

City center in autumn also under development.

Third picture

A farm, another of my "units". They sell their own products at the main road. Fresh food directly from producer! Good stuff!
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Tom Sawyer on November 07, 2016, 03:47:49 AM
Wanted to visit you in your nice and warm colony. But the tornadoes are really bad there. Right at the beginning. Evil.

Your decorations look good. I like the flowers in the cemetery and your market square. Would like to walk around there and buy some delicious Mediterranean food. I also want to try out the Megamod but at the moment not enough space on my ssd.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Paeng on November 07, 2016, 06:33:46 AM
The high grey building in front, is the one that doesn't work.

That should be the Material Warehouse - to store large amounts of Materials such as glass, ores, metals, clay, bricks, building supplies, housewares and more...

I'd say you don't have enough materials yet - most probably other storage areas are closer and not filled yet, so the lazy bums just drop their stuff there...  ;)

* It's one of my favorite storage facilities (together with their smaller partners)... always worked well for me (though I have zero experience with MM).

Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Abandoned on November 07, 2016, 08:34:06 AM
Nilla, I really like that little farm you made with the one cow and is that a chicken coop?  That must be CC. Does the cow and chicken each take one worker?  I always see something I have not seen before.  Like your new town, flowers in cemetery very nice too.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 08, 2016, 02:35:27 AM
Yes, @Paeng, you were right. Now I have 3(!) bricks in that big warehouse. In the description, it says that you can store.... ores... metals...., so I thought that iron and iron ore, needed in that area, would be put there, but it seeems like it's only for the "new" CC material. Now I know, and it would probably have been better to build something else on that spot. But it looks as it belongs there, and I have a few CC- material production sites in that area, so I guess, it will be more, as the town grows.

Yes, I think these small pens are CC. I like them, too. You need one farmer for each, but it's not as "bad as it looks". They produce around 500 eggs/milk each, every year and also some feathers/leather, so one worker is quite appropriate. You need 4 domesticated animals for each pen. They could be "produced" in the stable next door. 

Personally, I'm not so fond of the flowers on the cemetery. They are much too big, except the small violet one (that's ginger; grows wild in the forest and is also a crop). But that, on the other hand, could not be placed on the "right" spot; beneath the gravestone. Yesterday, I made screenshot from a grown man walking through the daffodils on the graveyard. A child would totally disappear.  :-\ ;D

I didn't play so much yesterday. There's not much new to show. I've started to build a canal, (over-) decorated the inn and a few other minor things.


Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Turis on November 08, 2016, 02:49:16 AM
Nilla, you have a sense of landscaping that goes way beyond me. I always stick to functionality without caring about looks. I use my muscles to build the house and you'll patiently make it look better. :)
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Paeng on November 08, 2016, 03:48:18 AM
not so fond of the flowers

True, flowers are often quite oversized... try the flowering shrubs from CC, they are pretty cool - different greens, pinks, roses...  :)
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 08, 2016, 04:22:22 AM
Nilla, you have a sense of landscaping that goes way beyond me. I always stick to functionality without caring about looks. I use my muscles to build the house and you'll patiently make it look better. :)

Thanks for the flowers, but I can't really agree. I would like to have more aesthetic sense. It's hard to find the right balance; some tasteful "right" decorations on the "right" spot. Normally, I never use one decoration piece. Here I know, I have a tendency of over decorating. But it's a test. I do enjoy this game, at least so far. But I can also say; it's not "my" way of playing Banished. Normally I'm an extreme functionalist! After this game, I will go back to that. ;)

And yes @Paeng, I have planted some of these bushes, also quite large. You may see one with white flowers at the house with the Swedish flag in the upper right corner on the first picture.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 10, 2016, 04:28:03 AM
A few more pictures.

Now I play 1x all the time. It gives a good flow. I have a couple of development areas, at the same time. I set a couple of buildings in one of them. Than I switch to the other, to see how much is built, since I last look. Often most of the building commissions are done, so I can go on with a few more. If the building projects are too many, I look to the "gameplay"; take a look at the stores, change crops or products, start some buildings, that were closed......

One thing I cannot understand; As I asked for advice, you said @Gatherer, that you can stop the game for hours and only plan. How can you do that? I don't mean, that it's boring or useless. Just how can you get a picture of the result? Often, I can only build one building at the time. I have to see, how it look like first, before I set the next in the area. Of cause, I have no experience in such a way to build things, but I don't think, I could ever get that ability; to see how things will look together, before they are built.


First picture

These water buildings look a bit like a "slum" to me.

Second picture

Here we have some producers of consumers products around the small picnic area. You can get your fresh bread and the jam next door or a soup in the soup kitchen (if I ever get the ingredients for one of the soup recipes ;) ) and eat it right there.

Left is a second industrial area. Here are "heavy" food producers located together behind the hedge.

Third picture


Another market square and a canal. @RedKetchup; there might be a small "bug". The structure of the water is different at the thin pieces. I marked with the circles.

Fourth picture

Oh no! I didn't know we had any modders from the North!  ??? I'm not so sure, I will produce any of these!  :-\ 
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Tom Sawyer on November 10, 2016, 05:06:03 AM
I had to research what surströmming is ...

A fermentation process of at least six months gives the lightly-salted fish its characteristic strong smell and somewhat acidic taste. When a can of surströmming is opened, the contents release a strong and sometimes overwhelming odour. The dish is ordinarily eaten outdoors. According to a Japanese study, a newly opened can of surströmming has one of the most putrid food smells in the world  :o ;D
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 10, 2016, 05:18:24 AM
....one of the most putrid food smells in the world

Agree!

It's quite popular in the North. And if you happen to be a young woman, freshly moved in from the South, you will be invited to several of those "surströmmingsskivor" . It's eaten with a special kind of thin bread, onions and a special kind of potatoes.  You will need a lot of "hembränt" to endure it.  ;) I can tell, it smells worse than it taste, but enjoy it? Certainly not.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 12, 2016, 03:23:22 AM
Some new pictures

First picture

Look at@RedKetchup´s once so beautiful angel. Vandalism? (or a bug?) :(

Second picture

A lot of mining and heavy industry located together. I thought the industrial workers needed some hobby and additional income, so I built these small sheep pen, not realizing how productive they were. Now, I don't know, what to do with all wool. In the background you can see this......

Third picture.

Don't look too close. I had big problems to get this right. The people seemed to dive and disappear into the peer and up again. I've somehow fixed that, but there are some corners and parts that aren't perfect, but it makes no fun anymore.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Paeng on November 12, 2016, 04:30:27 AM
I had big problems to get this right.

Yeah, working along the waterline can be quite frustrating, and you need a lot of patience if you want to fix things...
We made some demos on how you can counter the weird "sink holes" and stuff, looks complicated at first but is actually quite easy  :)

http://banishedpeople.freeforums.org/about-landscape-cc-quays-take-2-t313.html
http://banishedpeople.freeforums.org/about-landscape-cc-quays-take-3-t314.html

* The Irrigate Mod should be incorporated in MM...
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 12, 2016, 06:01:30 AM
Thank you, but I don't really understand that irrigating tool. Anyhow, I did use the leveling tool and also one good piece, I found at the menu from these "slum houses" buildable on water, that connects the pier and the wood construction. That way at least no one disappears into the pier anymore. As I said, after this I didn't have that much patience anymore, to fix all the edges and corners in a perfect way. I do admire you guys, who can do such things, but sorry! Not my kind of game.  :-\
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 14, 2016, 02:10:16 AM
Some more pictures

First picture

For the first time, I'm really pleased with one of my units. Of cause, the first thank is to you @kid1293 , who created this great mod. I decorated a bit, but not too much. I managed to use the landscape in a pleasant way; the wine and olives on the slopes around the buildings. The only thing that's "wrong" are the wheat fields. I will replace them with corn for the tortillas, as soon as I have the crop. I buy every crop, I can get, I must have 20-30 different but no corn yet.

Second picture

I had plans from the start, to involve this small island in a larger harbour unit, but it's too much work, so this is all there is.  :-\

I can see this game is getting towards its end. I have a few more things to make; I've started to build a train station and I will also build some of the more advanced CC houses, that I haven't tried before. I also had plans to build the White House but I suppose, I´ll better leave it. You never knows who moves in.  :-\ ;)
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Discrepancy on November 14, 2016, 02:16:47 AM
The mission is indeed very nice :)

It is a very nice looking town.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Tom Sawyer on November 14, 2016, 04:56:22 AM
Yep, the mission looks very nice and especially with the wine growing on the surrounding hills. Wheat I find not wrong. Fits well. And I'd like to see the big harbor. But I notice some homesickness in your comments. ;)
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Abandoned on November 15, 2016, 07:20:14 AM
Nilla, I too think your Mission looks very nice.  Please have mission cleric pray for us in this country with white house !  Eager to see how your choo choo turns out, that is my next mod to try. Sounds like some tricky trading in there.  How are you liking the mega mod?  I did not download it, now CC site is down.  I have most of the mods separate though.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 15, 2016, 09:51:38 AM
You are so right @Tom Sawyer! I do enjoy this game, but a rough, Nordic climate, where nothing grows, where people freeze and have to struggle to get enough supply, to make it through the winter. That's more my thing! It's like going on vacation to Italy or Spain (we try to make it 2 weeks each autumn). I enjoy it very much for a while, but after about 10 days, I feel that at home is nice, too and when it's time to leave, I use to be happy.  :-\ ::)

@Abandoned; The trade with Cho Cho isn't complicated at all. It's very convenient and relyable, as long as you sell only a few things and buy only a few things. It also has coins. You sell some things for coins in the station buildings, only one good at the time. There are different station buildings for different type of goods. The only thing you should pay attention to; building a station for the type of goods you want to sell. The train brings what you order, taking coins as payment. As it looks, you can order everything, except seeds and animals (at least I haven't seen any but the menu with the MM is huge, so I might have overseen it). Again only one type of good at the time. After you've choose, what you buy and sell, you must do nothing more. Everything runs automatically, until you want to change the goods you sell or buy. As far as I can see, the prizes are the same, as in the trading port. The train needs a little bit coal and the station a bit wood (for package, I think) but not much. So it cost a little bit, but less than order it by the merchant.

Here are some pictures;

First picture

Railway station area. Of cause, there has to be decent inn close for the people, who are waiting for the train. This one is very nice. I think it's from you @Discrepancy . You make very nice things. The huge barn is also fantastic.

I don't have to buy much, only a little building material. 2 trains and 4 station buildings are too much, but I haven't built any trains before, so I had to test it. I started to buy coal, to be able to run the train, now I buy apples, so I can run the brewery in the nice inn, so I can sell ale in the station...... to buy..... I don't know....  maybe a couple of stones and a little building supply or some fancy homeware.... ??? :o

Second picture

Of cause the inn needs a parking lot. You can also see that I have plenty of everything. Really no need for the trains.

Third picture

I like these houses very much, really nice. I wonder how many people have missed their train, because they stayed too long in the nice "Biergarten" from the inn.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Abandoned on November 15, 2016, 05:19:40 PM
Well that train is very nice, I like the layout of the tracks. The tavern and beer garden was a good choice to go with it.  I like those other house too.  Thanks for tips on buying and selling.  Will keep it in mind.
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 16, 2016, 07:40:17 AM
Honestly, I'm a bit ashamed of the tracks. I'm happy that the train doesn't really leave. If it would, there would be a terrible train accident in one of these sharp bends! I was aware of the fact, that these tracks never would have worked in real, but on the other hand; if I build mills, that never could turn any mill stones, why not squeeze in some railrood tracks, that will cause the train to derail? After all; it's a computer game and not real life!  :-[ :-\ ;)
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 17, 2016, 04:25:56 AM
Some new pictures.

We discussed upgrading a couple of days ago. I've made some. These tests haven't changed my mind about it. In normal cases; I don't like it.

First picture

The marked house is an upgrade from the houses around it. It needs a lot of rope(?) to be upgraded. Why would anyone like to demolish the old house just to build that tiny room on the attic?

Second picture

It looks like this is a Dutch colony; tulips, windmills and half timbered houses.:)

Here you can see an upgrade that might make some sense. The marked tailor building is an upgrade from the vanilla tailor. You start with a small tailor and simple clothes. Later you need more clothes and maybe also want to make more advanced clothings. The place you choose from the start, might be good and an upgrade make sense.

Same sense makes the upgrade of barns. You want to start with a cheap barn. Often it turns out to be too small after some time. In such a case an upgrade might be a good alternative to a second barn. But I would also like to be able to build it directly (I don't mean directly at the beginning of the game, but without the detour of another building).

Third picture

This is something I do like about these maps. Look carefully at the trees. The big trees are all "natural", no decoration trees. I've seen this many times; If a new tree grows (red circle), it's of the same kind as in the neighborhood. I have cut a few of these big trees, but this one, I will let grow a bit bigger, before I decide, if I cut it or not. This kind of trees don't grow here , so I don't know if it's good for the laundry to hang beneath it.  ;)
Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 17, 2016, 04:36:22 AM
I will also show you these pictures.

I wanted my railrood to go somewhere. Not just being a dead track. The rails divide shortly after the first railway station. The tracks right leads to a tunnel and out of the map (That tunnel caused a lot of trouble. The builders started to build and disappeared into the mountain, emerged somewhere far away, and starved to death  :'(  Dangerous work!). The track left leads to a second railway station.

I always like to look at the building phases. This big barn at the second railway station is a very good example. Look at the neat placement of the building materials. The rails will also lead into the barn.

Title: Re: Knightwoodmoor- testing the Mega Mod in a for me completely different way
Post by: Nilla on November 19, 2016, 04:26:58 AM
That's it! Vacation's over. I'm getting back home! This will be my last report from Knightwoodmor.

Did I enjoy my excursion in the world of the Mega Mod? Yes, I did, but honestly; it's not my kind of game. It's slowly getting boring. I'm far from "done". There are some half finished areas, but if it doesn't make fun anymore; it's time to say good buy. I can say loud and clear; I'm not very good at this kind of game. I'm quite pleased with some of my "units", but far from all and also the over-all-picture of my settlement is much too "fussy".  I haven't got the sense of putting things together in a pleasant way, like some of you guys.

What can I say about the Mega Mod? First I was quite overwhelmed. There are a huge number of....... everything. But strangely enough after a while; I wasn't disturbed by the many possibilities; the large menus, the long lists of goods and professions. Sometimes I knew, I had seen something but didn't found it again immediately, but it didn't really cause any trouble. I had no technical problems. It took some time to start Banished and load a game but otherwise; good to play.

Of cause the Colonial Charter does dominate the Mega Mod. You are basically playing an extended CC game. As you might have noticed; CC isn't "my" mod. The main reason is very clear, if you study another thread presented lately: http://worldofbanished.com/index.php?topic=1351.0 . But in this game, I really didn't care much about the balancing. After a while, I didn't even bother to calculate any production numbers. I didn't care, if the running of a building was a "distruction of raw material" or a "disturbingly good business". I tried to produce as many things I could. I also changed the products a lot and only stopped the "worse" production sites, if I was running low on laborers/builders.

First picture

The second railwaystation with the big barn, I showed the construction of last time.

Second picture

I realized some time ago, that I didn't have one pasture, so I started this big farming area.

These travelling vendors are a "nuisance"! ;) If there's a small free space somewhere, one of them will park and offer their poor quality, cheap merchandise. The local tradesmen have tried to chase them out of town, but the people (and I) love them! :) (3 on this picture)

Third picture

This was my last screenshot. Unfinished governmental center. Nice buildings. You might even see that I've played a little with upgrading.

Fourth picture

Oh! A mistake! I'm back home!  ;D