World of Banished

Sightseeing => Village Blogs => Topic started by: brads3 on July 12, 2018, 06:19:46 AM

Title: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 12, 2018, 06:19:46 AM
     this was insane.what started out as some simple tweaking and changes turned into a nightmare.it has been a horrendous,aggravating week from hell.after over a week,i do think i have the game playable.i will in no way say it is right. i did lose a few brain cells thru it all.       

        mods were adjusted to fix issues from Arnetto,mainly oat and EB leatherworks. RK and North upgraded and some specific mods added.  debug tested without the North and more adjustments.mostly to fix icon conflicts. minor and simple but time consuming,

             then began playing and finding issues.find 1 problem fix and cause another.what is more bizarre is the game worked and now it will not with the same mods and order. registry cleaned and full reset of mod order has been done 6 times.finally did get it to play.ran a game 10 years but the climate was too warm. decided to try 1 more time to completely clear the registry.

            as it is now,the North wasn't influencing climate,education,trading,and happiness as much as i had hoped.it has been removed and the nordic mods put back in.TANDY's FLORA mod with patches has been added.the NAT DIV mod is disabled so the RKwild animals will load.

             mod count is 137,more wood and stone enabled for this map.norseman nad FLOA are the main new mods.bannies will die earlier.they become workers at 12 and do have a somewhat different personality.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 12, 2018, 07:02:00 AM
MAP: Elnor,973456810,lakes,ery large,fair climate,disasters off,norseman,medium.   chesnuts,cabbage and radishes
    made an adjustment to the map.where 2 rivers came down together, 1 river has been flattened.Necora's riffle mod was used to fill a gap where it switched rivers half way to the lake.

GOAL: classsified. i do have something special planned.just say it will need lots of stone.

        unkown is how the NORTH happiness works or interacts with other mods.Norseman mod added.also this is my 1st test with the FLORA mod.

--------------------------------------------------------------------------------------------------------------------------
YEAR 1-3
             

                           the plan for the 1st 5-10 years is simply to survive and build an indian village. 2  hunters are sent to hunt bison.the leather will be needed for the huts and teepees.1 family doesn't have a teepee by winter.the climate is still off.it hits 70 before summer.fall is late.this helps our crops and will certainly help any orchards.winters are short.when it snows, it is almost white out.the no rain mod is not helping against blizzards.

                       the builder is kept busy thru year 2.most of the service buildings are built,waiting for workers.a sauna or medicine man's hut, market,and school.an herbalist,bee keeper,and a chesnut orchard have been assigned workers.the laborer stops to stock the market before harvests.a cemetary,several wells,and a bon fire are finished.

                     in late spring of year 3,the 1st pair of nomad indians arrive.1 becomes our fisherman the other the teacher.by now work has started on walls.there have been bears nearby to the east. 

pic 1: map settings
pic 2: map start
pic 3: terraform adjusted a river.
pic 4: year 1,the elder wigwam is just decorative.
pic 5: near white-out blizzard
pic 6: east wall is started and many service buildings are already completed

note in the last pic: those square odd looking blotches scattered around by the trees, totem pole,and behind the barn are the empty space block squares.in the snow they look like something has been set for construction. these do have a place like when they are used under decorations.any space also allows herbs and foods to grow which the bannies gather in winters.hence i don't use the block squares very often.
          the bannies protest too as they use fences to keep livestock from being lost or to like here keep bears out.they say they work hard enough why do they need to walk farther? they are their friendly and neighborly and don't mind folks taking shortcuts as long as they are getting work done.they don't have any crime since they banish those or use them for bear bait.
         don't take me wrong. i do like suggestions. there were other changes made from it that i do think worked. there are invisible roads to the workshops between the fields and teepees.the village center is larger and looks better with the service buildings grouped together.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Nilla on July 12, 2018, 08:47:17 AM
Quote
and do have a somewhat different personallity
How?
If you use Norsemen have you also the modded happiness ? Or was it what you meant with different personality ? 

And Brad, don't complain about your struggling with all of your mods, you'll know what I would say, don't you?  ;)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 12, 2018, 10:50:42 AM
"anyone in their right mind would have gave up"? it actually is going smooth now.was quite freaky for a while though.

      norseman is loaded.they do seem to be students for less time. 12-15 as opposed to 10-15 or 16.in the last test,the only long test i could get out of it all week,the indian bannies had issues.they had 3 deaths in 5yrs. then they refused to live together. that wasn't ment to sound like a problem with the norseman mod.as much as it changes ,i am sure there will be differences to the bannies. besides TOM likes to make thngs interesting with some odd unforeseen  change.

     i already miss my set up,NILLA. i spent minutes looking for the thatch hut that  isn't enabled. the storage barns from the North aren't here either.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 13, 2018, 06:27:09 AM
YEAR 4-6

          so far so good.this map left us backed up to a mountain to the north.it worked good for the chesnut orchard and bee keeper.however the village isn't going to be very square.i'll angle the west wall to it.along that will be a pen for the horses.the pair of nomads in year 4 became a laborer and the medicine man,the sauna is enabled.the cermonial burial ground was built near the cemetary.
       to the east of the hill, the indians set up their training camp.by summer of year 5,the indian village has been built.still need to decide what to do with the space to the south.we don't need  a field as there is still 1 field unplanted.the indians would like to add a smokehouse,a butcher block,and a still.those will have to wait.  while waiting for more leather,the indians have time to clear trees outside the walls.
       hunters work the towers at the village gates.extra hunters are sent to clear bison and elk to bring in leather.health has improved with a full time worker at the market. there are 7 food workers and 4 service workers,including an herbalist.5 laborers keep the builder supplied.there are 10 houses plus 2 decorative elder wigwams.there have been nomads at the well each year since year 3.none have arrived at the mini townhall.

pic 1:burial ground
pic 2: 5yr stats
pic 3:warrior training
pic 4: indian village overview
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Gatherer on July 13, 2018, 02:58:06 PM
Nice little settlement :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 13, 2018, 03:01:40 PM
that's not a settlement. it is a indian village.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 14, 2018, 06:30:56 AM
YEAR 7-8

           there is always a  leather shortage.never enough for clothing as it has been used to make teepees.there is furs and beeswax stockpiling as well as some minerals.they do consider a small trading post.before it can be decided,the south wall needs to be completed.4 nomads arrive and are put to work.they will work outside the village to gather foods and the flora items. a new flora gathering hut will work the west and an FO. gatherer to the east.the 3rd field is finally planted in cabbages.

        education drops below 50%. as it did the school started to graduate students at 15yrs old.soon we will need more housing but will have better workers.at 3 stars,the happiness has not had a negative affect.fields still produce quite well.since they chose to use wood tools,the limit was doubled to 100.

       in spring of year 8,a meeting is called. a brave  volunteers to dig for arrowheads.they hope they find favor with the gods or else they will find poisoned arrows.there are rocks to be cleared to the east and west.ths will allow more plants to grow.a forester will work the east to keep the woodcutter supplied with logs.a mini trade post will trade the beeswax,furs, and ores. they now had a plan.

      the work was interrupted as 5 settlers arrived at the mini townhall.they had been sent from the landing fort to survey and begin construction of  a training  fort.the fort was to go to  across the river south of the lake.it would train scouts who would explore and in time escort citizens to begin more settlements.  Ottie,his young brother X and his wife Artursa,their younger sister Bell,and Artursa's brother Ston.they had a job,as it was thick on their side of the river. as soon as their tents are set up,a boardinghuse will be constructed.

       soon after a tribe of indians stopped by to vist at our village well.seeing we were short on leather they chose not to stay.they were headed to a place where mountains went thru the clouds with mountain goats and the snow never melted.guess they figured it would be cooler there.

          we offered to send a guide to help the settlers get their tents set up and they would send us logs.Ottie would stay and learn from the indians.the braves were happy to show him around.

          the indian village grew by 2 teepees. 1 used arrowheads.the native buildings do require different materials.some leather,some artifacts,and some muskets.the longhouse will need 1 native artifact before it can be used for storage.a FLORA flax gathering hut works the west.though they don't fit the indian's style ,they were needed to try and boost clothing.a fur tailor  from the pine mod will most likely be needed.

       the mini TP has some issues. it stores copper ore and fur but not beeswax and fodder.

pic 1: new flora gathering huts work the west
pic 2: FO gatherer works the east
pic 3: mini TP
pic 4: a fort has been started
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 15, 2018, 03:59:36 AM
YEAR 9

         after collecting 37 arrowheads,the adventurer indian found a poisoned 1.that is our 1st death.the indians had gone out farther  to gather flax.unfortunately they brought back none.hence a  fur tailor wi be built. that wil also help the trading issue.a tiny general TP will expand the mini.
        4 more settlers arrive to for the fort.they brought some livestock, cows,chickens,and sheep.they took time to build the animal pens before they built a saltbox house for the fort commander.a small shed and stone market would work give them storage space.
       
         the indians found an artifact and upgraded the longhouse.the tailor made enough coats for everyone between pelt and furs.they had found some flax and a linen weaver was added to the village center,there was enough flax for only 2 coats.

     now NILLA i did say these norseman indians have personalities of their own.this squaw and her 2 children have been kicked out twice.they went homless for no reason except maybe the husband got one of the others pregnant.they settled into another home and a few minutes were homeless again.a young squaw died during childbirth and Mire has taken her youngest child to go care for the orphan and his father.

pic 1:expanded the TP
pic 2: livestock for the fort
pic 3: mother and 2 children have gone homeless.this happened twice for no  reason but did stop.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 16, 2018, 05:54:40 AM
YEAR 10 REVIEW

         there are 13 houses at the indian village and 3 at the fort.population totals 50, 8 citizens live at the fort including 3 children.1 trader stocks both trading posts. a log cart vendor now moves logs from the fort to supply the blacksmith and woodcutter. the fur hut made enough clothing for everyone to have coats.the village does have extra workers trying to gather food,herbs,and flax.hopefully removing the rocks will help.the mini forester will plant some trees. the school did help hold the education level above 40% with the many nomads.
      we do need to increase food outputs more soon.we need more fruit.the workers breaking rocks up to move spooked the animal herds.

      phase 1 went without much issue.the indian village is stable and taking care of most production. the colonial training fort is started.the flora mod has brought in some rose hips,wild oats,and flax. the food production per field is down from uneducated workers.even so it is decent with the warm climate.i haven't noticed the norseman happiness affect things.maybe if everyone was educated it would be more noticeable.

        the main goal for the next 10 years is to get the fort built.it should become a production power improving the tools. farms will extend  south of it.to do that we will need some good trading for new seeds.     

pic 1:year10 stars
pic 2: production
pic 3: inventory
pic 4: citizen graph     
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 17, 2018, 06:23:06 AM
YEAR 10-11

            the indians will plant a 4th field. they also send a 2nd worker to pick apples and collect honey.that leaves the fort with 1 builder and 2 laborers.as workers  wait for materials they will help out.
      the fort has its work cut out for them as the landing fort has sent 12 new settlers,8 workers and 4 children. a blacksmith and tailor,teacher and her husband,and 2 farm families.they will clear and level land for fields and pastures.it will take time, but the northeast corner is protected by a mounatin oacross the stream.before the fort can be built,food needs to be stocked for future settlers.
       a school,tiny townhall,workplce tailor,and NMT blacksmith are completed/ as soon as the blacksmith starts makin rough tools,the tool and clothing limits are increased to 200.3 fields will be ready for planting.

        a small indian tribe of 9 passes by. we considered asking them to stay.as much as we need workers,we need food 1st.nomads will only be accepted every 3 years.this should give time to build reserve stocks of food and supplies.it will also help hold the education level more stable.

      laborers will be an issue as the indians do have deaths from the burial ground frequently.they did find more native artifacts and 1 each is stored in the trading posts. they will stop work there temporarily.

pic 1:clearing and leveling ground
pic 2: fort center.tiny TH and school.
pic 3: farm corner

   
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 18, 2018, 03:15:34 PM
YEAR 12-14

            slowly the trader adds coats and wood tools to the trading posts.he does bring in small amounts of food now and then.
            a bridge is added to the east and roads extended.housing was added to allow the original fort surveyors to move out of their tents.they were replaced as decorative tents.
     
             nomads will have to wait until we get more food stored.laborers are slow at gathering and hunting and fishing aren't producing enough food.don't think the low production is jusy lack of education. actually think the happiness change is making them idle more.
          1 field has been added to the fort.more land will be cleared for fields across the stream to the east.tool and clothing limits were raised to 300.hopefully we have more for trade.the flax tailor was stopped to help cut trees.

      food starts to increase.by winter it is back above 5000.the 2 east fieldscan be planted by spring.

pic 1: east bridge
pic 2:1st east farm
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 19, 2018, 06:01:41 AM
YEAR 15-16
   
         now that food is increasing,work begins on a multi and a marble quarry. we will need coal and iron for muskets. the marble will trade for seed.a doctors office and herb garden will inspect newcomers.a magazine will also be built.

     15 settlers arrive.2 will fish the lake,2 will farm,the  doctor's wife will grow the herbs.

pic 1:year 15 stats
pic 2:doctor's house and hospital
pic 3 2nd east farm
pic 4:fort fishing pier
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: kid1293 on July 19, 2018, 01:21:11 PM
Hi!
Not many comments on your blog. I always read your stories and would hate to lose them.
With your approach of having all kind of mods it is always varied and fun to look at your towns.
Keep them coming! :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 19, 2018, 02:16:24 PM
thank you.this 1 is planned to be very different. several mods added just for this map. it is going slower than i wanted due to lack of food.this is only phase 2. there should be close to 10.if i don't kill the memory on the way, it'll probably take over 1000 bannies to get there.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: kid1293 on July 19, 2018, 02:44:34 PM
 :D Hehe, I can handle a few hundred bannies, not more!
Good luck! :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: RedKetchup on July 19, 2018, 09:27:50 PM
i always read them or at least check all picture :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 20, 2018, 08:00:59 AM
glad to hear someone is paying attention. i have tried to label pics different at times if i find something odd. it does go slow for the moment but will get better.
       food here has been harder to produce. there are several differences causing it. TOM's happiness norseman need educated more than the bannies before.there is climate differences too. the growing season is warmer and longer but the RK crops produce less than CC's did.a fair setting plays like a normal mild, but with less outputs.

   for lack of a better explanation ,it is like the game took the North and did an average of it and CC and the RK.without the North mod things went way  left.caused a bigger change than i expected. as i get more used to it,i should get better at adjusting to the changes.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 20, 2018, 08:02:23 AM
YEAR 17-18

          while the magazine is being built,the laborers begin to clear land for the south wall and more roads are layed out.then the 2 side gates will be built.

         finally the merchant has brought strawberry seed.those will help our health.we have gained squash and strawberry seeds.

       a weird glitch slows us down.there is 8 spaces that we can not build on nor level.i tried to run a road over it and had them remove it to see if that woud solve the issue.it has not worked either. thought it was a road that wasn't finished or needed finsihed before it could be deleted.anyway it is dead space and will be worked around.this does delay the south  wall.

pic 1:east gate
pic 2: west gate
pic 3: a weird glitch.dead space can't be built on
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on July 20, 2018, 08:10:38 AM
I also read the blogs/village images from everyone but sadly not respond much on them  :-[

You are a die hard @brads3 with using so many mods together but sure a good thing you won't give up on it. :)


Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 20, 2018, 09:24:49 AM
EMB,you is late to the party. you was on vacation when i started planning this.i did add a couple of your mods for this though.this map has been treacherous.took too long to set the mods. even now somethings seem wrong.mostly climate and nomad counts from KID's well. challenging but not game breaking.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 21, 2018, 06:50:02 AM
YEAR 19

            a cemetary will go near the dead spaces.before they run the south wall,i needed to do some fixing and leveling to the river patch.a placer mine will go there and 1 on the main river.1 for gold ore and 1 for silver.another farm house and barn are needed to the east to empty everyone from the barracks.they have 1 large family living there.
            i figure we need at least twice as many houses and workers to run the fort.food shortage did slow things down.it is behind.there is also material needs to build the fort pieces. military supply,building supplies,coal,cloth,and iron.

pic 1: east placer mine,note the snow covered water patch,even thou i leveled the ground when i debugged and tweaked the river,much of the ground had to be re-leveled to  build on it.

pic 2: west placer mine

pic 3:far east farm.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Nilla on July 22, 2018, 03:12:33 AM
I usually read all your blogs too. I like it very much. We play very different and it's always nice to see, how it can be done with a different approach.

Of course it's harder to produce everything here with Norsemen. As I looked into it, you lose production between 10 and 35 % when your Bannis have 3 stars happiness compared to 5 stars. It pays off to try to make them happy.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 22, 2018, 11:09:24 AM
hi,NILLA. yes and no,here with the lack of education it is hard to say it is the happiness. as education drops below 40%,there is less food. think it is a combination of several changes. i had hoped to get things stable with 3stars. the indian village was.when i tried to expand it has become more challenging.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 22, 2018, 11:17:25 AM
YEAR 20 REVIEW

          yes we are behind on getting the fort built.it was neccessary to get food reserves built back up.100 citizens in 26 houses.education is up to 42%.health has also improved.we need grain and livestock.food limit will need to be raised this year.
         as we add nomads,farming will expand.hopefully we can add some production buildings and increase trading soon.the indians do want more houses and a small still.

        other than material needs,the fort should be completed soon.then i can start phase 3.if something doesn't work well,i will start farms south of the fort.the east has a nice area to set up more mines.to the east of the last field, a mountain juts out from the map edge.there is plenty of space going south to the lake for farms.that should leave room for at least 2 forests near the jut out mountain.

       even with only 3 stars, things are stable as long as education holds above 40%. as soon as i expand, it takes lots more bannies to produce enough food. 1 big difference seems to be the laborers work slower.
 
pic 1:year20 stats
pic 2: production
pic 3: inventory
pic 4: food and citizen graphs
pic 5: far east mine mountain
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Nilla on July 23, 2018, 02:13:18 AM
Of course the laborers work slower. That's the effect of the 3 stars. No education brings less production; less food from each tile, less firewood from each log, less stone from each rock, less clothes from each textile. .....

The missing stars make everyone work slower; from time to time, they need to go to a suitable idling spot. If there's an idling spot close to the work place (or if the closest idling spot is very far away) they don't spend much time on the road, and you don't lose much production. Maybe at the beginning of the game you didn't have any idling spots, people just made a brief brake on the place they were and you didn't lose much production. Later after you've built some markets, trading ports or other buildings with a happiness circle, they will spend a lot of time walking between workplace and idling spot.

It may take "for ever" to clear land. A Banni makes one cut, then walks to the market to idle a short time, walks back, makes one cut, gets home to eat,  back to work,  makes one cut, and again need to idle.....With only 3 stars you'll need a lot of patience. Believe me, it pays off to make as many as possible happy!
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 23, 2018, 07:13:39 AM
YEAR 20-21

         the indians will get 3 teepees and a still to make honey mead.they add another small beehive near the orchard to have more honey.all their workers can be put to work including the burial ground.they do have plans to trap deer and have built a stockade pasture.they say the bears are scaring the deer so this will help keep them from running away. the indian village is completed.

      while the builders were busy with the walls,the laborers hauled supplies for the 2 smelters. along came 9 settlers. a small group for once.6 adults and 3 children.2 families will move to the mine and production area.it still waits for iron,2 will start working the placer mines for silver and gold ores.
     we traded for 4 chickens and a open run was set in the farm corner of the fort.it might need fenced later.4 more houses have been added,2 to the fort and 2 to the mines.they will work as laborers until we get some iron.

     happiness did go to 4 stars for a short time.not long enough to have an affect.

pic 1: honey mead still and a extra beehive
pic 2:indian village overview
pic 3: smelters
pic 4: south gates and wall
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 24, 2018, 07:34:31 AM
YEAR 22-23

         we'll add a fort blacksmith to make muskets and some wells.the laborers are busy plowing 2 more fields.

          should point out that this is the CC plus the frontier addon mods. the frontier had some production and storage issues.hopefully they will fix them soon and update the modular mod. hence,my build requirements are from the CC. most anyhow,as the teepees are a mix of the 2 mods.the fort pieces are harder to build but will work  better. i do wish KID would add to his pantation fort set.it will be interesting to see  what he and ABANDONED have came up with.

          17 settlers arrive.they are ready to mine.too bad they didn't bring iron.a pair will start the smelters.the rest will move east and work to increase food and mines.it is probably the wrong move but will speed things up. it will hurt the food reserves but push ahead on other things.
       the farm village will get a town center with a school,church,and a market.an RK random mine is dug.more fields wil be planted.food will drop for a short time while getting this area built up. a nordic wharehouse will serve the production area.this will take time and hopefully the food recovers quickly.

pic 1:RK random mine and start of a production village
pic 2:farm center for the east farms
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 25, 2018, 09:49:54 AM
YEAR 24-25

         we can plant corn finally.we also took in a lot of food by trading. wow,that was a push. i do hope food will increase soon. the payoff is the random mine and a sawmill.we can split the chickens to the new pasture.the indians trapped 4 bison.a stable has been added to the fort, but needs fencing and our food will need to improve before we feed them any corn.

         a cemetary,tavern,and fishing is planned for the farm center.for the tavern i'll make my own.an old NMT ake stall market,some wood walls, and a roof over. it is rough but will keep them happy.food is gaining just not fast enough.there is a granny park near the chapel.

         yes there is a lot of clean up and some decorations to do.for now i need to keep pushing food up.

pic 1:farm center now has a school,market,and chapel with a small park.
pic 2: year 28 stats
pic 3: rustic self-made tavern
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 26, 2018, 09:26:27 AM
YEAR 26-27

           that was scary.i almost bailed out and restarted the save.as it is, the food is recovering.that was a daring push.more fields and a larger pasture will be cleared.

         i did check on the indians. 16 yr old students are showing some happiness.even thou they walk to the fort school,and have no church there were 2 with full happiness.evidently,lack of education will bring happiness down. seems to be more ways to get them to full 5 stars than needing all catagories covered;ale,spirit,diet,trader and market. i can't say which affects production more, happiness or education.hopefully more players use the happiness and we can debate which should have more affect.

        since we are out of iron ore,the multi mine will need to be dug.for now the fort BS will make wood tools.the other mini workshop will stop making coats to make stone tools.this should solve several issues.the iron  will help.the pasture was on hold until the tools were more stable.

         i did make adjustments to the mod order to try to figure out the nomad counts. the nomad well brought small groups but it does jump and send larger groups.i had a group of 9 then the 17.once it jumps the next few sets will also be larger.in this case, the set at yr 26 was 15. reloading the save before the large group might have reset that group smaller.not sure why it does that or if there is more of a range to the random number of nomads than i think.

       nomads are a double edged sword. they are needed to speed the game up and to expand.at the same time it takes several years to over come these larger groups.many are sent to clear fields.then i try to use some to build more at the fort and others to gain towards future ideas.all that while RED's  education and TOM's happiness works against it.it is a battle of wits.
   
pic 1: multi mine not much to show but it does work out.we survive and build tools and food up
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Nilla on July 27, 2018, 03:27:56 AM
I don't think we need to debate if happiness or education has the larger impact on the production. I'm sure it's impossible to say in general. For most professions, it's easy to calculate how much you lose if a worker is uneducated. But it's different depending on the profession and the mods you are using. How much you lose with unhappy people variates much more from one production site to another. My guess is that in many cases education is more important but not always.

I think, that it's quite a challenge to play like you do; with a low education and a low happiness.  It pays off to educate people and it pays off to make them happy.

And you are right in your conclusion, that you don't need  all of the happiness buildings to make some people happy. If the living conditions have been good all the time, you need less.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 27, 2018, 08:25:10 AM
GM,good to see you up and about.how is the leg and healing?here i can say that education has a bigger impact.what i found odd with the jappiness is there are some full 5 star happy without much work.just a little mead.i never changed the luxury liit from the 500. there is a sauna for health and the cemetary but no church in the indian village. the farm center had a church with no worker for a while. and now it and PR have workers at the churches. i was experimenting.

     when i start the game, i don't worry about nothing except getting a base of supplies and houses. like a group would do in RL. they worry about survival 1st not schooling. the game doesn't take into accound hands on education like RL would have.TOM did have the North follow that idea before. the production drop off due to the ack of education isn't wrong though. in RL,it takes time to build soil,get rid of sod and rocks,and learn which crop will grow in different soils. over time a person would learn where the best roots and berries grow.you can't walk into new forest and know that.much of the RL learning is experience.

        you are right that different mods require education more than others or there is less impact for not having it.some crops also are different.  most are not huge or major.if i find a crop that is i don't plant many fields of it.some are noticable and consistant from map to map.some mod order will change from game to game. i haven't tried to totally master whcih will produce more.that isn't the main reason for placing buildings.

           since i am not a modder, i can't say how hard it would be for others to add the changes or if the norseman mod adjusts the other mods already. i would like to hear other players ideas though.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 27, 2018, 09:00:45 AM
YEAR 28-29

           plans don't work in banished.i wanted to finish the fort before moving on to phase 3.however,the need for items and more population is slowing it down.i don't want to build the production area too far since it will need lots more food.i will try to stabilize things by year 30. as the schools graduate bnnnies and materials are taken in trade, the fort can grow..a blacksmith to supply the quarry workers is needed and  more houses.the  bannies will clean up around the stables and add  fencing.a Slink industrial market will help supply the fort with iron,logs,and other materials.it is a 1.06 mod but so is the CC.i  want to keep it at 10 laborers supplying 2 builders for now.they are quicker at that level.

       tool and coat limits are at 400.the smelters can be be put to work.the sawmill will cut firewood.another field and chesnut orchard add to the farm center.

pic 1: larger bison pasture
pic 2: jam house
pic 3: the domestic animal stable.this has issues still.will cause crash
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on July 27, 2018, 09:47:12 AM
           since i am not a modder, i can't say how hard it would be for others to add the changes or if the norseman mod adjusts the other mods already. i would like to hear other players ideas though.

@brads3 so what you are saying is all the modders should add happiness to their buildings for those choosing to use norseman aging mod (sounds like a cheat for those using norseman), and for those not using norseman the vanilla unhappiness factor that there is would be in all likelihood removed, altering their gameplay and added a complication for the other modders.  There are plenty of vanilla buildings and other mod items that add happiness.  :)  One of the good things about Banished is the ability to choose, not to have something unwanted forced upon you.  If a mod makes you unhappy, don't use it  :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 27, 2018, 12:24:39 PM
no, i actually said i would like to hear input from other players on the happiness idea.more input and debating ideas would improve it. TOM added the happiness controls to the norseman so happiness is more important and can be influenced more.before when you check the citizen graph you wouldn't see much difference. now there is a noticable difference to the graphs. this is the 1st time i layed with TOM's changes.i can't say how much affect TOM's coding has to other mods. can't say there is X% of production loss. from what i see it isn't changing all mods.

       yes you do have a choice. that was where i said "debate". that way others would give more ideas and opinions. i do wish you would try it as it would be good to hear your perspective. in vanilla ,we never had to consider happiness.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on July 27, 2018, 12:57:24 PM
@brads3 I am well aware of what TS norseman mod and happiness rating is.  You also mention here and on another thread wanted other modders to pick up on it.  And I as a player gave my opinion.  Funny I seem to recall their is happiness to consider in vanilla, that is why we build cemeteries.  ;D
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on July 27, 2018, 01:19:04 PM
Not sure but if Tom is the only one who changed some happiness code then all mods underneath it should take it over.
If other mods also changed happiness stuff it probably will be highest in the load order "wins".

But I am not so sure about all those load orders anymore either. I mean it is important but some files seem to be loaded anyway even when under a mod with the same filename.
I was almost sure before I tested Kids HO to see if another Mod above it without the fuel flag in the storage cart would deny the firewood in the cart and was stunned to see the firewood was in the cart.

I double checked my mod to make sure it had no fuel flag and it have not. So either the game still takes the top Mod one but if something is missing from the top one it adds it still into memory from a mod below like what seem to happen with 1 of my mods and HO.


So for example: My mod was top of the list and HO right under it. The game reads my storage cart file without the fuel flag and stores it in memory. Then it reads Kids HO storage cart file and all is the same except that added fuel flag and load that bit also into memory. Not sure about it but it looks that way.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: galensgranny on July 28, 2018, 12:28:41 AM
Regarding the Happiness, I loaded the mod that is supposed to show the happiness radius of buildings, but it doesn't work with many buildings.  I wish it would.  I am not sure why it doesn't.  So I just estimate it and hope for the best.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 28, 2018, 06:06:53 AM
YEAR 30 REVIEW

             POPULATION has grown to 156 in 47 houses.healthy and 51% educated.though at 3 star happiness,several educated indians do show full 5 stars.there is no church in the indian village.the farm center church does not have a worker.as the bannies produced more strawberries,there was more honey to make mead.that did help. there were more nut trees planted to help their protein intake as well.

               the fort does have a stables to produce domestic animals. it waits for more corn before we feed it. a jam shop and fort blacksmith are built.there is much placed and on hold waiting for materials.the star corners need cannons.the bakery,gem workers, and Pilgrim's rest require iron.it will function and can trade gold guilder as more is processed.some of the silver coins will be stored to pay future fort workers.

              as the east farms produce more food, more mines can be dug.soon the mines can supply iron and coal for the muskets and cannons.there is plenty of space between the lakes for more fields and houses.they have chickens and bison. there is strawberry,squash, field berries,and corn planted.we do have vegetable seed.

            phase 1 was the indian village. a start base to bring in nomads and launch settlements.phase 2 was the CC fort.it has expanded to produce materials and increase trading.there are about 7 more phases.a long ways to go.phase 3 will go north from the indian village across the main river.as it is built,the fort will stash materials and construction should get smoother.

pic 1: yr30 stats
pic 2: production
pic 3: inventory
pic 4: food and citizen graph


Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 28, 2018, 06:09:53 AM
YEAR 30-31

            the multi mine dug out enough iron for the marble quarry to be finished.that will be a huge gain.

             a group of 13 canadians have arrived. they move into the barracks.6 couples with 5 children. they were sent to establish a french fort north of the river.no this map isn't to be all forts. it will work out while materials build up.while they wait for a drawbridge and roads,they help clear trees and rock from the fort.

        the hardest part will be getting it started. the workers will take time to cover the distance and get clearing done.once a few houses are built it will go quickly.a wharehouse and loft for storage .a lumber cutter,furnace, and  the governor's house townhall.the furnace will smelt iron ore into iron.2 fields are cleared for cucumbers and sugarbeets.5 houses are finished.they need 1 more to empty the barracks.

      durng this, food did increase. the field berries are producing very well.even without them, the farm center has food over 10,0000.pigs were traded for as well as the 2 new seeds.

pic 1:marble quarry
pic 2:port royal start
pic 3: PR housing
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 28, 2018, 06:35:58 AM
Regarding the Happiness, I loaded the mod that is supposed to show the happiness radius of buildings, but it doesn't work with many buildings.  I wish it would.  I am not sure why it doesn't.  So I just estimate it and hope for the best.

other than the normal circles for the hunters,gatherers,and markets ,there are no circles for happiness on my map.the mines .blacksmiths,nor the churches even have no circles. you bring up a good point.i tried not to change my play style too much.wanted to see what affects the happiness would have.  i went with town centers and built around them.there are many houses outside the market circles though.it  is working since health is 5 stars.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on July 28, 2018, 06:56:10 AM
@galensgranny

The radius is set in the buildings template resource file.
The modder have to know the names of all the building template files of all buildings he/she wishes to override to make overrides.
The override is rather easy to do if all names of the template files are known.
Below is the code what set the radius and to draw the circle.
Most modders comment the second line out for many buildings where the circles are not so important like blacksmith, tailor and stuff or the whole radius segment is not even there. Luke did the same for some buildings.
Mostly buildings with a happiness factor or detraction have the circle shown like Tradepost, Market, Church, etc.
But also the gatherer, forester, hunter buildings have the circle shown by default.

Code: [Select]
RadiusDescription radius
{
   int _radius = 24;
   MaterialInstance _decalMaterial = "Terrain/TiledDecals/SelectAreaMaterial.rsc";
}
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on July 28, 2018, 07:02:35 AM
You are correct @brads3 that quite some modders have commented the circle out because if I am correct (It is a while ago) quite some players did not like all those circles and wanted them gone. I am not sure it was because some modders put circles on many buildings by mistake (It happened to me) because of copying a file from Luke and just not thinking about it to delete the radius part so it showed a circle.
I have to go over my code for some buildings to check if I commented out some circles too.

I am pretty sure my markets, mines, quarries, and the gathers/hunter/forester have the circle though.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 28, 2018, 09:17:53 AM
i don't see a radius for the new quarry but i can understand why. it is a quarry but an be changed to a resort. 1 would make un-happy the other adds happiness.  the lack of circles doesn't bother me. this is mainly an experiment to see how other mods react with TOM's happiness. so far lack of education has a lot more affect than happiness.however,laborers do seem slower. with just a little  mead,the indians jump from 3 to 5 stars. doesn't seem to be a middle ground.the ale limit is still at 500.

      the happiness is a small part of this map.i just recounted, there are 10 phases.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Nilla on July 29, 2018, 04:25:26 AM
You've mentioned the ale limit a few times. I never understood what you meant. If I look at your last statistics you have 500 in store, while used and produced about 200 each. So, what's the fuzz about the limit?

Maybe you can use the BL mod that shows happiness radii. As @embx61 says; many modders have just taken the visible circles away, not the effect.

You asked about my foot. It's OK. Soon I have made the half time. After a few days, I was comfortable enough with my crutches to walk the stairs. But I'm not supposed to sit too long with my foot down,  so no Banished for some more weeks.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 29, 2018, 08:50:00 AM
cause i lstened to you say having ale matters to the happiness alot, the radius circles i can live without. i have tried a few things to see what would happen to the happiness.added a church with no medic,added medic with no church,etc.so far not much affect.they either have 3 stars or 5 stars.i just report what i see. don't even have an opinion yet.

glad you are feeling better and can move around.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 29, 2018, 08:56:02 AM
YEAR 32-33

          in spring,there are extra workers still so cleanup begins at the port royal fort.i do need to see to run roads.a mill,bakery, market,school,church,and a fishing pier will go inside the fort.though easier to build,some of these buildings are on hold. the bakery and mill will wait for wheat or oats.a pine forest will be needed to supply the blacksmith and furnace. 1 drawback to the blacksmith tool mod is it doesn't override all blacksmiths. since half their workers have nothing to do,they can work as builders and laborers.in time i can expand and build sherbrooke and work north for the maple and pine forests.

     to increase logs,the workers have cut a lot of trees near the CC fort.

pic 1:PR workshops tailor,blacksmith,smelter,bakery,school,lumber cutter and storages.
pic 2: PR mill and church
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on July 29, 2018, 09:03:35 AM
@brads3

The quarry and a couple of other buildings I missed the circle.
I was missing to put the the code into the UI part of the Template file.

How it works is like this.
No radius code at all is no circle/radius value at all.
With radius set but not the circle material you have the radius but no circle to see so a bit hard for players to judge the circle.
With radius set and the material you only see the circle if you want to place the building.
After placement no more circle to see. (I had this in a view of my buildings because I missed adding the code to the UI section.
With radius set and the material and also put 1 line of code under the UI segment of the template file you see the circle when placing but also if selecting the building.

I fixed it for all the buildings what need a circle.
The resort and quarry does not matter. They each have a separate template file so the circles will not interfere.

As it is not game breaking at all I will wait a couple of days to find out if there are any other bugs/mistakes I have to fix before uploading new versions so all the circles are shown for the buildings which need it.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 29, 2018, 09:42:24 AM
good explanation. so if a modder deleted the radius lines,the building would have no affect at all? where as they could delete part of the code and turn off just the circle but not the effects.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on July 29, 2018, 10:39:57 AM
Yes, if the radius is set, for example radius is 30 then it works but without the show circle material code the circle will not show.
As I said before some players thought in certain buildings the circle a bit overkill, mainly churches, and trade ports I think so the circle material line was commented out but the radius was still used.


Lots of buildings not need radius at all, like town hall, houses, blacksmith etc because they have no happiness effect.
Hospital have a radius too but was commented out together with the happiness code in some mods because all those idling bannies around the hospital spread the disease faster.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 30, 2018, 06:05:23 AM
YEAR 34

        as corn is now over 5000,a worker was sent to feed the stables.as the stable was turned on the game crashed. 1st replay the last 2 yrs.then check and the stables does store corn.next step is to continuously save this until the stables produces or crashes.it uses the corn but can not output a domestic animal.debug checking the inventory also shows no domestic animals. i'll make notes and try to adjust mods to fix.with the stable disabled,the crash stops happening.this does stop the animal pens from sherbrooke as they require the DA's to be built.

      the population shows there are more graduates and 6 houses are needed.a tiny mine to bring in iron will be built and another field cleared.slowly, i want to work east to set forests.land in that section can be cleared for logs and stone.since we have the workers,a building material trader from the RH set will be added near the mouth of the river to the CC fort.a candle maker can begin work in the production zone.we can ship gold and silver coins and take building supply and hopefully firewood in.

     with the 2 churches enabled, happiness climbed half a star.food increased to +7000 more than used.the happiest are the indians.the farm center has a lot of the educated farmers.they show 3 stars. so far education matters more than happiness.

pic 1:tiny iron mine
pic 2: CC fort hoiusing boom
pic 3:yr 35 stats
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on July 31, 2018, 06:10:25 AM
YEAR 35-36

          now that the CC fort and mining is working well,i'll head back north to build the trading post for port royal and move a field.a small group of 10 nomads will join them.8 adults and 2 children.they are forest workers and gatherers.to build sherbrooke ,they will need the logs for lumber.

       a maple forest and vanilla will be worked.i want to see how the FLORA mod works with the forests.a bee seeker and new plant gatherer will be built with the pine hunter.the FLORA workplaces will cover both forests.colorful cabins and storage should keep them happy.
       in fall i sent the workers to clear around the production area. this keeps the farmers close to their fields so they won't get too lost.plus with it close by, they do get everything moved quickly.the traders took in  firewood and barley,onion,blueberry, and grape seed.

      while the work for the foresters went on,iron built up.there is enough to finish digging the multi quarry. the laborers will concentrate on getting more trees cut and increase the log count.with trading ,we took in enough materials to build the fort quarter master.several houses are completed and a mill.the fort can start processing hardtack for its workers.the pace has picked up. 

pic 1:maple forest and hunter
pic 2: flora gatherer and bee seeker
pic 3: quarter master
pic 4: CC fort bakery and a mill
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 01, 2018, 07:21:54 AM
YEAR 37

         ok i don't normally make mod changes in mid-game,but had to here.1 was an add and 1 was a mod order mistake.doing it now before building from the mod worked.hopefully it doesn't crash later from it.i think it should work since there wasn't anything from the impacted mods built.

      some might get confused by moving from the Port Royal fort back to CC. as long as i don't overplay it in winter and get the farmers lost, it isn't that bad. it does give time for materials to build up like iron and logs.plus the population in each area has to grow before more can be done.

     once the houses are completed at the CC fort,it will be stable again.they gained the quartermaster.mill,bakery,and the jam shop are enabled.work is needed back north to the PR forest.
       the Flora gatherers collect those items but not others. so they leave a lot of food on the ground. in testing so far,Necora's gatherers will collect the most variety of items. will they collect the Flora items with his mod patches? to test this i will send builders to build a maple gatherer in the maple forest and swap the new plant Flora gatherer over.

      there is a concern with adding multiple mods that add different items to the ground. there is a limited amount of space.the more variety of items there are the less of each that can be spawned. in general this will cause less of any one particular item. say you want blueberries,with adding more items there wuill be less blueberry than a vanilla map.with the flora mod adding rose and wild oats,each time they are collected is 1 time the other items is not. the problem is not all gatherers will collect all items.if a gatherers doesn't collect the pine or flora items then those are left on the ground.the overall production total will be less.this applies to the spawning of grass,firewood,etc as well as food.each tile that can only spawn 1 item.
         each player has to experiment to find the balance that works for them. i can say so far from playing and trying different things. the pine gatherers do find more items both in variety and total production.onions are produced more than other items.not all forests will spawn the same  items.there seems to be a greater chance of spawning certain items related to the forester used. however, i did make major changes to mods for this map. the Nat Div is disabled and Flora added.so far i know these changes affect KID's gatherers.his mods,  or at least some of them,do pick up the flora items. i also se no firewood scattered about.RED is already adjusting and changing how things will be spawned in newer versions of the RK.

         WOW,this nomad well pulls 32.big jump again. i saved this and ran it for a while to see if the mini TH would pull a smaller group. that didn't happen so i reloaded before the nomad well to see if it will give a smaller set.the well brings 29 nomads back.thess will work to expand above Port Royal.

       this group is bigger than the barracks can hold.half will be homeless for a bit.fields,roads,and fields will be cleared.

pic 1: flora gathering and maple  outputs. these experimnets continue. lately the trapping items are overpowered even without a trapper

pic 2: sherbrooke start
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on August 01, 2018, 07:40:06 AM
Yeps, the more resources what spawn are added the more the system will have to do with less and less of each spawn item.
There are only so many squares on a map.

Maybe it is not so bad after all that mostly mods what generate spawn items are not really compatible when running all together.  ;)   :D


Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 01, 2018, 08:46:40 AM
yes and no. define compatable? do you mean they all shouldn't spawn at the same time or that the gatherers pick them all up? there are so many options. what i find is most mods don't stop another from spawning.firewood is 1 exception. the main conflicts are the gatherers.each collects different items with some overlapping and collecting from 2 or more  mods.some gatherers are very specific.

         over time and different maps ,i have figured out that the pine vanilla cache collects the most variety.therefore, it collects the most items per year in general.as in RL,not everything grows everywhere. a KID forest with its gatherer will collect from the flora mod.hence the ouputs will be close to the pine gatherer totals.the meadows will allow firewood to spawn.

      be advised my notes are this prior to this map. the flora mod has not been fully tested.RED has made more adjustments going forward as well.
RED's RK and the NAT DIV can't be used together without shutting down the wild animals.however,RED incorporated the ND into the RK.the only difference should be the grass is fodder-thatch and textured different than the thatch.it also changes how it is burned by houses.thefood  plants should be the same.so most of the items from the various mods will spawn.combined they add another dimention to the game.

      i have tried to keep the spawning mods in the same order from map to map.there has been some tweaking of adding a mod or changing 1 for another.  if i started chainging the orders,we would send the bannies into totally unknown worlds.

      so actually the mods are more compatable than not.most items do spawn together. the gatherers don't all act the same.in RL not all forests would be the same.nor are they in the game.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on August 01, 2018, 09:03:41 AM
Ah, I see.
You can see I hardly play anymore but thought that also more mods with spawning resources had (some?) problems running together :)
But i understand it is more a gatherer issue.
It is good then that it works better then I expected.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 01, 2018, 10:58:22 AM
yep,i do understand modders don't play much. that is 1 reason i play this way to see how the mods interact, these blogs should help give feedback for that too. BARTENDER changed how some plants spawn.not all are connected to trees. RED is changing it also in newer versions.hopefully those changes will slow down the textiles. 
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: RedKetchup on August 01, 2018, 10:26:58 PM
the gatherer list of item that can be pickup is set in the building code, not it the gatherer profession code. so you cannot add to it .
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 02, 2018, 06:39:31 AM
GM,RED. i understand you are changing how some spawn.some spawn from trees and some from fodder.i haven't compared your change list with BT's yet.it will be fun to test those changes and see what affects it has.

       i don't understand what you mean by "cannot add to it".do you mean each gatherer is suppose to gather specific and can't gather the items of a different mod?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 02, 2018, 06:49:54 AM
YEAR 38-39

             a fishing pier is built and more houses.a grape orchard is planted.work has started on a pasture.by wintwer there is enough logs and firewood for lumber to be cut.iron is over 100,so the CC fort blacksmith can start making muskets.finally the barracks is empty and everyone is moved to Sherbrooke.they need a town center and some city service buildings.then they can be left to grow the population.

         to further test the flora items,a KID tiny gatherer will be added to cover the vanilla forest.i don't expect any other gatherer will collect the maple sap.so 2 gatherers will be needed to work these forests. which 1 will collect the most?

           EB's rock quarry will keep the extra workers busy as well as increase stone.a townhall and school will be built.a granny park will keep the children happy.a nordic wharehouse to store the stone will set well with the colorful houses.since we have the logs,the fort walls and towers are completed.the empty squares wil stop bannies from walking thru the walls.they also have goats in their pasture.

phase 3 is stable for now.

pic 1:PR north walls
pic 2: sherbrooke center. TH,school,and EB's quarry
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on August 02, 2018, 07:06:11 AM
Nice to see the Rock Quarry in use :)

let me know if there are any problems. Most values like work time are as Vanilla except that the Quarry is smaller and can take less stone cutters (Up to 12 I believe) and 6000 stone, 3x as much as Vanilla can be cut before running out.

The Rock Quarry have the fasted elevator in banished :)  :D
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 02, 2018, 08:22:51 AM
it is a unique piece.normally you wouldn't want a quarry in the center of town, but in this case with the upgrade you do. it will keep that town busy while the population grows.i think it will fit good with Necora's colorful houses.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 03, 2018, 07:07:18 AM
YEAR 40 REVIEW

              population 271 with 50% educated in 79 houses.without a market for sherbrooke or the forests health has dropped half a star.happiness is 3 stars.there is a population boom with 93 children.
            production of food held up well with the larger nomad group.we do need more herbs and logs.crop fields need some adjusting as there is more corn and less vegetables.most of the textile limit is the marble.with the older CC there are items under 1.06 limits.other than pelts,textiles are behind as clothing is being traded.

        phase 1 was the indian village. they are stable except the log cart is filling with coal.if there was firewood,they would like a smokehouse for the fish.
      phase 2 was the CC fort and production area.now that some items are stocked,more of the fort pieces can be built.more workers will be needed at the mines.
      phase 3 the port royal fort and sherbrooke. while the children go to school,lumber can be stockplied for future houses.it won't need much for the next 10 yrs.

          3 phases took 40 yrs.10 more than the goal. once more work at the fort is completed,i can work toward phase 4.i count 10 phases.some are long and will need more materials.

pic 1: yr 40 stats
pic 2: production
pic 3: inventory
pic 4: citizen and food graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 03, 2018, 07:13:45 AM
YEAR 40


          trading adjusted,crops adjusted,2 houses built for more miners and more mine and quarry workers added.then the blockhouse and musket range can be built.a work camp and forward will go near the south walls.a school will be built for the production workers before the children become students.the star fort corners can be finished as more cannons are made.the gem cutter and jeweler are also completed.

               the quartermaster brings in the military supplies. they can be traded and used by the blockhouse to produce other items.the musket range inputs silver pfenning and hardtack and outputs a variety of useful items.the work camp will require pfenning and iron tools.i need a few more cannons to build the forward post.it will input muskets and uniforms.these have been adjusted in the modular set to alter their inputs and outputs.they are also easier to build.i did report to CC that their were issues with some parts not storing the needed items.hence,the reason i am using the CC NFT 1.06.i still use the modular below the CC so the indians can use their teepees and huts. overall it is a nice way to use the pieces that otherwise would just be decorative buildings.

pic 1: gemsmith and jeweler
pic 2: fort chain 1, piece inputs
pic 3: fort work camp takes in silver pfenning and iron tools
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 04, 2018, 08:15:49 AM
YEAR 41-43

       I'll add more to the fort.some will have to wait for cannons or muskets.to get to phase 4,i need to stretch the map south.it will take a while but the plan is to build east of the river before heading elsewhere. 1st step is going to be getting there. a group of 22 settlers will move south and build farms.they wil need to build a 2nd barracks to the fort while they work to clear some land.

         now that the bannies have cleared land and ran the road down,houses can be built.another large pasture and orchard will go south of the bison.as far out as they are working,i want to keep 20 laborers and 10 builders.the barracks will be empty.2 more crop fields are cleared.as workers graduate they can be planted.as i stretch this map,i want to add 1 workplace per house.they can be enabled later.this should help speed things along.

      by spring,the math says we need 3 more houses.they can be built,a fishing pier,and another field cleared.the road stretches farther south and a bridge extends the road west.

pic 1: tropical greenhouse to use bonemeal
pic 2: 2nd barracks
pic 3:fort outputs
pic 4: farms stretch south
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 05, 2018, 07:49:01 AM
YEAR 44-47

             these 23 nomads can start phase 4.the road has been stretched south.more land needs to be  cleared so i can see.the builders can start on housing.they came to build a mission near a castle between the south lakes.   a hostel,school,,infirmary,smith,tailor,and kitchen are finished.SLINK's markets will bring supplies.the main wall is started as well. they say they have others coming to join them and will continue to expand past the castle between the lakes.

               a cemetary and sheep pasture are cleared.some flowers have been planted. a beekeeper works the apple trees.a brewery is set up.it does store the honey but won't store herbs.the castle and church will take some time to build.

pic 1: mission gate and housing.
pic 2:sheep pasture,bee keeper, and some decorations
pic 3: an overview
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 06, 2018, 05:29:20 AM
YEAR 48

      More builders have been assigned to get the church and castle completed.a strawberry greenhouse and a hothouse to grow mangos are built.  the mission is stable.there is room to expand later.

       nomad groups come and go but they are larger. once they get above 40 or 50 at a time,it takes a long time and resources to deal with them.the castle took 3000 labor hours which slowed progress.     

pic 1: mission church and kitchen
pic 2: stone castle works as a townhall.
pic 3:crop and greenhouse area.
pic 4: more houses and storage near the quiet park
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 07, 2018, 06:32:00 AM
YEAR 49

            Population has grown and more houses are needed.the fort was able to plant tobacco but the dryer needs crates.most of the surplus items are moving thru the traders.there is a lot of marble stored.the traders continue to bring in some seeds and firewood.there has been some building materials stashed away.
        for now i want to increase the miners and quarry workers.this should improve the iron outputs.the multi-mine and quarry are unlimited.they also yield stone,coal,and iron at the same time.the safety mod helps lower the death rates of them as well.the multi and unlimited doesn't override other mines or quarries but the safety does help them.

       the cooper will be built to make the crates. to supply it,a RK-vanilla forest set with gathering hut and hunter will be added between the northeast lakes.construction will continue into year 50.sherbrooke did double their foresters.the sawmill added 1 worker to speed up firewood.

pic 1:tobacco dryer and field
pic 2:cooper to make crates
pic 3:more miner houses,these huts only allow the couple 1 child
pic 4:an rk forest set to supply logs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 08, 2018, 08:43:50 AM
YEAR 50 REVIEW

           POPULATION 365 in 105 houses with 57% educated.health down a star.happiness up half a star.firewood is being used .trading does need some adjusting.

             the health drop is due to grain not getting to the sherbrooke forest.a food market is needed there and more grain fields.more herbs are needed also.the happiness gain is hard to figure.the churches are full.there are happy bannies mixed from the indian village to the farm center.again they are 3 stars or all.no middle ground.you would think each village or area would reach a balance of its own.happy bannies live with unhappy mates,or 3stars.i have tried a few things such as the indians have mead but no church,other areas have a church but no ale or mead.it is a mystery and the bannies don't seem bothered by it.

          the mining shack houses have slowed the population growth.they have just enough room for a couple and 1 child.the indian village is starting to age as well.

       the mission could have taken a small set of nomads but not the large 75 group.still phase 4 in 50 years.i do hope you all don't get confused by me traveling from 1 zone to another.if you don't fall asleep or fall out of trees ,you should be able to keep up.sherbrooke is showing some graduates at the fort and forest.they can build some larger houses.

        building in different areas this way does bring a couple challanges.mainly trying to deal with population growths of each.for now working a year here or there works.as there are more areas that won't work very well though.also,the farther away the areas are the less the bannies want to cooperate.they will drag their feet and be slower.the CC fort needs cloth to be completed.that will help except the mining and production area will need to expand.

     so far no major issues.just a slight head scratcher with the honey.these modders  do things to make sure i am payng attention.the stable fail is weird cause the pine mod is high in mod order and uses domestic animals.the stable mod will get moved up with it.

     is anyone lost yet?

pic 1: yr 50 stats,also gives the CC fort inputs.
pic 2: production
pic 3: inventory
pic 4:  food and citizen graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 09, 2018, 05:57:06 AM
YEAR 50

        the builders can finish working on the RK forest.the laborers can head north to sherbrooke and see what needs to be done.they claim they need 3 houses,the math says 7 for the map.2 markets would help increase their health.an EB food market for the forest and an herbalist.  a sherbrooke market for the town.they will build a church and a dairy and butcher.while they are there they can clear trees and rocks from the the town center.

     the builders worked til spring, but that was some progress.housing is minus 2 and laborers show +3.

pic 1: sherbrooke forest outputs.note the tiny is collecting the Flora items.it also lists more items than most gatherers.you can see the difference in the trees of the maples and the vanilla forest farther north.

pic 2: SB church and town center
pic 3: butcher and dairy for the goats, that city butcher is handy. it doesn't override the rustic wood butcher, but can be used in different villages.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 10, 2018, 06:52:59 AM
YEAR 51-53

         with extra workers,farms can start to work south of the CC fort.this will lead to phase 5. a group of 46 settlers arrive.probably the smallest size i will get, so they will go to work.they can start clearing land to the west of the mission.30 workers with 16 children.they fill both barracks and the mission hostel leaving 2 homeless.
       they are western pioneers.they have plans to build a wild west town between the small stream and main river.phase 5 has 2 parts.they also plan a small fort in the crook of the main river.this will take some time.the town needs to stretch south then west to the river.of course then i run into a mountain.
       they get a school,market,and mayors office built.2 workers begin to dredge the stream for gold and silver ore.

pic 1:farms south of CC fort.even thou this area will expand,i get a housing shortage in the next few years.
pic 2: start of a wildwest town
pic 3:town center of the WW
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 11, 2018, 07:17:56 AM
YEAR 54

          many houses are added,the post office,a deed office,and undertaker.these house options that look like offices or shops are quite handy and a neat way to add some different buildings.a tailor and EB leatherworks will supply coats and saddles.soon they will have a pasture of texas longhorns.
           while construction continues,there is a major tool shortage.adjustments had been made and the log and stone counts are good.we aren't out of anything.evidently materials are moving slow.at least  everyone has a home.

        this mod set or sets has some neat parts. 1st the unique housing options. something KID came up with that has a lot of potential. they do help make the town look like a town more than just building normal houses.this would work for a cobbler,books store,etc. more of these type houses in say a colonial town,medieval, or nordic,etc. it is a cool way to bring different buildings into the game without having to add items or change functions.
        2nd.this is actually 2 different modders more if you count RED's meat producers.most is KID's but EB adds larger farm houses and the leather and saddle chain to it.it fits the era since you would need someone to repair the saddle,reins or bridles, and your boots.

pic 1:WW office housing.
pic 2: EB leather chain,
pic 3: yr 55 stats and the RK forest outputs.that hunter has a few bad years.seems to be the ruff terrain and being tucked up against the map edge and a lake,so there is less wild animals passing by. the gatherer has  good outputs.note 7 different items for a total of over 1000 food.as we deal with a lack of tools,we are also falling behind on housing.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 12, 2018, 07:46:31 AM
YEAR 55-57

             counting the houses and the workplaces,most everyone in the wildwest town is busy.must be a population boom or run of graduates somewhere since the labor count shows a huge jump.the pasture can be finished and some clean up arund the center needs done.before the tunnel thru the mountain is started,i will have to find where the extra workers are coming from.
          about 30 workers extra and 25 houses needed.they are mixed between sherbrooke,the farm center,and the mine workers.yes more mines will be needed but not yet.there would be surpluses if i am not careful. the space south of the CC fort needs to be cleared for farms and trading needs to expand as well.
     
       while the farms expand to improve the food production more,a lighthouse and trade post are started. the dock TP is part of the  CC modular sets and will move any item.with my mod setup i am not able to build the main TP. the game crashes wheni place it and click on it. the dock TP is also easier to place since it doesn't reqquire any dry ground.
      the  dock TP can be stocked with marble.2 workers will help move it.the south farms will add more fields and houses.an EB materials market will move logs and other materials toward the fort.a woodchopper will work there to supply this area with firewood.an EB farmers market will organize food and bring meat for the farmers.it will also get a school.this are will help increase the food and improve trading.it is mainly a filler area and can grow as needed.

pic 1: WW pasture waits for longhorns
pic 2:farms south of the CC fort.
pic 3: area expanded adding a school and markets.
pic 4: dock trading post and lighthouse.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 13, 2018, 08:15:48 AM
YEAR 58-59

         the pasture took long enough with the tool shortage tht i now have a dilema.a housing shortage and workplace shortage.i need about 30 houses and as many workplaces. firewood is being used by the smelters so a large chopper will be added to the CC fort. to supply more logs,the mission will expand and add a forest  to the southeast.
        each time a house is finished 5-8 bannies go homeless and fight over the house.1 couple  moves in and the rest are still homeless.
in the process, they have refilled 1 barracks and the mission hostel.hopefully the plan fixes their issue.

     the mission adds a mill and bakery,a library,and begins the eastern walls.a sawmill is set to use the wind off the lake to cut more firewood.a herbalist was built with the FO-ND hunter and gatherer in the CC new tree forest.
       the bannies continue their squabbles over housing and now have single males taking houses even as more live in both barracks.for a moment, they all find a place to sleep ,and then several go homeless again.not sure what is causing the issue as it developed in mid game.i hve seen something similar before but the residency mod that caused it was removed.it seemeed to start after finishing the lighthouse and dock TP.what is bizzarre is the number of bannies it is affecting and how many have returned to living in boardinghouses.

     to solve it,i added more dock pieces around the dock storage.the bannies should be able to walk over onto the TP from the barn.after a while of letting the game run, they did stop going homeless.

pic 1:CC fort large wood cutter
pic 2:mission bakery and mill
pic 3:mission FO forest set working a CC new tree forest. to suppy the sawmill
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 13, 2018, 09:39:09 PM
hey @brads3 you have made a lot of progress  :)  I have had some catching up to do.  It is looking very good. Great job managing the different areas.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 13, 2018, 10:13:30 PM
thanks.we do make progress.just a couple small hiccups.almost ran out of tools and then a housing shortage. half of which, the bannies caused themselves.  i placed a barn 90 degrees different and they freaked out.what was worse is it should have affected 2 bannies not 20 or 30.LOL

this map has a long ways to go so you have time to catch up.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 14, 2018, 04:30:05 AM
 :) A long way to go, yes, I would say so, a very large map, wow  :)  best of luck.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 14, 2018, 05:40:21 AM
YEAR 60 REVIEW

         population 503 with 67% educated in 140 houses plus 2 barracks and the mission hostel.logs and firewood are improving.food production is stable.marble and tobacco are overstocking the textile limit.we also have excess coal and copper.

         as it is, phase 5 is about half done.i had hoped  it would have went faster.the tool shortage and housing shortage has slowed progress.to accomplish everything will probably take 150 years or more.the more stable this half of the map is, the better the next should go.

pic 1: yr 60 stats
pic 2: production
pic 3: inventory
pic 4: food and citizen graphs
pic 5:  forest outputs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 14, 2018, 05:46:01 AM
YEAR 60-62

         THE wildwest town gets a salt and precious mine.they can begin to make saddles.a rodeo area is also finished and more houses.a tunnel now leads thru the mountain.a merchant did bring the long horn cattle for them.  EB's leatherworks wont take the cured leather.possably cause the CC 1.06.will need a mod order adjustment.

      the KID plantation fort is going to take some time.a RK random mine will go on the other side of the mountain and farms will be planted.why am i playing with this mod? i found it and added it for this map.then KID already upgraded and added to it.LOL. my main problem is trying to figure out what to keep the bannies busy with between the mountain and the fort. i don't want to just lay out farms.
in the short run,i am going to build some houses to get builders and laborers over here.that hopefully speeds up the construction. 

      the workers did move out of all the boardinghouses finally.

pic 1:WW mines
pic 2: rodeo
pic 3: start of the plantation fort village
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 15, 2018, 06:39:10 AM
YEAR 63-64

       Finally we can begin to build the fort.it will get a KID tiny general trader.it will match up well and be used to ship the cured leather and gold.a school and chapel are built.they get 2 supply shops,2 fishing piers,and a market.it is a tight little fort.other than the school,i didn't enable the workplaces yet. this will leave laborers and builders here for the next phase.while the builders finsih the walls and add 2 more houses,the laborers will take the time to clear around the fort.
       to supply firewood, a chopper and storage is added to the small village. a small tavern will keep the workers entertained.for now phase 5 is complete.it will need some decorations and some more work to the village center in time.

pic 1:platation fort being built
pic 2: KP fort
pic 3: yr 65 stats ,where phase 6 will be built
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 16, 2018, 05:58:06 AM
YEAR 65-66

       we can start phase 6.it will be a monestary built around a mountain castle.1st i need to run roads and clear land so i can see. houses can be built while i terraform the mountain.instead of a wall and gate,this village uses 2 broadway towers to mark the entrances.a rural market plaza will keep it supplied.a healer,chapel,and education center are completed.

pic 1: twin broadway towers
pic 2:monestary valley market plaza
pic 3: MV chapel and healer
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 17, 2018, 07:59:45 AM
YEAR 67-69

         the construction of the monestary begins in the spring.an apple and peach orchard are planted.more houses and workshops are layed out.the roads are upgraded to stone.a candle shop,tailor,bakery,and crafter guild. a medievil mill will be used to grind the wheat and keep with the stone texture.

       in year 68,the laborers begin to clear land and move supplies for the huge mountain castle.250 logs,550 stone,and 80 iron are needed.while it is being built,the laborers can clear throughout the village and add decorations.the castle will take 3500 work hours.the housing shortage is over.and once everyone is set to work,the laborer count will be down considerably.

 WHILE the mountain castle is being finshed,an abbey will be built. there is some clean up and decorations added.workers are slowly sent to their workplaces.the castle still needs 700 work hours to be completed. otherwise phase 6 is finished.

pic 1:monestary
pic 2:orchards,
pic 3: center
pic 4: shops
pic 5:abbey
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 17, 2018, 07:58:34 PM
nice  :)  I like how Medieval Grace mod looks and I like gazebo there on the corner.  Very nice  :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 17, 2018, 10:02:21 PM
there is some busy work for a while before we start the later phases.a long 10yrs but it should pay off.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 18, 2018, 05:27:31 AM
You are already on year 70,  :) It will be interesting to see how many years total this will be.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 18, 2018, 07:23:43 AM
years doesn't bother me. i figures it would take 100. the way it has played i re-calculated to 150.the population break that can fatal error crash it does concern me. i think that is what stopped the "TOWN's" map. if my memory is right it is closser to 1100-1200 than the 1000 others have mentioned. the CC huts that the miners used did help delay it as they only allowed 1 child. it will become a race against time thou the farther i go.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 18, 2018, 07:45:02 AM
YEAR 70 REVIEW

          POPULATION 586,50 students and 178 children. there are 173 houses. education level is 77%.they  trade for iron and firewood.there is a nice stockpile of logs.the quarry and mines have kept pace with the use of stone.health is down half a star.the rural market plaza is stocked with mixed goods and not food.a second worker was sent to help.if needed, there is space for a food market.
      there is excess feathers,coal,beeswax,and pelts.the Plantation fort TP will be  enabled and the trading adjusted.we do need to start salting fish soon.

         overall we have survived and grown. the indian village,CC fort ,Port Royal fort and Sherbrooke,mission,Wild West town and plantation fort,and monestary valley are built.the farm center has expanded and added fields south of the CC fort.the mine and production area has been expanded with the mountain between the WW and PF.
      there is a lot of mixing of mods to get here.the indian village was a nice starting base camp.there are TRIANGLE's tipis,i do wish he would return. the indians need many more pieces.KID and TANDY's gatherers.the indians use RED's horses and NECORA's tailor.RED's training camp fence suits them well.
        the CC fort has an old NMT blacksmith and KID houses.an old SLINK's market supplies logs but also stores the many mixed goods from the old CC NF mod.the farm center even has an NMT ale market.
      ELEMENTAL's new trees and lilacs decorate many of the towns.RED's NMT meat pocessors and butchers deal with the many meats.the old NMT wash station keeps the missionaries hands clean. the WW combines KID and EB houses and work places.TOM's nodric wharehouses help move logs.there are many pieces from modders who have moved on to other games as well. the safety,unlimited and multi mine mods are some of  those hidden gem mods.

      did i forget anyone? it is not intentional.there are many hidden gem mods. some don't list the modder.the small storage shed i thought was made by RED but says "july for today".what happened to Elfecutioner ? i do hope DS returns soon.he needs to grab a chair there is a long way to go yet.

      so far the few mod issues are not old mods. mod order adjustments should work to fix them.a KID mod to fix the honey,a EB mod to fix the leatherworks,and a mod to fix the domestic animals that will fix the stables.3 minor issues.not counting the glitch of the main TP that can't be built.


    before i start on the other half of this map,i should take some time to clean up and decorate more on this half.this is a good breaking point.

pic 1: y 70 stats
pic 2: production
pic 3: inventory
pic 4: food and citizen graphs

pic 5: phase 1 IV,indian village
pic 6: phase 2 CC fort
pic 7: phase 3, SB,sherbrooke and Port Royal
pic 8:  phase 4 MC,mission castle
pic 9: phase 5: WW
pic 10:phase 6: MV,monestary valley
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 19, 2018, 07:58:03 AM
YEAR 70-71

          before starting on the other side of the map,i want to go back over each area and clean up the regrowth as well as adds some decorations.i will start from the south and work back north. the plantation fort gets a meat locker and old salty to handle the fish.they needed a place to sell horses and wagons.a horse pasture and a wagon and cart yard was set up.there is a mod that would allow you to trade the horses without using them for food.since i don't have that mod nor the CC decorations with the animals,RED's horses get used quite a bit.i do have goats but no cows or donkeys or oxen.
     the WW town needed an inn and a diner.well we don't have a diner but the corn crib will work as that and a tavern.now anyone who comes to the rodeo has a place to stay and warm meal.of course, the longhorns needed KID's shade trees to keep them cool.
     along the way we added a couple houses and a CC apiary to the south fields. over time i found out the old salty has issues storing the salt even thu it is lower in mod order.you will have these issues now and then with older mods, as they aren't set to store the new flagged items.

pic 1:PF wagon sales to the left of the horses,old salty failed to work as i built the NMT version.
pic 2: WW inn
pic 3: the rodeo
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 20, 2018, 07:14:16 AM
YEAR 72-73

       THE mission needs clean up along the east and southern wall.they will plant another barley field,a pepper field, and a flax field. a CC weaver will be built to try and make linen.    they plant a row of lilacs and add some shade trees.they can finish the east wall as well.

       the CC weaver's linen will not work at the fort tailor.this breaks one of the fort chains and with the under productive pieces i question if it is worthwhile to keep the CC NF.upgrading to the newer version is not an option due to the memory needs.the food processors are similar to the RK or NMT.i would give up the tobacco dryer and some decorations.the CC does help fix an RK building override cause when adding the North. it will have to be considered after this map.

pic 1:mission before clean up
pic 2:clean up and weaver
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 21, 2018, 06:18:23 AM
YEAR 74-75

       THERE is more cleanup to do along the north wall of the mission and then the farms going north.along the way,a few crops and storage will be added.very time consuming,but it  will brighten these areas.also it is a good time to check on health and any issues.while this goes on stone has been stockpiled.iron is increasing and more lumber is being produced. 

pic 1:clean up heading north from the mission
pic 2: shade trees added to the pastures
pic 3: main farm center cleared
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 22, 2018, 08:21:49 AM
YEAR 76-77

            the mine area won't get as much clean up.the main center isn't overgrown  too badly.the marble ran out and the workers went to helping at the milti quarry.another KID tiny mine will be dug to add more iron.while we are here, the random mine will be dug deeper.it was down to 14%.more piles are set for the workers to use.

         next, i'll clear the CC fort and add some shade trees.it does need more silver pfenning so the precious mine and  will be switched off gold ore to silver.1 smelter can work to make gold bars.cannons are added along the south wall.since the cooper was way ahead on crates,another tobacco field was planted.

       the areas do look brighter and the logs will be useful.we have stashed more materialsd. firewood has increased.slowly more iron is also put away.lumber is over 1200.this will help expand sherbrooke before i start across the river.

pic 1 and 2: clean up to the mine area,
pic 3:cannons added to the south wall
pic 4:more clean up to the fort,decorative rocks and tree stumps to hide the dead "no build" ground.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 23, 2018, 06:16:34 AM
year 78-79

         we head back north to sherbrooke.i do want to build this area up.however knowing it will get more work after the quarry digs out all the stone,i won't fully clear this area.the tailor and blacksmith are added.a hospital and several houses are built.more crops are planted.
        the fort is really in good shape.the bannies will take time to clear along the northeast wall. a drawbridge gives them access across the main river.there is lots of space left.they still have the lake side with a stream splitting the land along the northwest corner.

     it took 10 years but each area looks better.only sherbrooke needs any work later.if needed, more trading posts can be added between the lighthouses along the east shore of the river.that was a tedious propcess.soon we can start working to expand to the next area across the river.

pic 1:SB growing,
pic 2:west SB bridge
pic 3: north lake shore,
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 24, 2018, 06:23:53 AM
YEAR 80 REVIEW

              population 674,416 adults,73 students, with 87% educated.191 houses including boardinhouses,health is full.happiness is up half a star.it maintains there.it doesn't seem to hurt production.where there are happy bannies seems to be related to closeness to all city services.there are some who are down to 3 stars just cause there coats are wearing out.  production has been increased. the bannies have worked to stash materials,tools,and firewood before starting the next phases.herb production is low. the banies should collect more as they clear new land.
        inventory shows the fish not being processed. there is plenty of fruit,squash,corn,and fish and bsion.this map isn't over collectig onions.the gathering does seem to be more balanced.there are surpluses of marble,feathers,beeswax, and candles.with the firewood imroved trading has slowed. the main import is iron.the new sherbrooke tailor will try to use the linen.

phase 1: Indian Village, phase 2 CC fort, Farm Center,and mines; 3 SherBrooke and Port Royal fort, 4 Mission Castle, 5 WildWest village and Plantation Fort,6 Monestary Valley and mt castle.

                   phase 7 is huge.it is a monster in size and the building material needs.so that we don't overstock materials,it will grow slowly.as it does phase 8 and 9 will stretch from it..hopefully i have it planned out well enough.1st step will be to cross the river and start moving workers and builders.did i say it was going to be a huge monster?

pic 1:yr 80 stats
pic 2: production
pic 3: inventory
pic 4:citizen,food, and firewood graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 25, 2018, 10:44:57 AM
YEAR 80-81

        the miner huts have helped keep the population down.players say the game wil error after 1000 bannies.i will have to keep an eye on that.this could get treacherous.there is some serious work ahead.

         housing shows -10,laborers are +24.nomad groups are large 75+.the group this year was 120. i think it will go better without nomads.hopefully our poulation keeps up.plan is to hold laborer count to 50 and 15 builders.any count above that, i will try to move across the river and put to work.
          a road has to be extended from the indian village.the laborers will start to clear land.houses and some markets to help move materials will be built.once the markets are finished,things should go faster. to back up the markets a covered pile will give more storage space.the laborers have started clearing for phase 8.

      the fort traded for full livery since we can't make any ourselves.the forward post used it and produced statues and furniture.they will continue to trade for the livery when it is offered.

pic 1: start phase 7
pic 2:fordward post outputs
pic 3: RK markets to move and store materials.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 26, 2018, 05:24:01 AM
YEAR 82-83

             hope these bannies are good with shovels.there is a lot of digging to do.an old stone 8x canal is to be dug to the west lake.this was the only place they found to locate the canal. going south from the river or  running it to the south lake would run into mountains.with the stone that the vendors stocked as well as more on the ground,the work went quickly.half of the canal is finished in 1 year.
             while they work to clear the ground for the other half,a stone road will be layed out and more buildings built. storage will be needed. a EB canal pump and an iron foundry are added.an apiary is built north of the houses. the bees will have fodder to make honey from in time.to supply tools a blacksmith is also planned.

pic 1:canal construction
pic 2:EB's water pump
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 26, 2018, 05:39:57 AM
Hi brads3, still going good I see.  :)  What mod are those cannons from?  CC I am thinking, but are they also in CC Frontier module.  I only used the Native portion of that mod so don't remember fort part too much.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 26, 2018, 07:38:25 AM
yep they are in the modular addon.seems there are some storage issues with 1 or 2 of the fort pieces.i left CC a note but they haven't had a chance to fix it yet. i tried using the CC NF above the modualr to help fix it.that does lead to other issues thou.the production of the buildings is out of balance.some are way over and others under.i do hope they get to it.
      i like how the fort brings pieces that decorate the fort plus have a use.it is a neat concept. i wish someone would pick it up and expand the indian set.  a native indian dance area,the medicine man,a chief's hut,etc.i always wished the towers could use a bannie in them.only RED has been able to do that with the training camp. it will be interesting to check what you and KID have in the new sets. there is 5 different forts now.

      the CC fort has the barracks for a boardinghouse.it comes with its own BS to make cannons and muskets as well as a tailor for uniforms.KID's RH mod works well with it. not sure if he changed it ,but the RH BS did make muskets.and the swan fits well to make cider.you can build all the pieces. i think it was the workcamp that wouldn't store tools so that 1 won't produce.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 26, 2018, 12:58:22 PM
 ;D thanks @brads3 for the information.  I was going to ask you for more input.  I have made note  :)  I would like to see more added to fort and Native American's too.  There was another thread with some good suggestions that I will look for.  It is all up to Kid of course and there are several projects being worked on so it may be awhile before more consideration is given to it.  :)

Why do you like CC NF better than Journey?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 26, 2018, 03:30:38 PM
i tried to dumb down the memory by using the older CC NF,but it does bring issues since much of the materials are tagged 1.07.when i finish this mpa i'll have to consider if it is worth while to keep using it.RED's RK is small enough that i can use it and tons of mods. the CC J with the RK combined would push my comp. closer to its limit.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 26, 2018, 03:40:52 PM
Oh, that makes sense. yes, I think CC & Reds would be an awful lot.  I think with CCJ you might have less issues to contend with and there were new things added too.   :)


edit:  CC recently updated journey to also include things that were added to the individual modular mods
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 26, 2018, 03:57:00 PM
the CC J i have is almost triple the RK in file size.yes i do miss a lot of decorations and some houses this way.the CC J is half my entire mod folder for this map. a ton of give up.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 27, 2018, 05:51:39 AM
Why not play one or the other and add all extra mods to them?  I do wish cc would come out with a deco modular, Mega mod deco is too much for me and I don't want to deal with conflicts and mod orders.  My system works fine as is with no problems and I like to pick and choose which mods to use for each map.  Good luck with whatever you decide to do.  :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 27, 2018, 06:29:37 AM
YEAR 84-mid 85.

           the road on the southside of the canal is layed out. the bannies can now work on digging the rest of the canal.housing for the traders is built.since RED worked hard at this set,the old stone houses will be used.a mill is aded and more fishing spots.they continue adding old stone houses for future workers.a medical clinic was built near the canal entrance.once the laborers have the builders stocked with stone,they can widen the clearing on both sides.
          this canal layed out smooth with just some slight terraforming to the ends. i do wish there was roads to match the canal texture. i could have tried a moss road, but didn't think it would match well.as good as it went, we built 14 houses but graduated 4 times as many bannies. they need to go to work and more houses need to be built.

        the canal will need some deocrations, more will get added along the roads once i start expanding southward.i did add KID's canoes for the fishermen,NILLA thinks they can't catch as many fish from the canal so they need to launch boats out into the lake.otherwise i am calling phase 8 complete.RED's Canal will move goods for the Roman Empire.

pic 1:RC west
pic 2:mill,
pic 3:center
pic 4:east
pic 5: yr 85 stats
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 27, 2018, 07:53:33 AM
LOL Brads3, Roman Empire was not in America and America was not even discovered until 1492  :D  Roman Empire was at its greatest size in 117AD.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 27, 2018, 09:46:15 AM
RED built that town not me. he said he was shipping to Rome. maybe he said "home" and i mis-heard it. :-\

i am to far ahead. just did the 100 yr review.no fatal crash yet.there is much to see ahead.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 27, 2018, 10:01:27 AM
 :) Will look forward to it
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 28, 2018, 08:25:54 AM
YEAR 85 SUMMER-86

                since the bannies are ahead on time,they will use it to clear more land and begin the cemetary,school and playground. 2 fodder farms will be built along the IV walls.they have a lot of trees to clear for the fodder to grow, so i do want to get them started.
              they have traded for some materials along the way. they shouldn't run out of anything.hopefully that means they can build quicker.by now there is over 1000 iron and lumber.some clay,brick,glass,and other items have been stashed.

               as they work to supply the builders,they also begin clearing land south of the canal.roads can be ran as i try to locate where the main city center will be.the sand and clay pits are dug.2 stables are built but waiting for fence and fodder.slowly houses are expanding across the canal.the bannies have worked so hard, i had to give them 2 5x5 piles.

pic 1:the RK cemetary and a school and playground,
pic 2: the stables and to the east a fodder hut.there is lots to clear for the grass to grow. there is grass at the start and after just a few years there is none.i will look into why this happens.i continue tweaking the start mods so it is hard to say what mod is choking the trees out.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 28, 2018, 08:38:52 AM
WHY DO I PLAY THIS WAY WITH TOO MANY MODS?

            ABANDONED  Nilla and others ask why i play this way.there are several reasons.1 is i push the mods to see how they will interact.sometimes this doesn't work.it does give information as to how they work.in a perfect world, all mods would load and you would get everything.we all know that doesn't work in banished."perfect world" isn't the correct term. sometimes the mods interact better 1 way in the mod order than another.some mods work better with some mods and some do not.playing this way over the years has given me lots of knowldge as to how they should interact and how they do.not all mods will work as they should even if in the mod order correctly.it is both interesting and challenging.
         since i am on the east coats of America,i am online at different hours than many players.kinda fill a gap between Europe and the rest of America timewise.if a new player comes on and asks questions as to why their game won't work,i  have answeres and can advise.lots of times if a player asked a question and didn't get an answere, they might just give up and quit playing.that would mean less players and ideas.so i think having this knowledge is helpful.
        i also hope i can help modders as well.since they do not get to play the game,their knowledge of how the mods react to one another is limited.they usually only see 1 mod at a time. 2 things i try to be careful of. 1 that i see may not be as the mod is due to my mod order.if i see a glitch or conflict,i 1st assume it is due to my own setup not the mod. if someone mentions the issue then i can add comments or info to it. i do try to let others play with new mods to weed problems before i load them.2nd,i report observations or how things seem to work,but try not to sound demanding.i do hope i don't sound that way.there are things i would like to see but don't dare even ask.not every mod should work the same or work with every mod. variety is good for the game.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: RedKetchup on August 28, 2018, 09:39:02 AM
i thanks you @brads3  !

but sometimes how the mods we try to do are almost impossible to make it 100% work with the other mods cause cause as you said, thats the way banished is working.
and since only the top one control the map generator... thats sad.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 28, 2018, 10:12:24 AM
YOU ARE WELCOME.sometimes it is good that not all mods work together. it does add diversity to the start maps.the 1 i am on now,the fodder has quit growing which is different.i know other players kept complaining they had too much.with mod adjustments it is possable to have less thatch-fodder but still ave the animals.
      it is also interesting that you can have several forests with different outputs on the same map.a FO,RK,and a CC orchard forest will yield different foods.in RL not everything grows well everywhere.the game mirrors that quite well.the new changes you made to how or where things spawn will be fun to play with.

     the only way to fully make starts controlled by a player where they could have everything,is if each mod was set to  ONLY add what it was designed for.each mega mod would have to drop all the other coding.i am not a modder so this may not b completely possable but it would be a ton of work. you would need a mod for terrain,1 for plants,trees,climate,etc. my understanding of the coding is this may only help so far.we can add the pine trees and NAT DIV.beyond that it gets tricky.
        my understanding is there are lines of code that include several parts.hence these lines won't allow the game to add multiple scenarios. the RK adds the animals but that part of the code is affected by the NAT DIV.the game won't add the thatch from the NAT DIV and then add the animals and copper ore of the RK.it will change how the thatch is used thou.the thatch can be fed to stables as fodder.
     i can't see inside deep enough to know. it seems the NAT DIV has a code line that affects how deer spawn.since the NAT DIV does nothing to deer i assume that part of the code is included in a line that does somethig to the NAT DIV.
         i don't think it is realistic to even try to split the mods to try it. i wouldn't dare ask for so much work.that being said it would be good if some thngs did work from across maps from different modders. like TOM's merchants that don't pay the same all the time.or your animals.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 29, 2018, 03:58:12 AM
 :) You do good work @brads3, useful and good information for those who use many mods at a time.  As you say, mod order can confuse whether problem is with mod or with order.  My pick and choose method works well for me, I rarely if ever have a problem or have to adjust mod order.  I like to pick mods for a map that complement each other and add variety and a difference to each map, one of the reasons I prefer non-mega type mods.  I do hope Red will be dividing up his mega, it is already too big for me.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: RedKetchup on August 29, 2018, 05:21:57 AM
I do hope Red will be dividing up his mega, it is already too big for me.

did you really gave it a chance ?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 29, 2018, 07:04:00 AM
YEAR 87

          the plan is to extend 20 spaces south of the canal road,then work on the city center and build up around it.in this space will go some processors.food processors to the east and the glass and brick to the west.this will cut down on the materials in those 2 piles.to gain more space,a trade post will stock stone.
        a candle factory,perfeumery,jewel maker,gem cutter,and bakery are completed. a ketchup factory is near a creamery to the east. a glass factory and brick kiln are to the west.
          some of this goes slow at times.i juggle between needing to move the bannies and trying to stunt the population growth.it does work out and there is a nice payoff for the effort.

pic 1:RK church,housing is being built for the clay and sand workers
pic 2:glass factory and brick maker to the west.
pic 3:RK processors
pic 4: near the ketchup factory will be more food processors
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: RedKetchup on August 29, 2018, 07:21:42 AM
i see you use more and more the RK Ed buildings... do you like it ?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 29, 2018, 08:00:54 AM
I do hope Red will be dividing up his mega, it is already too big for me.

did you really gave it a chance ?

@RedKetchup I will most definitely try mod again but there are way too many production chains for my liking and too much all in one.  I cannot keep thoughts on good storyline when having to deal with all that. Juggling load order and having to stop to cool down laptop is not my idea of fun.  It is a shame, there are so many good things included.  :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: RedKetchup on August 29, 2018, 08:06:38 AM
Juggling load order and having to stop to cool down laptop is not my idea of fun.  It is a shame, there are so many good things included.  :)

no need to juggle with load order... just try mine alone :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: Abandoned on August 29, 2018, 08:40:16 AM
yes  :) Already did and will again  :)
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 29, 2018, 09:47:55 AM
i see you use more and more the RK Ed buildings... do you like it ?


yes and no. and this is nothing against the mod. i usually prefer the colonial style houses. i always liked the NMT meat processors ,since the bannies have no refrigeration ,it makes sence to dry,salt, or smoke meats.the RK's do require better building materials,but that isn't an issue.it isn't to hard to make enough lumber or take some materials in trade.
      i don't make cities often.usually small villages or towns.the older NMT houses never fit that way. these new houses have so many options that you can use them more.the old wood and "old stone" houses can fit in more towns than the older white 1's.
      overall there is so much in this mod, a player should want this in their toolbox. as ABANDONED said it can be overwhelmig since it does have so much.you don't need to build all the parts or chains.the copper ore can be traded that is collected. there is a nice variety to the storage barn sizes.the iron foundry takes iron to build, but doesn't use up firewood to function.thedre is a ton of flexiblity and smart ideas added into the mod.

       what is amazing is the file size. the RK is less than half the size of the CC JOURNEY. yet it brings many of the same production chains.this gives my comp the ability to use more mods.

     wait til you see what is coming between now and the 100 year mark.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 30, 2018, 06:02:39 AM
YEAR 88-89

         1 stable will start producing fertilizer.we begin to lay the north road of the city center.others continue to clear a dairy pasture.the bannies slow down on clearing,so more piles have been added. the other canal TP is now storing logs.

            the city street is going alright.there are some repairs needed at some intersections.a central market has been finished to help move materials. a sugarhouse is completed and several houses.2 fields of wheat will supply the canal mill.a field of sugarbeets should be ready for planting soon.

pic 1: North city street
pic 2: sugarhouse and creamery
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 30, 2018, 06:12:46 AM
YEAR 90 REVIEW

     population 779,93% educated in 220 houses.  i do have bannies going homeless now and then.seems to be when the family is split by the river,some walking on 1 side and the rest across it.production is stable and there is a huge food reserve.we do have more laborers than i like.most workplaces have been enabled.there are just a few with issues or lacking materials.

       the canal went quickly.a city has started to stretch south of it.the city road does run across the north and down both sides of the center.a central market plaza has 1 worker and just started to be stocked.it may need more workers to maintain enough food.the bannies should be able to use that to clear around the center faster.while they do that,i want to finish the main outer road and extend it back to the east.the bridge should cross close to the southern lighthouse.
    i don't want to place a lot of houses without putting more bannies to work.that with the slow down in clearing,would just build the population. my biggest concern is hitting the fatal error limit and crashing too early.a lot depends on how well the bannies work.

pic 1: yr 90 stats
pic 2: production
pic 3: inventory
pic 4: luxury and population graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: rkelly17 on August 30, 2018, 12:03:55 PM
@brads3, I really like that onion dome church in the first screenshot--very Bavarian/Austrian. Where did you get it?
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 30, 2018, 12:53:10 PM
good question. i would say it is an RK based on the roof.since you ask thou,i think it is a half breed.i looked it up it seems to be the old NMT but with the RK texture changes. the RK CHOICE is known to change some textures to different buildings from older mods. DS's expanded food  storage barn with the cellar and some others do take on the newer RK textures.the church is the same as the old abandoned church from the NMT archeology set included in the NMT 2.04.it is under the city services toolbar,so i am guessing.
     this mod order has RK ,CC NF<a 1.06 mod>,and the older NMT below.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on August 30, 2018, 01:04:11 PM
I think the church is the old abandoned church of the older NMT.
Red redid the church from scratch for the RK Editor Choice what is seen in the picture.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on August 31, 2018, 06:40:44 AM
YEAR 90

          to process all this fish,the RK old salty is built with a meat locker.the pasture is completed and red cows are split from the FC to it.both stable pastures are fenced.an archeology office is set up and a pottery shop.

pic 1:new salty with meat locker,
pic 2:city dairy pasture
pic 3:brick bridge to the south
pic 4:fenced stable
pic 5: archeology office and pottery
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 01, 2018, 07:04:45 AM
YEAR 91-92

        while we work to set up the city center and some service buildings,the laborers begin to stretch the map west between the lakes.this becomes tedious. clearing is slow but also specific materials are needed as well.the city center will take quite a bit of time to complete.we do add some housing to the outer edges.
          a super large trade post was built on the south shore of the west lake.it was given a 2 quay storage barns and a RK wharehouse. more than enough storage.the city is becoming a trade center.with the port, they can ship items with boats across the lake.

pic 1:large lake port.with quay houses and extra storage
pic 2: old stone 2 story houses,2 granny parks,
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 01, 2018, 01:57:09 PM
since you all are working hard on those RK tests i'l give you this.

YEAR 93-94

            a cemetary for the city is being cleared. the road is almost complete.work has begun on 3 story old stone houses around the city.an industrial plaza will help move goods. a log depot will help move logs. these will help supply phase 9.

       work continues to phase 7 as the bannies wait for materials.there is room for more buildings around the city center.there has been some challenges to it.some of the materials the bannies worked to store were tagged 1.06.many items had to be made by hand.if we traded for them,they might be 1.06 again.holding the population back while trying to move forward slowed the laborers.they have cleared land and build then clear more and build to use up the materials.

      averaging 4 bannies a house, we can build <15 more.population is 800. as the 3 story families start to have children ,the population will push closer to  the crash limit.

        finally enough materials have been made to complete the main city center buildings.the huge cathedral,the theater,and the white house TH are finished.an old NMT tavern and a new malt house serve the bannies.the central market has 3 workers to move goods.the bath house,hospital, and college complete the city service buildings.the CC lodge was added to match the white house.4 granny parks and 2 EB tall statue columns decorate the city. i would like to add more deocrations.workplaces outside the houses are needed also.much depends on if  the game will allow it.

pic 1:north NMT city,
pic 2: south NMT city
pic 3:yr 95 stats
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: RedKetchup on September 01, 2018, 02:51:57 PM
the white house is a nice piece too !!
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on September 01, 2018, 03:21:54 PM
It sure is Red.

I look at sometimes at some 3d meshes when i take a break for some famous landmarks.
Sometimes get lucky and find a free mesh what not need too much work but a lot have a very high poly and/or need a lot of work.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 01, 2018, 03:39:53 PM
there are a few huge awesome pieces in this map.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 02, 2018, 08:01:01 AM
YEAR 95

         DUE TO THE CRASH CONCERNS,I'LL MOVE ALONG RIGHT TO PHASE 9.to help the industrial plaza move items a log depot will be added.this will be a fun area as i have not worked with most of the mods in this section.a STYTH tower overseas this huge area to keep track of the work.
        some may wonder why i left the NMT city so quickly.the bannies will slow down more by working farther out from thier houses.in year 10,that might be good.it would give time to build materials and tools up.this late with the population so high,i am trying to speed them up.i moved them across the canal and cleared and built up.as they moved to NMT,i started to push west.when they go home to eat,they won't travel as far.

       while the builders dig mines and set up iron processing,the laborers continue to clear and cut logs.while they do all this i should re read GATHERERS notes.

pic 1:styth tower and industrial market
pic 2: DS mining and foundry
pic 3: map edge area for phase 9
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 03, 2018, 06:33:17 AM
YEAR 96-97

        work on the railroad keeps the bannies very busy.the DS pieces process the iron for the rails and supply the coal.NMT city can send settlers and materials to new lands.it will also supply new cities with a variety of goods.with the lake port and canals, they can ship goods across the ocean.

        when the railroad mod came out i actually laughed.most of Banished is played many years before steam and the industrial era.knowing how players respond sometimes,i thought @RedKetchup  might have started a stampede.steam power combined with iron and steel ment we have the potential to produce electricity.that is way more advanced than most players would want the game.ytou never know what other players will think thou.i half expected someone to want electric lights or a hydro dam.Banished now spans from cave man era to the industrial and is just a small step away from a rocket ship to mars.along the way it crosses continents and cultures.from native america to japan,from ancient rome to norway.from canada to south africa.

      this railroad mod is unique in how much it pushes the game into the future.it does bring a modding concept that isn't used much.the ability to trade goods away without waiting for the merchant boats.we can't use it to get seeds. we could use it to get rid of items that fill inventories.many players complain of havig too many feathers or fodder.there are other items that make sence to produce but have no use in the game such as furniture and pottery.
           yes we can trade these with the TP's,but that is limited.once a town produces enough food and firewood for itself,there isn't much to trade for.after you trade for seeds and livestock,normal trading becomes less important.players have little control on what the merchants wil bring or when
          the functioning concept that the railroad brings could be helpful as a way to exchange excess inventory between "villages" or maps.i see a lot of potential that is untapped. i can see use for a small "trader" ,if nothing more than to get rid of unwanted items in exchange for oranges and ale or beer.

pic 1:DS blast furnace and storage
pic 2:train stations
pic 3: overview of phase 9
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 04, 2018, 07:32:43 AM
YEAR 98-99

             are we there yet??? not really.to ship so many goods we need to build up around the train and the NMT city.the main parts are completed though.so far i have stayed ahead of  a fatal crash.did anyone figure out what the map is? since we are 2 years from the 100 year mark, i will wait and explain more then. 
          for now houses are being built for the mine and RR workers.a field hospital tends to the mine workers. a boardinghouse will give new settlers a place to stay while they wait for the next train.thou we don't have a livestock car for the train,there are barns to tend to animals.the community grew up from an abandoned farm village.the church still stands.work continues to restore some of the pieces.we kept the cherry orchard.they supply the EB winery.the engineers can get a good meal at the OLD SWAN tavern.
       the city added a dentist and barber.more entertainers work at the theater.a larger park was planted.

pic 1:water towers added to the train
pic 2: a Swan tavern and housing
pic 3: the original town's church
pic 4: a city park,the barber and dentist.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 05, 2018, 04:56:38 AM
YEAR 100 REVIEW

        we survive and are prospering.the railroad continues making new trains to move goods farther away.NMT city is still growing.sherbrooke is still hauling out stone.even with 3 forts,the indians remain peaceful in the 4th fort. this is a lot of nice accomplishments for the 100 yrs of efforts. 9 phases,the last 3 being 1 huge city.the railroad and RED's canals combined with the  NMT or RK upgrade.

      population  866,with 90 students.the new houses of the railroad will hva new children soon.96 % are educated.4 stars of health and happiness both.with 254 houses we have  room for over 1000 bannies.our inventories are well stocked and ready to ship a variety of goods and foods

         did you all figure out what the map is? it is the monuments and monumental mods from each of the main modders.monumental in the sence of mod concepts or how they change the game.of course in the time it took to play this map,the modders have continued expanding the list.EB has put out the beach resort and a statue of liberty.KID has put out the 5th fort and upgrades to the WW. and RED continues tweaking and adding to the RK CHOICE.
------------------------------------------------------------------------------------------------------------------------
        when most players start out looking for mods,there are 2 large sets that they come across. the CC and the older NMT.these 2 mods  bring new players into the world of mods.adding either of them triples the game with the many options.they WOW players and keep them interested and playing. for that alone they are monumental mods.they also take the game from a vanilla "survive if you can" to building mega-cities.they continue to advance or expand the game with added materials and prooduction chains.as they open the eyes of new players to the world of modding,they entice them into searching for more.

          TANDY's NEW  FLORA mod was the 1st to begin adding and changing the start foods and plant life.NECORA went on to change the trees and bring apples and maples as well as pines that spawned more useable foods and new items.keeping with hid canadian roots he developed the mod into a city and fort. the 1 mod grew into multiple mods.the NAT DIV took the idea and changed the grass.BARTENDER went on to retexture all the many food plants and how they spawn to the maps.thankfully he left the codes to RED.now the grass is used to produce fertilizer to supply greenhouses.what TANDY started has gone on to totally change the way the start maps look and function.combined with the terrain texture options,you have the most diverse maps of the entire gamming world.

            KID'S WILD WEST mod brought the unique way of adding building options that function as houses.a very sensible idea.many times players ask for a shoe shop,hat store,jail,restaraunt,etc. this idea has potential to bring those ideas into the game without flooding the inventory.we have only scratched the surface of what this  1 idea can do.

           KID has made many small mod sets with different textures and functions.thou i only used a few pieces of it,the ROWHOUSE mod is 1 of, if not the ,his largest mod sets.KID is monumental himself.he changes styles frequently.you never kn ow what he might do next.he goes from small rustic homestead  villages to gothic castles to monestaries and missions.

         did DS come back in time to see the GLOBE THEATRE or STYTH TOWERS?? the tower was the 1st i believe to create something out of thin air.the idea being the watchman kept the bannies safe by keepig raiders away.it is a neat way of putting bannies to work.only RED has been able to do this with fort towers.another mod,the training camp,that grew and developed into more.no longer are there just deer roaming the maps.hopefully the mysterious modder will bring more animals to life.

           not all monuments are big.EB statute set is 1 of several options.the bannies are happy with the canal ditches so they don't have to dig as deep for water.his market sets were the 1st under the 1.07 limit flags to move and store the many goods.the stone quarry has 70+% more to dig before it becomes a resort for sherbrooke.

          there are many modders who have moved on for 1 reason or another.many have left us with some very useable mods.there are other mods that could be added as monuments or monumental mods.i didn't build a NORDIC village.TOM's NORTH mod is a monumental mod in itself.i did add the wharehouse and the norseman happiness.the NORTH also changes the exchange rates of the merchants so they don't all pay the same amount every time.so far unique to that mod.

       how many monuments are there on this map? 4 forts,3 castles so far,2 STYTH towers,GLOBE THEATRE, RK CATHEDRAL,THE OLD ABANDONED CHURCH,2 GH lighthouses,2 EB statues,the WHITE HOUSE,2 BROADWAY TOWERS,A MONESTARY,A MISSION  CHURCH,plus a canal,college,and railroad.it is an amazing map.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 05, 2018, 05:00:05 AM
pic 1: yr 100 stats
pic 2: production
pc 3: inventory
pc 4: citizen and food graphs
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: RedKetchup on September 05, 2018, 05:08:49 AM
i agree Brad, modling has evolved so such !!
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 05, 2018, 06:48:32 AM
yes it has,you all keep making the game better.always neat to see what develops next.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 06, 2018, 10:56:31 AM
hmmm i woke RED up to reading and put everyone else to sleep. there were some mod ideas mixed in. the mod concept of the railroad trading and the "shops" that function as houses by KID are 2 of those.DS has not cracked EB's fire bug either.the foundry fire turns on and off with the worker.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 06, 2018, 11:05:58 AM
YEAR 100-101

         how far can i go without a crash? before i start phase 10,i want to clean up and add more to the city.a school and EB farmstand should be added for the RR workers.greenhouses are built.a city butcher  handles the bison.EB's resort was upgraded since we don't need more stone.a coal silo was added to the RR and a pasture for animals.a NMT school was set at the edge of the city.several hand washers have been added to keep the bannies clean and healthy.

pic 1:coal silo
pic 2: hand washers and EB's farmstand added
pic 3:city butcher
pic 4:city laundry,note the grass under it as opposed to the pasture/more of a lawn grass  but comes with a road mod.
pic 5:EBs quarry upgraded to reosrt. added moss roads near it.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: RedKetchup on September 06, 2018, 11:10:11 AM
btw, i sent Necora an email asking if he wants to handle me his code for PineSet 1.5.... will see if i can get an answer
who tries nothing gets nothing ^^
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 06, 2018, 12:04:40 PM
that would be interesting to see what you do with it.i have it working good but i do have too much textiles outputs,furs and pelts both.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 07, 2018, 06:36:41 AM
YEAR 102-103

             more EB statues have been added.there are more houses under construction along the south city road. several EB carts from the resort mod have been added with a food wagon to expand the central market plaza.this should help health.worker counts to various buildings have been increased to move items better.tradeing posts are storing excess materials and items.
        progress has slowed as the bannies wait for glass.some reason they were making glassware.at the moment, i can't remember what building uses it.they did need some for construction but they did make more than enough.CC does use it for the preservist to can food.some reason i thought the RK had a building that used it in processing.

       they did finish an apiary near the RR cherry orchard.a bison pasture was added to the east.a city andscaper grow flowers and plants and will tend t the city parks.some ruins and stonehenge are finally cmpleted by the old church

pic 1: stone henge
pic 2: extended city market,
pic 3:city landscaper gardens
pic 4: row of flags
pic 5: marble statues
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: embx61 on September 07, 2018, 08:23:43 AM
Glassware is used in CC, I think RK Ed Choice and in my Production Set 2 Mod.
It is used by the Apothecary in CC and My Mod and by the Parfum shop in RK Ed Choice.
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 08, 2018, 06:36:08 AM
YEAR 104-105

      a sawmill is needed for the railroad.this should help improve our firewood count.more pastures and meat processors are added along the main river.a NMT butcher shop and old smokey. we now have 271 houses and over 900 citizens.laborer count is down under 100 helping 20 builders.
     
     more storage and carts have been added. south of the city will be more greenhouses and DS's food barn with cellar.more worker houses have been built near the RR.
     another monument is completed. RED's light house is a huge piece.

pic 1:RK sawmill at the RR,
pic 2:NMT butcher and smokehouse
pic 3:RED's lighthouse
pic 4:south houses
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 09, 2018, 06:50:52 AM
YEAR 106-107

     while we wait for glass to build more greenhouses,i will go ahead and start phase 10.a Gothic fantasy castle city will be built along the river near the bridge to sherbrooke.we have started to use the stone up.a lot of stone is released back from the TP's and wharehouses.

pic 1:north canal greenhouses
pic 2: railroad cemetary
pic 3 Gothic Fantasy castle city
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 10, 2018, 09:33:17 AM
YEAR 108-109

          other players and modders wonder about how much work goes in to get so many mods to work at once.some see it as a ton of work wth many conflicts.this map took about a week to set up the mod order ,and stll there are conflicts.sounds like a neverending chore.i have ran this map for 2 months.so a week of work for a map that plays 2 months.there are some minor conflicts, but there are a lot of specific mods also.many don't get used often and some i hadn't used at all.most maps take only a couple days to download new mods and reset the mod order.

     the Gothc castle city has its east wall and gates.a cathedral and tavern.along the wall corner is a small sheep run.a granny walnut park and herb garden and a variety of trees were added to decorate.there is a full set of service buildings and workshops.these include a school,butcher,and a bakery.i'll leave them with room to expand and grow to the west.

    the bannies added more houses to the NMT city and did some clearing around sherbroooke.

pic 1:GF north
pic 2 center
pic 3: south
pic 4: NT south greenhouses and worker houses
Title: Re: BRAD'S SETTLING OF AMERICA SERIES 2:Elnor
Post by: brads3 on September 11, 2018, 05:50:28 AM
YEAR 110 REVIEW

           population 963,98% educated.in 295 houses including inns and boardinghouses.half heart short on health and a star off on happiness.as more alcohol was produced and the train was built,food does show a drop off.with so much in reserve i wasn't concerned.there are lots of flowers held in the trading posts.they were filling the carts and slowing the movement of fertilizer.this dropped the greenhouse outputs.there has been some firewood pulled in trading.otherwise,the trading posts have been wharehousing extra goods.           

           10 phases in 110 years.many monuments and monumental mods.only 10 yrs longer than i projected. i held the population down longer than i expected.the map could continue to grow and probablt handle 5000 bannies.this computer won't however.overall i accomplished the goals though modders continue adding more mods that could be included here. after 2 months,it is time to move on to other villages or towns.

            it isn't possable to return to these maps. as mods are upgraded,the changes can cause the older maps to crash. some mods do get stuck in the registry and can cause odd effects.some older flawed mods would do this even after they were removed from the Win Data folder.the game also tries to load the mods according to the mod order.mods that have been upgraded and those taken out ,the game wll take time to look for them.  the safe solution to know you have a clean start,is to dump the registry and the saves between games.with so many mods,we don't want to cause more conflicts.

         there weren't many mod issues.the oats and domestic animals stable still crashes.the honey for the jamhouse and EB's cured leatherworks need adjusting.i do need to consider the CC mods with their limit flag issues.less than 5 issues out of about 140 mods.i'd call that progress.

        the Norseman happiness from the North didn't seem to have much impact.it does bring a new goal to the game.

pic 1: stats year 110
pic 2: production
pic 3:inventory
pic 4: food and citizens graphs