mods: count 99
ORDER FROM TOP DOWN:
RK vanilla TP for 107,bigger wheelbarrows,empty space, CC no smoke, stop burning coal,no ducks,forget about orchard, immortal trees,residence fix,renewable resources,more wood,safer mines,
unlimited mines,blacksmith tools,pine set 103,NAT DIV,season fx,maritimes storage,mini buildings,
Tjurko mill,bakers and millers,
EB mods< farm house 1+2,farmstand,herbalist,leather works,markets,oil press,tannery,winery>
hunting,fly fishing,
KID mods<tiny,rowhouse2,market soup and bar-b-q,puzzle vers 1,vegetable garden,forest outpost v2,
wildwes,yard cover,log depot,plymouth plantation,workplace,colonial resource and housing>
DS stone hovels,
RED's mods<garden walls utility,country house,ketchup,training camp main+deco,wood butcher>
bakery plus,domesticated fix,my precious,statue plus,107 compatability,CCjourney,compatible buildings,
RED's NMT 2.04,
TOM's mods<nordic: houses,school,wharehouse,wooden house,red cottage>
fountain lite, tropical greenhouse,adriana college and library,
----------MODS BELOW THIS POINT SHOW NO CONFLICTS--------------------
better school,birch canoe,CC light rain,
chicken coop,city roads,debug,decorative plants,emporium,fruit&veg barn,gh lighthouse,grassy roads,
i see fire,izba,more stone,new trees,old hunter hut,plymouth house,proper time,SJGL small markets, slinks snughouse,specialized storage,storage shed,washing mod,white picket fence,zmasher
I should explain that list some. it is a huge list.several of them are older mods and i chose not to
upgrade them. i am used to where they are in the toolbar and the new flags should not bother them. this order shows to work and other than a nothing line,my traders and townhall inventories have been clean.no blank tags yet. i did overhaul and go through the entire list after the LOWESVILLE error and crash.never did solve it even after i did try RED's TP fix.
some of these are self explanatory like no wild ducks,smoke,etc. i'll hit on the older or odd 1's.
forget orchards:produces fruit the 1st year and doesn't die off or require replanting,
immortal trees: forest trees stay until you cut them down.this will help get more wood with the newer mods
residence fix:is just to fix a possable error. i say possable because the mod i believe it fixed has been removed since it did cause other errors. better safe than sorry so it can stay.
renewable resource will help with iron ore and iron as well as stone supplies.
BS tools:allows stone and wood tools.very handy early in games.also can help later when you need iron.
PINE FOREST+NAT DIV: these changed the game and give a more realistic meadow look.drawback is the lack of thick forests. several mods do help that as well as the ability to burn the thatch.after using these together, my understanding is the thatch isn't just cut dry grass but pressed bundles.
seasonFX:gives a better look to the crop fields
mini buildings:main reason for this mod is the TH draws nomads by itself.normally in under 5 years. lately it has been longer though there doesn't seem to be a conflict causing it.bad luck/blocked maps?
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this is to be a landing fort to America. then expand it with several other maps or games.it takes trial and error to find a good map to start with. i prefer the start to be in the northeast corner.after loading several maps ,this is as close as i am going to get. we start in a bay where everything south and east is ocean.
the objective here is to build a landing fort that the settlers can branch out from.this includes the various parts from CC's northern frontier version.for new players the older versions are included with the new CC versions. being such a small area,this will require some good trading to get the building materials.
by then the population should be over 100 and it will take several years.
map code 87537412 water world medium sized mild climate disasters off medium conditions