World of Banished

Sightseeing => Village Blogs => Topic started by: Nilla on February 04, 2015, 03:16:39 AM

Title: Exploring the CC-mod
Post by: Nilla on February 04, 2015, 03:16:39 AM
It has been a while since I wrote something here. I haven´t played much lately, but yesterday I started a new game.  I downloaded the latest version of the CC-mod. I tried it once, as it was new, but didn´t like it. The balancing was one of the thing that really disturbed me. Since there has been a number of updates of the mod, I hope this has improved. So I will give it a new try and tell you my impressions. 

If you haven´t played this mod yet and want to explore the CC-buildings yourself, this will probably be a spoiler. Stop read it now!

I think I will structure this blog around the pictures.

First picture

The CC-mod has several new starting conditions, among others the Adam and Eve. That´s a nice one, so I will play that. I use a medium map (my favorite). The picture only shows the starting supply. I am not sure, but I think it is a bit different from the Adam and Eve mod, I have played before.

Second picture

What else is different from the start?

There are some orange and purple trees. No idea what that is. I don´t know any trees that look like that. The mod is called Colonial Charter, so it might be a way to show, that this is a new, far-away continent, with strange trees. On the top of the mountains there are only pine-trees. You cannot cut them down, but it looks nice. I also have the impression that there are more stones and iron than usual on this map. I don´t know if it belongs to the mod or if I was lucky, choosing a good map.

Of cause the menu is different. There are a lot of things to explore. There is plenty of food, fuel and tools for 2 people in the chart, so I have started to build a house. There are a number of new houses, but many of them need materials that aren´t available from the start. There is a small cheap one (Tiny Shack). It is very small and only for 3 people, and with these starting conditions; there have to be many babies. So I have built a normal wooden house and as next, there will be a normal gatherer.

Third picture

One problem with Adam and Eve is health. The harts gets away fast. We need more food diversity. So I let one of my people gather some berries, ok she also got some mushrooms, roots and onions as well, but berries (only blueberries in this far-away land, as far as I can see) are the important food. For protein (and leather) I built a hunter as next. After the hunter has killed one deer he has to do something else. Micromanagement is the word, if you start with Adam and Eve!

Title: Re: Exploring the CC-mod
Post by: Nilla on February 04, 2015, 06:35:09 AM
I played a bit more yesterday and I will now continue to tell you a bit about it.

First picture

I was thinking about building a school. Is it possible to build it early enough to get education for all children? Is it possible to run the school with only two adults? You cannot micromanage the teacher. I think I could have built the school in time, but I don´t think it is possible to supply a family with only one adult, so I have decided, that the first two children (boy, girl) will stay uneducated.

The chart is almost full, so the next thing to build is a barn. I will also build an herbalist. The parents have only 3 harts health. I don´t really know, how bad it is it; how much it influences the productivity.

Second picture

I built the house for the uneducated couple in the forest. I don´t want them to spoil too much raw materials as woodcutters or toolmakers.

Here is something new:
There is something called crude tools. 2 wood 2 iron makes 6 tools. Seems like the productivity is really high. I got a lot of tools in a very short time. Unfortunately they seem to last very short, so I suppose for regular use the normal iron- later steel-tools are better. But it might be very useful, if you are running out of tools. At this point I also had an idea of using this tools to trade, but later I noticed that the trade value is only 2, so selling is a bad idea. Maybe it could be a strategy to buy them later, if you want to save iron. Something to think about. Nice! :)

If you have the raw materials, the tailor could make some new kind of clothes. Blacksmith and tailor could also both be upgraded.

Third picture

Little Natha, third child of the family is now attending school. Mama is teaching.

I have built an apiary. In the original mod, honey is an universal food, and could here replace grain, until I get some seeds or can buy some grain. It looks like it is still that way. The health is improving, even if I don´t have someone working as an herbalist. The apiary also produces bee wax. So far it is not used, but there is a candle maker. I will build one later.

There's a lot of storage and markets at the menu, but it seems like there´s only the original trading port. That´s the next thing I will build. I need some seeds and animals. I have also noticed, that the original barn can be upgraded. No need for that yet, but it might be a good thing, when the population grows.

Fourth picture

Now I have built a tiny shack. Yes, it is a really fitting name, only 2*3 squares of size and not very cozy. I will use it as a retirement home (max 3 people). So I "fake demolished" my first house (Lise will move in there with her brother as soon as she leaves school) and poor struggling Adam and Eve must finish their lives in that shed. I ought to be ashamed!  ;) :-[
Title: Re: Exploring the CC-mod
Post by: irrelevant on February 04, 2015, 06:50:45 AM
@Nilla a very nice, compact early town. I shall be very interested to follow this, as I have not yet even downloaded any of the CC mods, and am curious to see how a CC town development compares with vanilla.

Nice work balancing the Adam and Eve start.

It is possible to get a school built in early spring, in time for a starting 9 year old to become a student. School placement is key, it needs to go south of the starting barn/stockpile http://worldofbanished.com/index.php?topic=651.0. Also careful workforce management; it must be the only thing you are doing (except I also had two farms started, can't remember whether or not I paused them until after the mats were assembled), every worker is needed to move construction mats to the building site. The mats will be assembled very quickly, and you can then move the laborers to other tasks. Of course you were correct not to build one so early here.

Title: Re: Exploring the CC-mod
Post by: Nilla on February 05, 2015, 04:25:32 AM
First picture

12 years has gone by and the population has reached the number of 16=normal starting population. Of cause there is a difference: We have many buildings. Among others a trading port.

There are other merchants than normal at the CC mod. First came a smuggler. He only sells booze and tobacco! Don´t think I will buy anything from him, ever. The second one is much better; the Company Merchant. He offers everything; seeds, animals, all products and raw materials, several hundred of different goods. This one brings lamp oil. We don´t need that now. I don´t know if I should order anything. In a normal game I use to order stones from the general goods guy at the start. But there is still plenty of stones close by, so I will wait and see.

I noticed another difference: Venison is only worth 1 in trade. So there is one excellent early trading good less. I don´t mind. In fact I find it good. I never really understood, why meat is so valuable. It is not really harder to produce than other food.

Opposite of the apiary I have built a chandlery.

Second picture

I thought that candles could be good to trade. Candles are worth 8, you got the beeswax as  byproduct. But unfortunately at the moment the chandlery is a waste of labor force. 30 wax give 4 candles, worth 32. Only ½ profit on each candle and the productivity is very low, less than 100 candles in a year for one worker. I´ll better let the candle maker do something else. I don´t know yet, what use there are for candles. Do they make people happier? But they don´t bring them into their hoses, so I don´t understand how. Maybe they are good for something, we´ll see later. For now they must do without candles. I will sell the beeswax.

Third picture

There are a lot of new merchants. Many of them quite useless at this point of the game: Fabrics and Fiber  (raw materials for clothes production), Greengrocer (fruit and vegetables), one brought some sheep (forgot the name) and here the Mercer ( brings only clothing).

I have no intention to build a big trading economy, but I do want to buy seeds from many of the new crops and probably some building materials. With all those different merchants, the useful ones will arrive too seldom. That´s the reason I built another trading port.

It is possible to build a fenceless pasture, where you can build your own fence later. There are several of possibilities. But it is a bit strange; the fenceless pasture costs the same amount of wood, as the normal one.  The new fences than cost materials again.

It looks like there is another small improvement in this mod. In a normal game, you don´t need any herdsman until the pasture is full. The sheep reproduce and produce the same amount of wool anyway. You only need him to slaughter. If I don´t have many free laborers, I normally don´t use any herdsman early. So I did here as well and my sheep all died. If it wasn´t just bad luck, I like the change. Why should you produce something without labor? I will examine this more, when we get some new animals.

Title: Re: Exploring the CC-mod
Post by: Nilla on February 07, 2015, 04:53:31 AM
First picture

Here is a new building: The Shore House. You can dig for clay or sand (needed as a building material for some buildings and as raw material for brick, glass and maybe something else) but with this building you can also catch turtles or frogs, if you rather need food. Nice! I'll start with sand, because I want to make glass.

We haven't got any seeds yet. So the shadow behind the shore house is a third trading port.

Second picture

Here's another new merchant; Goods Importer, brings only protein.

Beside the new trading port is a Glassworks. It produces glass as a building material or glassware (bottles). Raw material is fuel and sand. But it seems to be bad business to produce glass (at least with firewood and sand).  8 Firewood and 25 sand give 8 glass. Value of the raw materials 8*4 + 25*1 =57. Value of the product 6*8=48. You can also use charcoal, coal or firebundle as fuel. Maybe one of them is better.

Third picture

I have now played 21 years.

We finally got some seeds. There is a seed merchant, called Planter, but he didn't show his face the first 10 years, or so. He brought corn. That's good, because we need grain, but it is also a bit boring, I wanted to plant something new. 

The picture shows a Bundling Shed, red arrow (not in use yet). The menu says:" organics are gathered and cut into useable bundles of fuel for fires". I didn't know what organics are, as I built it, but now I do: it is corn, sugar crane, hemp, bamboo or sorghum. I will increase the corn production as soon as I have more workers and try it.

We also have a charcoal burner (blue arrow). Charcoal is a very good trading good, even better than ale or firewood. 5 logs give 55 charcoal. The productivity is very high, a yearly production of more than 1000. Charcoal is worth 3 as a trading good. So a charcoal burner can give a trade profit of 3000 each year, with only 100 logs as input.

As next I will build a butcher. It's a bit strange, that a butcher can slaughter only one kind of animal. I will build a butcher for venison, that's the meat we have the most.
Title: Re: Exploring the CC-mod
Post by: RedKetchup on February 07, 2015, 06:05:23 PM
euh.... i see in first picture a limit called : Material

did they really succeeded to add a fully working new limit ?
Title: Re: Exploring the CC-mod
Post by: irrelevant on February 07, 2015, 06:48:58 PM
Quote from: RedKetchup on February 07, 2015, 06:05:23 PM
euh.... i see in first picture a limit called : Material

did they really succeeded to add a fully working new limit ?
@RedKetchup I think they replaced "coal" with "material."
Title: Re: Exploring the CC-mod
Post by: RedKetchup on February 07, 2015, 07:36:59 PM
oh ok
Title: Re: Exploring the CC-mod
Post by: Nilla on February 08, 2015, 03:26:39 AM
It is not very useful, because material could be a lot of different things. Coal also includes in fuel and that's not very helpful eather.
Title: Re: Exploring the CC-mod
Post by: RedKetchup on February 08, 2015, 06:29:19 AM
bah it allow 1 recycled ( coal + firewood in > fuel ) and then ( coal => material or other name)
Title: Re: Exploring the CC-mod
Post by: Nilla on February 09, 2015, 04:58:49 AM
A few more years, a few new buildings.

First picture

1. Curing Barn - makes pipe tobacco from tobacco leaves. I bought some tobacco leaves to test it. 50 tobacco leaves give 11 pipe tobacco. A small profit if you sell it; input 50 output 66. Didn't have enough leaves to test the productivity. Tobacco increases happiness same as alcohol.

2. Charcoal Burner - veeeery profitable, see last blog

3. Glassworks- bad economy to let it work, see last blog

4. Inn and Garden: If you produce alcohol or tobacco you need this building. It seems like the people no longer go to the brewery to get their ale, they only go to this inn. I first thought that if you produce it for export , you don't need this building. But as far as I can see, the traders doesn't get it directly at the production site either.

I am not sure what the consequences are, if you want to build a big trade settlement. If you want to sell a lot of ale. Maybe you don't need so many traders to run around to all breweries to collect small amounts of ale. But you can have a maximum of 4 "Ale Wenches" in each inn. So it might be a bit tricky to sell a lot of ale. Might be a good thing. (if it wasn't for the much too profitable charcoal)

Second picture

Overview of the new part of the settlement in the year of 26.

Now I know what the orange trees are: Maples. Are there really orange maples in summer in life? There are two types of orchards: standard and dense. I will build one of each close to each other to compare them.

Between the maples and the market is a Brickworks. It's an upgraded charcoal burner. Another building that you really should keep away from, if you want to run your production with some economic sense. 10 fuel (here charcoal) and 15 sand gives 3 bricks. Input: 45, output: 18.

Third picture

The first part of the settlement at the same time.

The butcher now works. He makes sausages, meat cuts and tallow. He makes all of them, you cannot choose. How much of each seems to be random. As far as I have seen, you get a bit more products from the butcher than the meat he uses.  (500-600 venison gave 468 sausages, 286 meat cuts, 72 tallow last year). It might be a good idea to sell the meat cuts, worth 3, sausages and tallow are worth 1. Tallow is no food, but could be used to produce candles.

Title: Re: Exploring the CC-mod
Post by: Nilla on February 10, 2015, 05:57:54 AM
Warning!  :-[

I just read what I have written and it is a long lamentation. I have marked the non-complaining parts in italicized letters. So if you don't like complains read that only! ;) 

My CC-town develops slowly toward the first 100 inhabitants. I'm not there yet, even after 30 years. (Do you remember my fast Doolin? I don't think, I played that game as long as 30 years, and it I had almost 5000 inhabitants) You can play this game in many different ways, that's for sure. :)

First picture

This will be a small grain area. I have built a water mill. You could also build a windmill, but it needs rope and cloth to be built and I don't have any of it yet. There are 4 different kind of grain. The mill is a disappointment. 20 corn gives 14 flour (trade value both 1).

Second picture

Sorry it rains, but I just want to show all the different kind of bread you can produce (a bit strange; I sometimes bake bread as an hobby and I never use butter). But as far as I can see, it isn't interesting to bake anything but Hardtack; You get 20 Hardtack from 5 flour (both worth 1). The other bread types I tested were far less profitable and all worth 1.

Third picture

There are two kind of large marketplaces and also a number of small specialized market stands (5. shows a Protein Stall). Here I have built a Central Market. It has a bigger radius then the standard market and it seems like it could hold more merchandise. Around it I have built some new buildings.

1.  Dairy - Opposite to the @RedKetchup diary, you cannot choose the product. 15 milk gives 12 butter or cheese or cream, which one seems to be random (all worth 2) . Not very useful, as far as I can see.

2. Oil press - You can make vegetable oil or lamp oil. I don't know why you should make any vegetable oil. 275 olives makes 100 oil (worth 3). You need lamp oil for some buildings but for that you need blubber from whales, which I don't have yet.

3. Weavers hut - makes cloth or linen from cotton or flax. Cloth is needed for some buildings and you could also make clothes from the products. Here we have a more reasonable balancing. 7 cotton gives 4 cloth; input 14, output 32. The productivity is not so high 100-200 each year. So the yearly profit is 500-1000, something  like a standard tailor.

4 Ropery -  This is so far the most unprofitable building. 100 hemp gives 2 rope. (input 200, output 70) . One rope costs 100 to produce, you can buy it for 35 (42 if you order it). Why on earth would you build a ropery, if you have trading port? It doesn't look that good. I don't mind if these specialized building materials are hard and expensive to produce but they are too cheap to buy!
Title: Re: Exploring the CC-mod
Post by: RedKetchup on February 10, 2015, 07:26:39 AM
hehe. it makes me smile :) you never complaining so much about MY mods like this :)
Title: Re: Exploring the CC-mod
Post by: Nilla on February 10, 2015, 04:04:15 PM
Right, there were seldom reason to complain about your mods. But I can remember I sometimes did complain about some things and I also remember, that you were quite annoyed about it. ;)

The CC mod is great if you like a city building game. It gives you a lot of new design possibilities. But I like more the survival/simulation aspect of Banished. So, this mod gives me....... some frustration.  :-[
Title: Re: Exploring the CC-mod
Post by: irrelevant on February 11, 2015, 07:38:14 PM
Quote from: Nilla on February 10, 2015, 05:57:54 AM

Sorry it rains, but I just want to show all the different kind of bread you can produce (a bit strange; I sometimes bake bread as an hobby and I never use butter).
Maybe it's brioche. ;)
Quote from: Nilla on February 10, 2015, 05:57:54 AM
4 Ropery -  This is so far the most unprofitable building. 100 hemp gives 2 rope. (input 200, output 70) . One rope costs 100 to produce, you can buy it for 35 (42 if you order it). Why on earth would you build a ropery, if you have trading port? It doesn't look that good. I don't mind if these specialized building materials are hard and expensive to produce but they are too cheap to buy!
Does the ropery upgrade to something more productive/profitable? CC seems to be full of things like this.
Title: Re: Exploring the CC-mod
Post by: Nilla on February 12, 2015, 03:12:04 AM
No @irrelevant , the ropery has no upgrade.

This grumpy old lady will make an effort to be nice today. As you might have noticed, I was a bit frustrated the day before yesterday. But one day's brake have helped. Now the spirits are back.

First picture

I have upgraded some buildings; Taylor and Blacksmith. Both looks great.

I also know the use of candles. You can upgrade the mines. I suppose that you can go on and use the mines after they are empty (dig deeper). For that you need a lot of candles. It looks like it is the same with the quarries. I like that idea. These dead mines and quarries are ugly.

The building in the right corner is a resource depot. It has the same function as the @RedKetchup Stockerer, a storage to which you can move stuff manually. I like these kind of stores, very useful.

Second picture

I have made some new alcohol producers. A Winery and a distillery. I don't have the raw materials yet. Opposite to Ale and wine, it seems like the booze is sold in bottles.

Across the street from the orange maples is a Sugar House. I built it because the people don't want the maple sap from the trees. You have to make maple syrup. That's made in the sugar house.

The most impressing thing about the CC-mod are the many houses. There are a lot of different houses, most of them could be upgraded, even several times. I have started to make a "house exhibition" around the new marketplace.  I will show you more when I have at least one of each.

At the beginning, I had a theory about the crude tools. They are cheap and are produced very fast. So I thought, that if you run out of tools, you could fill the stores fast with these cheap tools and solve the problem. But it didn't work well.

You can see, I am short of tools here. It first started, as I upgraded the toolmaker and as it was upgraded, I started to make joist. (Needed for some buildings and as all the other specialized building materials; expensive to make, cheap to buy). I saw that the stores were getting short, but you know; I like experiments and I wanted to try the crude tools. First it worked well; the stores started to fill up, but as soon as I changed to iron tools; even a store of 100 crude tools were gone very fast and the shortage was there again. I had to build another toolmaker to catch up.
Title: Re: Exploring the CC-mod
Post by: Nilla on February 14, 2015, 04:44:15 AM
I have been running the game a bit further, I don´t say playing, because I really don´t care about how the game goes. I will not play much longer, just finish my house exhibition. That takes some time, because some of the houses could be upgraded 3 times!

I buy all the seeds I can, to try all the different crops. Some are more expensive than others (2500-4000) .There are a lot of new things. The orchards are immortal and give a very good harvest. The vegetables all seems to be quit fast growing, more like beans than squash. Cotton, hemp, flax and maybe some more crops gives a much lover harvest (I guess 3 units for each square).

Meanwhile I have been studying the trade a bit more: There are 10 different merchants.

Company merchant - everything
Hauler - materials
Greengrocer- fruit and vegetables
Bakery - grain products
Imported goods - proteins
Fabrics and textiles - materials for clothes
Planter - seeds
Rancher - animals
Mercer - clothes
Smuggler - alcohol and tobacco

It looks like they arrive quite often, at least a bit later in the game and it seems like the time between the arrival varies. So far it has been impossible to predict when they arrive, also to make them arrive at the same time. But I have only 3 trading ports, so I am not really sure.

It might be a bit more difficult to build a large settlement based on trade with the CC mod, than the original version, but i am not sure. Maybe I will give it a try. There are many quite "useless" merchants in a long term game.

I can show you some new buildings; Warf and Ship: catch whales, lobster and seal, looks nice, about the same productivity as a good fishing hut, a Wind Mill, not better than the water mill and two very nice looking Quayside Homes (the same building, different kind with F)
Title: Re: Exploring the CC-mod
Post by: RedKetchup on February 14, 2015, 05:39:56 AM
but i can say (by this screenshot) they made a really awesome job !!!

many things they added looks awesome. A couple other things are blah! ^^ but the most beatiful items deserve all the attention :)
Title: Re: Exploring the CC-mod
Post by: Nilla on February 16, 2015, 05:05:07 AM
Yes, @RedKetchup most of the design is really great. It is sad that they didn't put the same effort into the balancing.

First picture

Now I will show you my house exhibition. I have tried to mark the different houses.

Together with the two original houses, there are 5 different kind of houses. Most could be upgraded 1, 2 or 3 times.

1A,2A= Tiny Shack, Tiny House (one upgrade)
1B,2B,3B,4B = Town Abode, Townhouse, Nice Townhouse, Fancy Townhouse (three upgrades)
1C,2C,3C = Country House, Nice Country House, Fancy Country House (two upgrades)
D= Log Cabin
1E,2E,3E,4E = Large Residence, Manor, Mansion, Estate (three upgrades)
And there is the Quayside House, I showed you in my last picture.

From many of those houses there are different types to choose between with the F. Different structure, color, roof........

Second picture

The house exhibition from the other side

Third picture

There is also a large variation of crops.

Summary of my impressions of the mod in this game:

The CC mod is really great, if you like to design a settlement. The possibilities are huge. Most buildings look really good.

Unfortunately the balancing of the production chains/trade values are bad for many products, especially the advanced building materials.  This makes the mod less interesting, if you more like the simulation-aspects of the game.

Title: Re: Exploring the CC-mod
Post by: Nilla on February 18, 2015, 05:14:03 AM
I stopped my first CC game and as I said, I will try to build a trade based economy with the CC-mod. These are the limitations:

No farms
No orchards
No mines
No quarries

I was thinking about no schools for a while, but I have a feeling that it could be a bit tricky anyhow, with the many specialized merchants. And that is the thing I want to test.

First picture, start


I said; educated. And if I do, I normally mean everyone. I had two 9 year old, two 8 year old and one 7 year old from the start. The school was my first building, but with a hard start, there is no building materials, so it didn´t work out. Two girls are uneducated. I have planned a house next to the school. I will build it there later, and try to have one uneducated as the teacher. Isn´t that a great idea? ;)

Second picture, 1 year gone by

Still a lot of homeless people, but there´s no hurry. No signs of the CC mod yet.

Third picture, year 4

First trading port just finished. There is also one not original building, an apiary. It seems like honey could replace grain for full health and I can sell the wax. 

Fourth picture, year 6

I have 3 "forest nodes  with each one hunter. I don´t know how you do it @irrelevant, with your high productive hunters, but normally one hunter catches 2 deer (sometimes only 1, seldom 3). I don´t know what I do wrong. But this seems to be an excellent place for a hunter. Don´t really plan to have one here long term, but I will test the spot. 3 flocks of deer just in front of it. Should work! or not?

Fifth picture, year 10

No, it doesn´t work. This hunter catches his two yearly deer, never more, never less, so far.

I have started to plan the commercial area. Most of the buildings not built yet are bank barns and root cellars. I want to use the hills for storage.

So far I sell firewood, charcoal, beeswax, meat cuts, tallow (I let a butcher increase the value of the venison) and frog legs (the shoreman have dug enough clay to build another charcoal burner, so I let him catch frogs, froglegs are worth 2)
Title: Re: Exploring the CC-mod
Post by: rkelly17 on February 18, 2015, 07:53:46 AM
Quote from: Nilla on February 18, 2015, 05:14:03 AM
I said; educated. And if I do, I normally mean everyone. I had two 9 year old, two 8 year old and one 7 year old from the start. The school was my first building, but with a hard start, there is no building materials, so it didn´t work out. Two girls are uneducated. I have planned a house next to the school. I will build it there later, and try to have one uneducated as the teacher. Isn´t that a great idea? ;)

Wow! That is ambitious. On a hard start I usually aim for a functioning school before the first child born in the settlement turns 10. Very Occasionally I get the youngest of the original children in school. And, yes, I often start out with an uneducated teacher.
Title: Re: Exploring the CC-mod
Post by: irrelevant on February 18, 2015, 08:02:06 PM
Quote from: Nilla on February 18, 2015, 05:14:03 AM

I have 3 "forest nodes  with each one hunter. I don´t know how you do it @irrelevant, with your high productive hunters, but normally one hunter catches 2 deer (sometimes only 1, seldom 3). I don´t know what I do wrong. But this seems to be an excellent place for a hunter. Don´t really plan to have one here long term, but I will test the spot. 3 flocks of deer just in front of it. Should work! or not?

No, it doesn´t work. This hunter catches his two yearly deer, never more, never less, so far.
That looks like a great spot! It should yield 800-1200/year. Maybe I'm just a deer whisperer.
Title: Re: Exploring the CC-mod
Post by: Nilla on February 19, 2015, 05:10:52 AM
Yes, you certainly are, @irrelevant. I have no idea, how you do that. My special hunting cabin never produced more than 2 deer. Always some deer to be seen in the area, but the hunter were mostly somewhere else, mostly as I looked, on a spot where the deer just left.  :o :-\ ;)

First picture, year 18

I will start with 5 trading ports and not build any more, until I can fill them with enough goods to buy a full big boat load. I don't have enough people for the big boats yet and have to stop my breweries, because I don't have enough cherries (in the CC mod you cannot brew apple ale).

I think that cherries for the breweries is the limiting thing in a big trading economy with the CC-mod.

- I have told you before, that there are 10 different merchants, only two of them bring cherries. That's the first limit.

-At this point I have enough wild vegetables, but in a larger settlement, you also have to buy vegetables. The only merchants, that bring fruit are also the only ones that bring vegetables. That's the second limit.

-I have to buy a lot of building materials, only two merchants bring building materials. The second one is the company merchant who also brings fruit and vegetables. This is the third limit.

-The traders don't get the ale at the breweries, only at the inns. I have no idea, how this works. How much ale can the ale-wenches  collect.

So I am sure, there must be other main trading goods beside ale. Charcoal, of cause. Than I have to use the merchants, try to increase the value of what they bring. These are my thoughts:

Company merchant - cherries, building materials
Hauler - building materials
Greengrocer- cherries, later also vegetables
Bakery - flour, bakeries make hardtack to increase the value (don't know yet if I will sell it or just use it for the population)
Imported goods - venison, butchers increase the value, I sell meat cuts and tallow
Fabrics and textiles - flax and wool, don't know the most profitable way for the textiles, maybe wool coats and linen or maybe linen clothes.
Planter, Rancher , Mercer , Smuggler - useless

Second picture, year 23

I haven't seen this shortcut before

Third picture, year 26


150 people, we're waiting for the big boats. I have started to replace the original wooden houses with CC-homes.
Title: Re: Exploring the CC-mod
Post by: rkelly17 on February 19, 2015, 09:02:33 AM
Quote from: Nilla on February 19, 2015, 05:10:52 AM
. . . . (in the CC mod you cannot brew apple ale). . . .

That's just plain weird. How can there be no cider, which was actually far more common than cherry "ale"? The colonists in North America would have been very, very upset if they couldn't have fermented apple juice.
Title: Re: Exploring the CC-mod
Post by: irrelevant on February 19, 2015, 09:57:49 AM
Quote from: Nilla on February 19, 2015, 05:10:52 AM
Yes, you certainly are, @irrelevant. I have no idea, how you do that. My special hunting cabin never produced more than 2 deer. Always some deer to be seen in the area, but the hunter were mostly somewhere else, mostly as I looked, on a spot where the deer just left.  :o :-\ ;)

The only other thing I can think is that perhaps there needs to be a house (and a barn! ;) ) closer to the hunting cabin; the hunter may be spending his time walking back and forth to his home.
Title: Re: Exploring the CC-mod
Post by: Nilla on February 20, 2015, 04:14:11 AM
Quote from: irrelevant on February 19, 2015, 09:57:49 AM
The only other thing I can think is that perhaps there needs to be a house (and a barn! ;) ) closer to the hunting cabin; the hunter may be spending his time walking back and forth to his home.

That might be right, only the other hunters have houses and barns close and they also use to shoot two deer each year.

I went on with my CC-trading-game and I must say: This is rediculous! 200k food accumulated in a couple of years!  ::)

I thought it would be harder with those merchants, but they do arrive often. I counted the two last years and there where 8 merchants each year, to 5 ports.

In any case, I can tell, that the ale collection to the inns works very well. I have just built my second inn, but I am not shure it´s necessary, because it looks like the two ale-wenches from the first inn could collect all ale without problems. As I look, what they do, they are mostly doing other things. All breweries are very close to the inns, probably they would be more busy, if the breweries were more spread, but in such a case, it is also possible to increase the number to 4 at each inn.

I don´t know, if I want to go on with this game. As I said; I thought it would be tricky, but I don´t think it is. The many merchants are also a bit annoying, to 5 ports!  ::)  I find it harder to organize, that they all arrive at the same time, than in a normal game. What will be when the population grows and I need 20 ports or more? ??? I don´t think I want to play such a game.  :-\