Banished Ventures

Banished Ventures Brad’s SERIES-Hymer

  • This topic has 33 replies, 1 voice, and was last updated 2 years ago by Brad.
Viewing 14 posts - 21 through 34 (of 34 total)
  • 34 Posts - 472 Views
  • #8163
    Brad
    Participant

    YEAR 30 and 31

    the Canadians finished the work on the hospital, whiskey still, and a cider press. the Bristish continued working on the fort walls, laborers have cut more trees from the mine area and collected iron ore from near the Canadian castle.

    we need to house 2 couples and have 1 extra laborer. we’ll build an herbalist in the forest east of the fort and send 2 laborers to live at the British fort. a 2% welcome sign will bing in a group of settlers

    we trade for sugar, honey, strawberries, and eggs. the Brits bought 500 firewood and 600 thatch.

    pic 1: Canadian hospital and whiskey still
    pic 2: wildwest houses
    pic 3: British fort walls

    Attachments:
    #8167
    Brad
    Participant

    YEAR 32 and 33

    a group of 14 arrive with orders to lay tracks and build train stations. there are 10 workers with 4 children. 1 couple came with them to farm near the fort. they gather honey from the meadows outside the fort wall and tend to the bison. the others build houses in the mine village. 2 become builders and 6 laborers will haul supplies. as soon as the bison were fenced, the train workers went to work. the 1st station will begin shipping coal in exchange for wheat.

    the Canadians built more houses for graduates and doubled their gatherers of maple sap. a blacksmith makes pine bough tools. and they cleared a field for the carrot seed.

    the Brits bought 300 more iron. we traded for blueberry seed, carrot seed, and 5 bisons.

    pic 1: bison farm
    pic 2: train worker houses
    pic 3: Canada
    pic 4: train station to move coal. engine brings in food for coins.

    Attachments:
    #8196
    Brad
    Participant

    YEAR 34 and 35

    we’ll need lots of iron for the train tracks. the train conductors request more coal. 2 mines are dug. the miners use a DS hearth to make copper tools. an RK foundry will smelt the iron. the Canadians found more walnut and apple trees to harvest. they do have a few cows and a tiny butcher. a young couple built a cow shed near the bison farm. 2 thatch huts will keep the trees clear from around the Colonial fort.

    to use the space up, the forest to the east was extended along the lake.

    the material export station has an issue. the worker carries 33 coal, but the station only needs 30 for its stock goal of 100. hence the worker gets stuck in a loop and won’t drop the extra 3 coal.same thing happens with logs. worker carries more than needed but won’t drop the small amount needed at the station. plus now he won’t remove the logs from the station either. the utility station is working.

    we trade for potato seed, sugar beet seed, squash seed, and sweet potatoes.

    pic 1: cow shed
    pic 2: walnut hedge garden
    pic 3:mine village
    pic 4: train track progress

    Attachments:
    #8201
    Brad
    Participant

    YEAR 36 and 37

    we send 2 couples to the Monks, 2 to the British fort, and 1 to the farm district to plant 2 fields. the monk’s built the monastery. the Brits add 2 sunflower gardens. the mine village has a records office, a clinic, and a candle shop. the train workers built a textile station. this will bring in coins since the material station doesn’t work.

    3 more houses are built at the Monk Castle. they build a crafters guild and a stone quarry. the 5 castle builders went from the Canadian castle and park to upgrading stone roads and building walls for the Monks. the team of train workers have extended the tracks to where the train can turn and head south between 2 hills.

    we trade for pears, roots, milk, and bacon. the Brits bought 200 more iron,200 lumber, and 300 thatch.

    pic 1: Brits
    pic 2: Monastery
    pic 3: candle shop, clinic, and office
    pic 4: Canada
    pic 5: crafters guild
    pic 6: new farm
    pic 7: train progress

    Attachments:
    #8209
    Brad
    Participant

    YEAR 38 and 39

    the miners built a fishing pier and more storage barns. they have a DS workyard to cut timbers for the mines. the castle builders continued working on the walls for Monks. to compensate for the material station failure, the train workers aded a train at the turn. this has a KID train car that will trade coal for food. to move the train workers and speed up their progress, an Indian fort has been established. the tracks are layed south where they will turn east.

    we trade for strawberries, beans, maple syrup, and chicken meat. the Brits bought iron ore and thatch.

    pic 1: fish pier
    pic 2: Monk walls
    pic 3: 2nd train to move coins and coal.
    pic 4: DS construction yard
    pic 5: Indian Fort started
    pic 6:track progress

    Attachments:
    #8216
    Brad
    Participant

    YEAR 40 REVIEW

    population 479 in 117 houses and 2 train cabooses. the 2 barracks are empty. 1 group of settlers arrived to work on building the train tracks. we grow at a steady pace. but the builders are a little behind at the moment.

    we caught up on the goal of building 1 castle or fort in each decade. the British and Monks have completed their walls. the Monks have a larger quarry for stone, a monatery, and a craftsman guild. they also used the stone to upgrade their roads. the Canadians expanded to the north stream and worked on a decoration project of a park around the castle. now that their forests are planted, they won’t need as many workers planting trees. the trees are mature enough to give more sap if they are cut less often.

    the 5th area has been started, an Indian fort. it will house the train workers. this will speed up progress on laying the tracks. we had an issue with 1 station that cost some time. the miners produce iron for the tracks and coal to fuel the engines.

    we are trying to improve the production balance. this is never ending. the goal is not to fill the inventory or the barns with excess goods. the marble worked to bring in seeds and livestock. the half that we sold each year has paid off well. we do have more than enough silver pfenning to support the British fort.the Brits can use the gold guilder to bring in materials. the coins bought us time with the failure of the material station. there are over 100 silver ingots to help support the Colonial city later. once the marble quarry runs out, the trade posts will move a variety of goods faster.

    after the marble is used up, turpentine and feathers can be traded. the Canadians can use more of the pine boughs then. we’ll also have pipe tobacco from the Indians to trade with. there are a lot of other materials needed for other areas. we don’t need a huge amount of them and not for quite some time. we worked to balance firewood in prior years, this decade we had to work at improving tool outputs. the next, we will need to try and balance the train and log outputs.

    goals- the Indian fort will expand and grow as the tracks are layed to the east. another area with a castle will build south of the east lake. farms can plant and fence livestock along a stream that runs south just east of the Indian village. our castle builders will build the fort walls for the Indians and continue the decoration projects for the Monks. bannies will move to the Colonial city as the population grows.

    so once we make some adjustments to the Canadian workers, we should be able to finish laying the tracks. the Indian fort will be walled in and 2 more areas will be started.

    pic 1: stats
    pic 2: production
    pic 3: inventory
    pic 4: graphs

    Attachments:
    #8221
    Brad
    Participant

    overviews
    pic 5: Canada
    pic 6: British fort
    pic 7: Monk castle
    pic 8: mine village
    pic 9: Indian fort
    pic 10: train

    Attachments:
    #8228
    Brad
    Participant

    YEAR 40 and 41

    the Indians added more houses for the train workers. the castle workers built walls around the fort. the Canadians adjusted the forest workers and built a 2nd sap boiler.the Brits set up a 2nd musket range. there are plenty of tools and silver to pay for it. the marble quarry has dug out all the marble.

    the RK train stations are really frustrating me. they have worked before, so it must be mod order related. the plan was to trade coal or other excess goods and bring in food. as it is we can trade out ale and leather. we don’t have enough ale to support it. and i don’t want to burn out of leather or clothing. for now, it is supported from the selling of the marble. the marble quarry has ran out of marble. a KID’s train car is trading coal for food but not fast enough to compensate for the station failures. i definetly need to make some serious trade adjustments.

    we trade for cranberries, hardtack, and mushrooms. the Brits bought thatch and copper ore.

    pic 1:Indian fort
    pic 2: 2nd musket range
    pic 3: 2nd sap boiler

    Attachments:
    #8232
    Brad
    Participant

    YEAR 42

    knowing the train has issues, we will sell what is left of the marble for coins to supply the train engines. the other trade post will begin to stock excess goods. such as turpentine and feathers. the Canadians build a 2nd still to increase the output of turpentine.

    1 couple moves to the future Colonial city. 2 RK markets are built to begin storing construction materials. another couple moves near the miners to fish the river. as fast as the train workers cut trees, someone needs the logs. more vendors are sent and some RK log carts built to help move logs for the woodcutters.

    the Brits bought lumber and copper ore. we trade for fish and sweat potatoes.

    pic 1: 2nd turpentine still
    pic 2: Monk lilacs
    pic 3: City start
    pic 4: fish pier
    pic 5: train progress

    Attachments:
    #8238
    Brad
    Participant

    YEAR 43 and 44

    several couples move top the edge of the city. they build RK country houses. in time they will plant some gardens, for now, we need to continue clearing land for the tracks and to work our way farther east. to improve movement of goods, an RK plaza is built for the City, a Slinks general market towards the train stations, and an industrial market at the mine village. the Indians added huts for a medicine man, the wise elders, and a sweat lodge.

    we have a dilema. we have logs but can’t move them. since the train station didn’t move the coal, markets are filling with coal in place of logs. as such, everyone that needs logs has to travel farther. this slows building and production. we have to move coal to a trade post to get it out of the way so markets will move logs again. the market that has been selling marble will stockpile coal. as the trade post continues shipping out the rest of the marble and switches to moving coal, it also stops bringing in silver pfenning and gold guilder. it will trade for coins and food.

    the adjustments are working and progress has improved.

    we trade for carrots. the Brits bought lumber, thatch, firewood, copper ore, and iron ore. the other main trade post sells marble and coal for coins, squash ,tomatoes, and milk.

    pic 1: Slink general market
    pic 2: Monk trees
    pic 3: City plaza
    pic 4: Slink industrial market
    pic 5: Indian fort

    Attachments:
    #8244
    Brad
    Participant

    YEAR 45 and 46

    the Indians have a turkey farmyard and a hunting grounds. a needleworks and a toolmaker keeps them supplied. they also needed a small market.

    as soon as the train workers built bridges o cross the 2 streams,work began on the next area. if the bannies will clear land fast enough, they can catch up on housing soon and finish the train tracks.

    the Brits bought copper ore and thatch. we trade for strawberries, cucumbers, eggs, and wheat seed. the bannies have finally sold all the marble. the trade post will no longer order money of any kind. it has moved the excess coal. now it will stock pine boughs that we do have way too many of.

    pic 1: bridges
    pic 2: Indian fort

    Attachments:
    #8247
    Brad
    Participant

    YEAR 47 to 49

    this decade has been a struggle. the bannies have gotten behind. the game has crashed a few times. i think it is due to the issues with the train mod. it is taking a long time to clear land. the train builders are on a decent pace when i can see to place the tracks. i have made numerous adjustments to limits, markets, storage, etc. increased builders and added happiness buildings to the Indians as well. i am not sure what is causing the slow down at all. with housing and construction behind, there are plenty of laborers. the marble and coal helped compensate for the issues with the train stations. we have kept up on food and are maintaining tools and firewood productions.

    the plan for year 47 was to layout more tracks to the east, clear trees along the tracks and the next area, and begin moving supplies for the Bodiam Castle. the bannies have not cleared land enough to layout fields.

    in year 48, the castle builders completed the Bodiam castle. tracks are layed to the map edge. the laborers caught up on clearing land. 2 fields are cleared and 2 more houses built.

    the Bodiam Castle village has a market, 2 farmyards. a windmill to process the wheat, and a small woodcutter. the castle has a tailor, school, chapel, and bakery. they grow 2 fields of wheat and 1 of tomatoes.

    the Indians built 2 RK lookout towers that will hunt and keep watch over the 2 gates. the 5th area is finished. the 6th has its castle, and the 7th the Colonial City is started.

    we trade for pears, lumber,fiddleheads, wild honey,butter, roots, herb bread, walnuts, and peaches. the Brits bought lumber, firewood, iron ore, copper ore, and thatch. the train brings in 7000 food for coal, ale, and leather coats.

    pic 1: Bodiam foundation
    pic 2: Bodiam village
    pic 3: Bodiam castle
    pic 4: Indian fort
    pic 5: tracks completed to map edge

    Attachments:
    #8253
    Brad
    Participant

    YEAR 50 REVIEW

    population 623 in 148 houses including train cabooses, barracks, and the Bodiam castle. the growth rate has slowed down. a quarter of our workforce help as laborers. we are about 30 houses and 10 fields behind.

    the Monk’s planted lilacs and flowers inside their castle. the Indian’s finished building their fort and walled it it. the 6th area has the Bodiam Castle. #7, the Colonial City has a very slow start. mainly some markets to help move and store supplies. the railraod tracks run from the east map edge to the City and then north and west to the mine village. overall we did accomplish our goals for the decade.

    the Indians provide tobacco leaf and some pipe tobacco. the Bodiam castle will supply wheat and flour. the City will build processors to use up more excess goods and improve food outputs.

    the balance has improved. i wish the Canadians has planted more maple forests and less pine trees. we have had serious issues with the train. this will cost us food. by now, we have used up the marble and coins. the train has taken 18 years to layout the tracks. the workers still need to build a KID train station. that will help move the coal and bring more food in.

    by now, i work to play ahead of the posts by several years. i have had issue after issue going forward and finally a crash. much of the next decade had already been replayed before hitting the crash point. spent a couple days trying to narrow down the crash. even before the crash, the bannies were having issues. progress was very slow compared to the number of laborers and builders. after 1 days or so of attempts, i decided to stop.

    this map is only half finished. i’ll have to do another castle and monument map. i had such high hopes planned into this thou.

    pic 1: stats
    pic 2: production
    pic 3: inventory
    pic 4: graphs
    pic 5: a map of the areas
    pic 6: overview of the Monk castle
    pic 7: overview of the Indian fort
    pic 8: overview of Bodiam Castle

    Attachments:
    #8263
    Brad
    Participant

    END OF SERIES 5 REVIEW

    i moved the series from WOB to TOM’s North site. it has been much quieter. i do wish there was more feedback. i also am concerned bout 1 of our great Banished players. NILLA has been gone much too long.

    since i changed sites, it was fitting to do another landing fort map. from there we launched out to explore new lands. we met the Indians and looked at several of the Indian mods. over time, more forts were built and we have brought a huge amount of settlers across the ocean. there are 8 maps posted for the year but i have played several more to work out bugs or fine tune some ideas. we have established several cities.

    the mod order works well. there are a couple of minor issues that need to be checked. RED’s train mod and the livestock trade mods do need moved and tested. i am using the RK as a base mod and adding a CC mod to it. i have startedc to use a LITE version of the RKEC. this opens more memory to use more mods. i have also tweaked the RK to get rid of the flowers. i think the maps look better. KID made several mods to add with his farmyard gardens. this has improved the function and looks of the farms.i have started to build plantation type farms. i will do more of those in the future. i think the farms look more realistic. the changes or mod additions bring more life to the farms. i tried a similar idea with a college campus.

    overall the mod collection and order is greatly improved over the last couple years. KID’s shop type houses have added lots of life to the towns and the garden and hedge mods add to the farms. we have many options for factories including TOM’s papermill and the DS Industry mod. the maps have grown from small settlements and rural towns to huge cities.

    i am not sure what i want to do with the future. i am curious to see what the maps will look like with the changes. i would like to work on decorating things better. the focus has been on expanding and growing more so. i think i will have to slow things down a lot to accomplish that.

    with the lack of feedback, i am unsure rather to try using a story format or to post less often. i could try posting just the 10 year reviews or do a beginning and end post for each map. i might try that and do a search for other banished posting sites. for now i do have to resett he mod order from the castle map back to the base that was functioning well and run some tests.

    deop livestock trade mod, use domestic animals per pine mod if want to trade horses. RK train works.

    i’m currently in the middle of weeding thru my mod backup folder. over 1000 files.

Viewing 14 posts - 21 through 34 (of 34 total)
  • You must be logged in to reply to this topic.