Home › Forums › Banished Stories › Brad’s SETTLING OF AMERICA SERIES YEAR 6: Elkinsey
removed all Japanese mods and KID’s Ice Castle, Medieval Grace, and Xmas mods. added the DS IND, Angainor’s American City, and KID’s fall tree mods.
Elkinsey, 603135166, valley, very large, fair clmiate, medium start, no disasters potato, spinach, and grape seeds
goal-i may b a little rusty after being away for a month. i want to test Angainor’s American houses and see how they look. also want to size them against some other colonial houses and buildings. we’ll see how much color KID’s Fall trees adds.
after surveying our surroundings, we decide to build the city between the 2 lakes. a small village at the landing point till support farms. the land west of the lake to the river will be designated farmland.
Bannies hunted and fished while the fields were cleared. grapes and potatoes were planted. we even managed to build a trade post in the 1st year. we will need to smelt iron to make tools. EB’s foundry will also smelt copper that can be traded. a townahall was constructed in year 2 and a guest house in year 4 while we worked to stockpile supplies.
in year 5, 6 settlers arrived, 2 couples with 2 children. the town added a school and market. the other couple clears land for a breeding farm. they will breed animals for trade and other settlers to raise. by fall the following year, 8 more arrived, 2 couples, 2 young workers, and 2 children. 1 couple builds a church. the other large family clears land across the stream for an Amish dairy farm.
pic 1: map settings
pic 2: map start
pic 3: base start
pic 4: townhall
pic 5: school and market
pic 6: breeding farm
pic 7: church
pic 8: Amish dairy farm
pic 9: start village
5 settlers arrived in lare spring. they plan to make maple syrup from maple trees along the stream. the following summer, 11 more settlers arrived, 3 couples with 5 children. 1 couple builds a coffeehouse and doc office. another, grows herbs and flowers. the 3rd couple raises pigs along the lake shore. 7 adults with 4 children were escorted to town from the Landing Fort just before spring of year 13. they extend the farms north to the river. 1 family clears trees for a hay field. they will grow feed for the animals.
the town added a Pilgrim’s Rest tavern, a small play park for the children, and a cemetary.
pic 1: maple farm
pic 2: doc office
pic 3: pig farm
pic 4: herb grower and beekeeper
pic 5: EB farm
pic 6: Pilgrim’s Rest tavern
we have enough supplies to support a CC farm trade post. this will bring in seeds and livestock faster. a fishing pier extends the dock. a new feed store will increase storage and help move the fodder for the farmers. a large wood cutter was needed to increase firewood outputs.
16 settlers, 13 workers with 3 children, came to town on a supply ship. 4 couples move north across the main river. they build cabins and work the forest. 2 foresters, a hunting cabin, and gathering shed were constructed. 2 other couples plant strawberries and tend to walnut and apple trees. the others build shops in town.
we need to restock some supplies and fence another pasture. we still need to trade for a grain seed. soon, we’ll begin to plan the main colonial city.
pic 1: trade posts
pic 2: walnut and apple grove farm
pic 3: forests
pic 4: candle maker and shop houses
pic 5: north farms
pic 6: overview of the town
we planted newly acquired veggy seeds and fenced a pasture for the red dairy cows.a small chapel was needed north of town. Amish children grew up and built a chicken farm.
a group of 15 arrived to start settling the colonial city. 4 couples, 2 young workers, and 5 children. not sure how this is going to look or layout. we start with a row of Angainor’s Commonwealth houses. a large market plaza will move supplies. these bannies work to produce and haul supplies for the city construction. a CC shore house digs sand for an RK glass factory. they are traveling farther out to locate stone.
pic 1: dairy pasture
pic 2: chapel
pic 3: shop houses
pic 4: Amish chicken farm
pic 5: glass factory
pic 6: Angainor’s new houses
while the city workers haul stone, the farm town expands. fields are plowed and planted with oat seed. we’ve traded for pigs and other seeds. a small holding pen near the trade posts allows the livestock to graze from the merchant boats. a bridge is built over the main river to the west.
the city center has a KID’s meeting hall, large CC church, cemetary, and an RK school. a building supply trade post will help bring in more materials. a bakery makes bread from flour supplied by an RK mill. a DS construction yard cuts lumber and makes iron fittings. a CC sawmill cuts firewood. the city has a butcher and a blacksmith. a new row of Angainor’s Elfreth houses has been constructed.
east of the city we located some mine mountains. a stone quarry is dug there. west of the main river, 2 KID forests are established.
pic 1:oat farm
pic 2: city center
pic 4:KID forests
pic 5: stone quarry
pic 6: RK mill
pic 7: butcher and corner blacksmith
pic 8: Angainor’s Elfreth houses
pic 9: city overview
been sick since the holidays. finally feeling well enuf to try to catch this map up.
a DS blacksmith was needed to make wagon parts for the DS Thompson Trade post. a huge Gatherer’s barn gives us plenty of space to unload supply ships. the city added a Nordic infirmary and a KID’s tailor. the mine area dug an RK random mine and built markets and storage barns.
more bannies built houses in the start town. 2 couples established a beef farm.
pic 1:beef farm
pic 2: infirmary, tailor, and the DS trade post
pic 3: mine and quarry
pic 4-7: farm town from north to south
1 more couple moves near the river to plant crops. another moves to the mine district and digs a DS mine to supply iron ore to a RK foundry. a 2nd CC shorehouse digs clay for a DS pottery kiln.
a huge group of 37 nomads arrived in year 36. 23 workers with 13 children. 2 couples move to the mine area, 4 to the city, and 2 build farms. the others settle at the farm town. the Thompson Trade dock was extended to move more goods and bring in more food. a papermill will keep it stocked.
the city produces glass and pottery. a creamery, bakery, kitchen,butcher, and pancake house keep everyone fed. the mine district has a mayor’s office, stone quarry, 2 mines, and an RK foundry. the southside of the farm town has a jail and market. the bannies there produce paper. a pork butcher and a 2nd maple sap boiler were constructed.
pic 1: DS mine
pic 2: DS potter supplied by a CC shorehouse
pic 3: Thompson Trade posts
pic 4: Elfreth houses
pic 5: RK creamery and windmill
pic 6: papermill
pic 7: Amish farm
pic 8: southside of the farm town
pic 9: dairy farm
we added another row of Elfreth houses. a kitchen and EB’s leather chain has been added to the city. the mine area dug a DS mine for iron ore. the village makes furniture from imported hardwoods and planted more farms.
we have just under 500 bannies and over 100 houses. housing is a tad behind.
pic 1: buffalo farm
pic 2: furniture factory
pic 3: DS ore mine will dig iron ore for now but tin ore later
pic 4: another row of Angainor’s houses
i was sick with a cold for a few weeks during the holidays and stopped playing. i had hoped to finish this map by the new year. i should b able to catch things up by year 50.
the bannies were already busy building a school for the miners and upgrading the stone quarry. more bannies move to the production district. a CC sawmill cuts lumber for the DS mines. this should increase firewood outputs in the city. the laborers work to clear more land. we need 8 more houses and workplaces for roughly 14 bannies. 4 couples will expand the forest area west of the river. a few more couples will be homesteaders and plant gardens. then, we’ll expand the production district to add more trade goods and work on balancing the outputs.
another candle shop helps keep the DS mines supplied. more miners and quarry workers increase our iron ore and stone outputs. a multi-quarry will help increase stones. these will be used to upgrade our city roads. now that we have acquired enough seeds and livestock, the farm trade post can b upgraded to a regular trade post. excess maple sap can be traded. 6 couples graduate each year. we maintain a year and a half food in reserves.
for the next decade, our focus will be to upgrade the city roads and build the city.
pic 1: school
pic 2: colonial homesteads
pic 3: more candles and lumber
pic 4: Brimmer houses
pic 5: upgraded trade post
pic 6: multi quarry
we start upgrading the city roads. more sets of Angainor’s houses are constructed. the city makes pickles, ketchup, and can soup. an RK barber and dentist tend to the bannies. the city has jam shops, butchers, and bakeries. 2 churches were build to support the growing population happy.
to support the processors, a CC fuel refinery, a KID iron ore mine, a DS blast furnace, and coke furnace were built at the mine district. EB markets help keep the mine workers supplied. 2 more mines were dug, a RK random and a KID’s coal mine.
we caught up our housing and our workers are busy. the city roads are about half uphraded. we did slow down as we started to use the stones up. wse break even on food and are increasing tool outputs to avoid a shortage.
we will need to expand trading to support the city population. if all goes well, we should have the city close to completion by year 65.
pic 1: CC distillery and pickle shop
pic 2: CC tinnery and RK ketchup factory
pic 3: KIDD church
pic 4: mine chapel
pic 5: DS blast and coke furnaces
pic 6: more of ANGAINOR’s houses
pic 7: sugar refinery
the miners needed another market to help store all the materials and supplies. the city added more houses to the eastern half. to increase the output of glassware, another CC shorehouse digs sand. to increase food, we fish the lake. we do have some fertilizer from the many livestock farms. greenhouses will fill the void between the city and mining town. a KID’s colonial mill will help keep our bakeries supplied with flour.
we took some stone in trade. this was used to continue the city road upgrades. as we worked to increase tools and firewood, we ran short on logs. the city has over 325 bannies living in it. to get to 500, we’ll need about 35 more houses, more workplaces will be needed as well. hence, we bgin work to clear more land to stretch the city to the east. we will need more food and supplies to support it.
the plan is to dig more mines and haul coal and iron out by train. the train will haul food to the city. we may need more forests to bring in logs. we’ll slow down long enough to restock supplies and clear more land.
pic 1:more houses
pic 2:Necora’s market
pic 3: fish pier and more snad and clay huts
pic 4: mill
pic 5: greenhouses
pic 6: more of Angainor’s houses
pic 7: city overview
pic 8: city north
pic 9: city south
the mining or production town has grown. more markets were needed to keep the workers supplied. rail cars move iron and coal to the furnaces and the train cars. we use all 3 train mods. the Ds hauls the ores. the RK will move the iron and some excess ale and leather. KID’s cars haul coal.
south of the train yard, land is zoned for more forests. 2 KID foresters, a gatherer shed, hunter, and herbalist shed were built. these are handy with the storage option. pine storage barns increase the storage capacity. the workers built RED’s Plymouth houses. the forest village has a large school, FO chapel, and a RH market.
about 50 children skipped school to help at the mines and forests. we have slowed down a bit, but are making progress.
pic 1: mines
pic 2: school
pic 3: train yard
pic 4-6: production overviews from west to east
we need to make several adjustments. increase pottery and glassware outputs. the DS tin isn’t working for the CC tin soup. we have enough fertilizer to support more greenhouses. another coal mine was dug to supply the train. an EB sand pit will help increase the glass and pottery outputs. then we’ll zone farms east of the city.
pic 1: CC tin foundry
pic 2: more greenhouses
pic 3: DS glass factory
pic 4: EB sand pit
pic 5: East farm village
pic 6: trade posts
pic 7: SE forest village
pic 8: North forest village
pic 9: west forest village