Banished Ventures

Brad’s SETTLING OF AMERICA SERIES:

  • This topic has 144 replies, 4 voices, and was last updated 3 years ago by Brad.
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  • #6426
    Brad
    Participant

    INTRO

    hi, i have worked on this blog at WOB for a few years. with it i have highlighted many mods from several different modders. many of those have moved on from Banished. although, it is primarily a settling of America blog, i have mixed it up a bit. traveled south to Mexico to highlight a few African mods and into Canada to play with the North mods. even did a few castles along the journey.

    i am known for working past conflicts and incorporating many mods together. a normal map has 125-150 mods.it has been challaneging at times, but by now the mod order is quite stable.with the new mod manager, it is is very easy to move mods in and out between maps. my maps focus on expansion, but sometimes i toss a story in as well as some bits of info on how the mods work together.

    Banished has seen many changes over the years. Luke,the developer has added more limit flags to give players more controls. the mod manager has sped up the process of organizing mod orders. it is also a tool to help save the order from prior maps. the gathering system and wildlife has improved. there are a lot more variety in the animals and plants that spawn onto the maps.with this not all forests are the same. even on the same map,forests will have different outputs of food types. the ores and even the grass can be varied.players have more influence to how the map will look.the many mods give players many options to build their own game with.

    many of the mods in my toolbox have been updated. for various reasons i kept the older versions. some of the mods might be hard to come by as Banished sites have disappeared.CC changed its site and many mods were lost.

    hopefully more players and some new modders will find their way here.even as Luke works on the new version or game, i’d like to see the Banished community grow.if i can be of help to other players, just ask.

    #6429
    Nilla
    Participant

    I have a set of old mods, too. I use them seldom but I could if I wanted to.

    #6431
    Brad
    Participant

    mod order

    [Misc]
    Description=jan 2021, CC J, restart series||3.5g, 99 mods
    [Profile]
    WheelbarrowBigger=1
    UnblockableDebug=1
    NewLimitVanillaTP=1
    stopcoalburn=1
    BlackLiquidRain=1
    Radius=1
    overrideUneducated=1
    ProperTime=1
    banishedUImaps=1
    unlimited=1
    OneStopAllMining=1
    SafetyHole=1
    RKECtownhall=1
    Forgetaboutorchard=1
    NewPineFlora=1
    MaritimesCrystalCliffs=1
    MaritimesPineSet=1
    NatDiv=1
    SeasonFX=1
    MoreWood=1
    KidForestOutpostNatDiv=1
    MyPrecious=1
    LivestockForTrade=1
    WoodButcher=1
    KidGothicFarm=1
    KidWestwardHoWagons=1
    BlacksmithTools=1
    MiniBuildings=1
    FeatherPatch=1
    Compatibility107=1
    ColonialCharterJ=1
    CompatibleBuildings=1
    GatherersWarehouseAndBarn=1
    FruitVegBarn=1
    EBSVProduction=1
    EBMarkets=1
    EBLeatherWorks=1
    EBFarmHouse=1
    EBFarmHouseA=1
    EBWinery=1
    EBStorageSet=1
    KidPortableMineRKEC=1
    KidSettlersDeco=1
    KidWorkPlaceVillage=1
    KidFarmyard=1
    KidTiny=1
    KidTinyDowntown=1
    KidStorageCrates=1
    KidStorageCarts=1
    ColonialHousing=1
    KidColonialResource=1
    KidYardCover=1
    KidColonialCityCenter=1
    KidWildWest=1
    KidGhostTownHouses=1
    KidGhostTown=1
    KidOldTown=1
    KidWorkshop=1
    KidGHLightHouse=1
    KidGrannyPark=1
    KidLogDepot=1
    KidWindSawmill=1
    KidWoodenFort=1
    KidPlimothHarmonized=1
    KidPlimothPlantation=1
    KidRowHousing=1
    KidRowBusiness=1
    NomadSignComplete=1
    KidVegetableGarden=1
    KidSomeBoats=1
    KidForestPonds=1
    KidHouseBoat=1
    ForestCombo=1
    marketpuzzle=1
    KidGothicFantasy=1
    BirchBarkCanoe=1
    KidMarketFood=1
    WashingMod=1
    DecoPlants=1
    KidDecoFarmAnimals=1
    KidAnimalShedPlus=1
    KidNativeVillage=1
    Ketchup=1
    college=1
    DecorativeItems=1
    PlymouthHouse=1
    OldHunterHut=1
    TrainingCampMain=1
    TrainingCampDeco=1
    newmedievaltown=1
    NordicWarehouse=1
    Hunting=1
    FlyFishing=1
    fountainlite=1
    GrassyRoads=1
    NewTrees=1
    StorageShed=1
    SpecializedStorage=1
    SJGL_Small_Markets=1
    GrowRoots=1
    SmallTipi=1
    MaritimesSherbrooke=1
    MaritimesRiffle=1
    NECEmptySquare=1
    MaritimesStorage=1
    MarbleQuarry=1
    Terraform=1
    #6433
    Brad
    Participant

    ABBOTTSTOW-5433340,CC water world,medium size,fair climate,no disasters, medium start seeds-squash and walnut
    i put the maps in alphabetical order for the year. since this is the 5th year of the series,the map codes will start with a 5.

    GOAL-America is a huge country. it was settled by several different countries and in several locations. with that and the site change, i decided to build a new landing fort from which the Bannies will go out and settle more lands.

    this is a CC water world map. everything to the east is considered ocean.to show the many change to the game over the years, i used the Nat Div grass and gathering mod. i actually prefer this grass since it is short.makes it easier to see. the pine mod works to add the trees and trapping to the map. however, there will only be deer and ducks on the map, no other wild animals.

    this should be a short map,so i took a lot of files out of the mod order.

    we start on the north shore of a cove. everything from the 2 rivers in the north and the main river to the south eastward is considered to be ocean.Banished does not have a full water plane, so if i removed the ground it would show a void.

    once the squash is planted and a barracks built to keep us dry,we start building some service workplaces. tools,clothing,firewood,and lumber will be needed to support more settlers. we will need to conserve logs with the lack of space. a combo forester and some small pine cabins will work to cut more trees. a mini townhall will work to bring more settlers in a few years.

    pic 1: map settings
    pic 2: map start
    pic 3:arrival ship
    pic 4: workshops and barracks
    pic 5: combo forest with pine mod houses and storage
    pic 6: commander’s house

    Attachments:
    #6440
    Brad
    Participant

    i didn’t mean to post the mod order like that. was hoping for a way to make it a scrollable box.

    #6442
    Tom Sawyer
    Keymaster

    Like so? :)

    #6444
    Brad
    Participant

    YES thank you. what is the trick?

    #6446
    Brad
    Participant

    YEARS 3 to 5

    there aren’t many trees near the shore here. to conserve logs, we will collect reeds,dry them, and use bundles to heat our houses. these houses do burn thatch that is collected during construction.we need lots of logs for the fort walls.

    to stockpile more food,a 2nd field of squash was planted and we gathered food in the fall.

    we decide to dig a mine shaft for coal that we can trade. a RH building supply trade post will help bring more supplies.the trade post will also stock bonemeal and pelts.

    in our 5th year, 4 nomads arrived.they will stay at the barracks until we can harvest more logs.we also had our 1st death.the builder fell off a ladder.

    pic 1:reed farm
    pic 2: reed bundler
    pic 3:coal mine
    pic 4:RH building supply trade post
    pic 5: houses for the miners

    Attachments:
    #6453
    Tom Sawyer
    Keymaster

    You can do it by <div class="scrollbox">your text</div>

    There is no button for it and it needs ability to write unrestricted html content. You now have this right. Whenever you want some special styling feature for your blog, let me know.

    For an American story I don’t have much to offer but the Rittenhouse paper mill. If you want to showcase this in your town, you can load it from early access page.

    #6454
    Brad
    Participant

    thank you ,TOM. there are some interesting new toys there. i do have some of your mods in the toolbox. the quick hunter and fisherman get used often. the North wharehouse does as well.

    #6458
    Brad
    Participant

    YEAR 6 and 7

    we traded for some glass. a cemetary was fenced. we also worked to build 2 lookout towers.our fort walls will build between these when we have logs to spare. to conserve logs, i used CC towers with KID’s fort walls. this works so that bout half the walls are ghosted and didn’t need logs to be built.

    2 men left the fort and headed north to hunt and bring back meat and leather.

    pic 1: cemetary and fort towers
    pic 2: fort gate and hunting tower. this tower doesn’t hunt a radius. functions as a workplace which gives better output totals in tight spots.

    pic 3:east wall, to the west of the gate is storage
    pic 4: fort wall overview,the wall sections are ghosted and did not require logs but the CC towers and other parts did.

    Attachments:
    #6466
    Nilla
    Participant

    Ghosted does that mean that your Bannis (as well as the enemy) can just walk through your walls?๐Ÿ˜๐Ÿ˜‰

    #6470
    Brad
    Participant

    not always no. some things do place but don’t require materials to build. with NECORA’s empty space mod ,you can also block passage thru areas.can be handy for ghosted decorations.

    in the case of the fort. the walls didn’t require the logs. the towers,storage,and any workplaces added did require logs.

    you are correct that it used to be that “ghosted” referred to items that didn’t require logs and the bannies could walk through them. nowadays, i use the term ghosted to mean the building or item didn’t require material to build.

    #6471
    Brad
    Participant

    YEAR 8 and 9

    the 2nd group of settlers arrived in mid spring. there were 15 of them.4 couples,2 young workers,and 5 children.
    1 family built a pine cabin and began to plant a 2nd combo forest. they will gather herbs and food there. another built a thatch school and set up a medical tent.the other 2 families remain in the barracks for the winter. they helped clear rocks for the new forest.

    we did trade for 90 salt. our plan is to trade out the coal with the RH building supply trade post and us those goods to trade for other needed items.

    in our 9th year, a pair of the new settlers headed to the mine.we will have more coal to trade soon. a stone trade post to bring in seeds is built.hopefully, it will bring us a grain seed. it is needed to improve our health.the new trade post will stock leather coats,furs,pelts,and the salt. the building supply trade post stocks coal and bonemeal.

    the trade merchants built a stone house. this moved everyone out of the barracks. we managed to cut enuf trees to finish building the east fort wall.

    pic 1: 2nd forest
    pic 2: school and med tent
    pic 3:east fort walls,
    pic 4: seed trade post

    Attachments:
    #6481
    Brad
    Participant

    YEAR 10 REVIEW

    we more than doubled the population to 47,with 14 children and 4 students.we did take in 2 groups of nomads. we constantly have a log shortage due to the lack of space available to cut trees from. the houses are warm as they burn reed bundles and thatch . this thatch is from the Nat Div mod and is not flagged as firewood. much of the thatch is harvested as the foresters plant trees.

    the nomads that arrive are smart enuf to work as farmers,mine,or plant trees.they have been trained much as the bannies in the north.even thou we show a low education level, the bannies are more productive. i like the mini townhall since it brings nomads every few years. staggering the nomads every few years helps give the bannies time to restock and build houses for the main citizens.the mini townhall has not been updated to 1.07 so excuse the messy production chart.

    we did get a good start base to work from. most of the fort walls have been built.we built 2 trade posts and are working to stock them. my hopes of a merchant bringing CC building supplies did not pay off.had it done so,we could have built more of the CC fort pieces.

    goals- we do need to finish the fort walls.we have hopes of building a church and a tavern. much depends on how many logs we have and the arrival of new settlers as well as supplies from any merchants.it won’t take many years and we will need to send settlers out to discover new lands and ship supplies back to support this fort.

    pic 1: stats
    pic 2: production
    pic 3: inventory
    pic 4:graph
    pic 5: overview

    Attachments:
    #6495
    Brad
    Participant

    YEAR 10 and 11

    we finished the fort walls. a butcher now works beside the depot storage to cut venison into sausages. we took time to finish collecting all the stone and iron ore nearby.

    in year 11, 8 nomads arrived.5 workers with 3 children.1 family did have some seeds with them and planted a garden. they grow beans and corn. they also built near some berry bushes and will have honey from bees that they found.
    another family built nearby and will grind the corn into flour and bake nut bread.

    though we did not get everyone moved out of the barracks,we did cut enuf lumber to build a church.

    pic 1:main wall cometed
    pic 2:garden,nut tree,and workplaces to make bread
    pic 3: church

    Attachments:
    #6509
    Brad
    Participant

    YEAR 12 and 13

    we had to dig another mine for iron ore. we split the 4 miners between the 2 mines. we decided to build a 2nd saltbox house to empty the barracks. the Pilgrim’s Rest tavern will make root beer.

    the best trade we were offered was blackberry seed. we need a lot more logs to build a CC trade post.we traded coal for furnace fuel.

    this map has many single females that have come of age. 2 more tiny shack houses were needed. there are now 5 or more young females living by themselves.

    pic 1:iron ore mine
    pic 2:Pilgrim’s Rest tavern
    pic 3: more shack houses

    Attachments:
    #6522
    Brad
    Participant

    YEAR 14

    we plowed a new field for the squash.we needed the space for a large Slink’s farmer market to store food to supply wagon trains. to keep the bannies safe,more lookout towers were built.

    the 4th group of nomads arrived. there are 10 of them,7 workers with 3 children. with the barracks full,it is time for settlers to head out from this landing fort and explore new lands.

    in spring of year 15, the wagons wil be loaded and the setlers can depart.
    pic 1:more towers
    pic 2: SLINK market
    pic 3:wagins being loaded

    Attachments:
    #6526
    Brad
    Participant

    YEAR 15 END

    the forests are harvesting more logs. however,by the time we have enuf logs to build a CC trade post and wait for the supplies to construct the CC fort pieces, these bannies would need more houses.not quite the fort i wanted, but it will work.

    counting the full barracks,there are now 73 settlers.everyone is well fed and happy.soon it will be less crowded again.there are enuf supplies to load the covered wagons with extra seeds,clothing,and tools.

    even thou the education level shows 26%, these bannies have been taught to farm,hunt,and what foods to gather.

    pic 1: stats
    pic 2: production
    pic 3: inventory
    pic 4: log graph
    pic 5: overview

    Attachments:
    #6532
    Nilla
    Participant

    Already done with that map?

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