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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  • #6534
    Brad
    Participant

    yes, was a short 1. by the time we could even order the build materials to build many of the CC fort pieces,we would have needed more logs than we could produce in the small space.would have worked better,if the start was in the north west corner so we had access to more land.

    it is a landing fort to launch more adventures from.

    #6535
    Brad
    Participant

    i guess my paragraphing isn’t working to indent the start of the paragraphs. we can live with that thou. i’ll start the next map on this same thread NILLA.

    #6579
    Brad
    Participant

    mod order adjustments-

    [Misc]
    Description=jan 2021, indians||3.5g, 96
    WheelbarrowBigger=1
    UnblockableDebug=1
    NewLimitVanillaTP=1
    stopcoalburn=1
    CCNoSmoke=1
    BlackLiquidRain=1
    Radius=1
    overrideUneducated=1
    ProperTime=1
    overrideNativeClothes=1
    banishedUImaps=1
    unlimited=1
    SafetyHole=1
    RKECtownhall=1
    Forgetaboutorchard=1
    NewPineFlora=1
    MaritimesCrystalCliffs=1
    MaritimesPineSet=1
    SeasonFX=1
    MoreWood=1
    KidForestOutpostNatDiv=1
    WoodButcher=1
    KidGothicFarm=1
    KidWestwardHoWagons=1
    BlacksmithTools=1
    MiniBuildings=1
    RKEditorChoiceEdition=1
    FruitVegBarn=1
    EBMarkets=1
    EBFarmstand=1
    DSBridgeCrossing=1
    KidSettlersDeco=1
    KidPortableMineRKEC=1
    KidWorkPlaceVillage=1
    KidFarmyard=1
    KidTiny=1
    KidStorageCrates=1
    KidStorageCarts=1
    ColonialHousing=1
    KidColonialResource=1
    KidYardCover=1
    KidColonialCityCenter=1
    KidWildWest=1
    KidOldTown=1
    KidWorkshop=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
    ForestCombo=1
    marketpuzzle=1
    BirchBarkCanoe=1
    KidMarketFood=1
    WashingMod=1
    DecoPlants=1
    KidDecoFarmAnimals=1
    KidAnimalShedPlus=1
    KidNativeVillage=1
    KidDecoPeople=1
    DecorativeItems=1
    TrainingCampMain=1
    TrainingCampDeco=1
    NordicWarehouse=1
    Hunting=1
    FlyFishing=1
    TurfStorehouse=1
    NordicSauna=1
    TurfHouse=1
    Goahti=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
    Terraform=1
    DairyHut=1
    NordicLogCabin=1
    NordicGranary=1
    ColonialCharterNF=1
    CCFrontier=1
    [Profile]
    WheelbarrowBigger=1
    UnblockableDebug=1
    NewLimitVanillaTP=1
    stopcoalburn=1
    CCNoSmoke=1
    BlackLiquidRain=1
    Radius=1
    overrideUneducated=1
    ProperTime=1
    overrideNativeClothes=1
    banishedUImaps=1
    unlimited=1
    SafetyHole=1
    RKECtownhall=1
    Forgetaboutorchard=1
    NewPineFlora=1
    MaritimesCrystalCliffs=1
    MaritimesPineSet=1
    SeasonFX=1
    MoreWood=1
    KidForestOutpostNatDiv=1
    WoodButcher=1
    KidGothicFarm=1
    KidWestwardHoWagons=1
    BlacksmithTools=1
    MiniBuildings=1
    RKEditorChoiceEdition=1
    EBMarkets=1
    EBFarmstand=1
    DSBridgeCrossing=1
    FruitVegBarn=1
    ColonialCharterNF=1
    CCFrontier=1
    Terraform=1
    KidSettlersDeco=1
    KidPortableMineRKEC=1
    KidWorkPlaceVillage=1
    KidFarmyard=1
    KidTiny=1
    KidStorageCrates=1
    KidStorageCarts=1
    ColonialHousing=1
    KidColonialResource=1
    KidYardCover=1
    KidColonialCityCenter=1
    KidWildWest=1
    KidOldTown=1
    KidWorkshop=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
    ForestCombo=1
    marketpuzzle=1
    BirchBarkCanoe=1
    KidMarketFood=1
    WashingMod=1
    DecoPlants=1
    KidDecoFarmAnimals=1
    KidAnimalShedPlus=1
    KidNativeVillage=1
    KidDecoPeople=1
    DecorativeItems=1
    TrainingCampMain=1
    TrainingCampDeco=1
    NordicWarehouse=1
    Hunting=1
    FlyFishing=1
    TurfStorehouse=1
    NordicSauna=1
    TurfHouse=1
    Goahti=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
    DairyHut=1
    NordicLogCabin=1
    NordicGranary=1
    CCDocks=1
    #6580
    Brad
    Participant

    BUNNELLOTT-5455459,valley , very large,fair,no disasters,medium start

    goal-highlight changes to the Indian mods and mods that can be used for the Indians,also,attempt to build the map without using any iron. we may use iron ore for tools if we get a major tool shortage.

    mod order-removed many mods. even with fewer mods,i am hitting 90% of the memory capability of this computer.part of the memory for this map is used to change the clothing of the Bannies. these do look like Indians.not everything will be historically accurate.

    America is a huge country,spanning over 3000 miles between 2 oceans. as such the landscape and wildlife is very diverse. there were many different tribes of Native Indians. some lived in the plains and hunted the buffalo. others fished in the Pacific Northwest.in the Northeast, Indians hunted deer and farmed.henece,there were differences to how they made their houses. Banished now has several Indian mods. there are even turkeys to hunt.

    a group was sent out from the fort at Abbottstown to explore. they came upon land between 4 lakes where many different tribes sent delegates to hold council meetings and trade goods.

    we start with the thatch Indians. they use muyd to hold grass,sticks,and stones together to build a variety of different huts. the thatch Indians worked the forest to the north.in keeping with the policy by the tribal council, they built a large grass hut for the chief near the storage barn and pile. then they set up a mini townhall for the other tribes to gather and trade.they make stone tools and leather coats.

    each of the tribes bring some items native to their homelands. the thatch Indians have bees,corn and bean seeds. they are able to grow food and harvest honey.

    pic 1: map settings
    pic 2: map start
    pic 3: thatch Indian village
    pic 4: chief ‘s house and center meeting area
    pic 4: forest

    Attachments:
    #6592
    Brad
    Participant

    YEAR 3 and 4

    the Indians extended the meeting area by clearing a ceremonial grounds. they built a fire to send smoke signals to call other tribes. a trade post was built to move the copper and iron ore,iron,and flowers.they worked to stock supplies for the upcoming pow wow.

    the fodder-thatch does die off after a few years unlike the ND thatch that does continue to spawn.hence, the thatch Indians had to cut it and build quickly. a school,barn, and sauna were constructed. they also built 2 more houses to move 10 year old boys as well.

    pic 1: ceremonial grounds
    pic 2:trade post
    pic 3: thatch village, a mixture of buildings, some do require thatch as a build material.

    Attachments:
    #6596
    galensgranny
    Participant

    I took out the clothes change mod since it took up a lot of memory and my game was so slow. It’s nice to have the different clothes, though.

    #6600
    Brad
    Participant

    yes, due to memory we must pick and choose between mods. i afforded the memory here by removing a lot of mods. someday, i hope to get back to my usual mod order. thankfully the mod manager keeps copies of it.

    #6601
    Brad
    Participant

    YEAR 5 and 6

    a hay pile was covered and a stand set up to showcase the grass,herbs,and other plants the thatch Indians gathered. then they cleared land and stocked supplies for the next tribe near the lake to the east.

    since we have not had nomads yet, i placed a 50% welcome sign. this should give us a good size group soon. we might get 2,1 from the mini townhall as well. that will help speed the game up.

    pic 1:trade post stocks,no iron is being used for tools or construction
    pic 2: thatch showcase
    pic 3: clearing and stockpile for village #2

    Attachments:
    #6605
    Brad
    Participant

    YEAR 7 and 8

    11 nomad Indinas arrived at the welcome sign in spring. 2 more arrived at the mini townhall in mid-summer. they are the woodland Indians of the northeast. they built KID’s native longhouses. they are farmers and grow the 3 sister crops,corn,bean,and squash, and also tobacco. they fish the lake and hunt turkeys.

    they marked out a burial ground and added a stand to showcase their dried meats and tobacco.the woodland Indians carved 2 totem poles for the 2 tribes.

    pic 1:longhouses
    pic 2:woodland village
    pic 3:chief’s hut acts as a townhall
    pic 4: showcase
    pic 5:totem poles

    Attachments:
    #6618
    Brad
    Participant

    YEAR 9

    the woodland Indians built a toolmaker and needleworks to make tools and leather clothing.they also constructed a wise elder’s school,medicine man’s hut,and a sweat lodge.a 2nd patch of tobacco was planted. there will be plenty of pipe tobacco for the peace pipes.

    20 more woodland Indians arrived in spring. more hunters and gatherers were sent into the forest.the woodland village has grown quickly.

    pic 1:woodland village
    pic 2: the drying racks for the tobacco and meat

    Attachments:
    #6639
    galensgranny
    Participant

    Those are nice looking villages.

    Isn’t is hard to feed so many nomads coming all at once?

    #6640
    Brad
    Participant

    YEAR 10 REVIEW

    population 62 Indians,in 18 houses.they are using stone tools. the iron and minerals were moved to the trade post. the thatch Indians make fur coats to conserve leather. the woodland Indians are making leather coats.

    we have plenty of food even thou there are no actual crop fields planted. each village did plant a farmyard garden. the farmyard mod has 2 parts,the gardens and a separate part that adds animals.the many farmyards give a variety of items.KID’s Native Indian mod has a hunting grounds where the Indians hunt rabbits,game and might catch turkeys. KID has done a lot of these “park-like” pieces in several mods. with the pine mod, the foresters are doing some trapping and brought in some pelts,furs,and game.

    the gathering and wild animals have seen huge changes over the years. this map has pine mod and flora items added to RKEC items,which also includes some of the Nat Div mod. so from 4 different modders. RED also added wild animal herds and flocks. my mod order alters the roaming bison to look more wild. with this change,there are more bison ansd less deer to hunt. by using different mods, players have many options to design their own maps. different trees,meadows,animals,and even the rocks and minerals can be changed.disclaimer- due to the way Banished loads the mods, not everything can be added to the 1 map.you do have to pick and choose.

    we have 2 Indian tribe villages.each has it’s own style of construction. both have a school and medic. the woodland does have a church functioing building. both have a shop to showcase their goods and a house for their chief.

    Next Goal- we expect 2 more tribes to arrive. the next should be the plain Indians from the Great Plains that were nomadic and followed the bison herds.

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

    Attachments:
    #6646
    Brad
    Participant

    not sure where to put this so i’ll drop it here- yesterday Jan 17th, was a historical day for the real world. it was 1 year since intel of the virus in CHINA came across many screens. we watched as the virus spread out to Europe and then the entire world. congrats to us all for surviving such a crazy year.

    sadly the reports show that this year will not be better. keep safe out there everyone.

    #6647
    Nilla
    Participant

    Yes, it´s been a boring year. Keep safe, too Brad.

    #6650
    Brad
    Participant

    YEAR 10 and 11

    the 2 tribes added markets to their villages.

    4 members of the plains Indians arrived in late spring at the townhall.they began clearing land near the lake to the southwest.14 more arrive a year later at a 20% welcome sign.this group uses horses to travel with the bison herds.they have hand made crates,pouches,and carts to store goods in. with KID’s workplace mod and the mini mod ,they are able to keep busy.there are several mods with a variety of teepees or tipis.

    pic 1:thatch market
    pic 2: woodland market
    pic 3:plain’s Indians arrived
    pic 4:horses
    pic 5: more tipis
    pic 6: 3rd Indian village

    Attachments:
    #6662
    Nilla
    Participant

    Nice little towns in town, so to say. Please show us an overview of where you put the different groups.

    You have inspired me, Brad with all your nomads. I will try to find out how long it is possible to take 20% nomads every year with Kid’s nomad sign. Maybe even make an attempt “vanilla” style. My guess is that building enough houses will be the real problem, not supply so a mod with cheap houses would make it easier but we will see, maybe I will even try it twice, one with and one without additional mods.

    #6666
    Brad
    Participant

    here on this map it is quite easy to take nomads. the houses are small and with other build materials we have more logs than needed.plus we are storing food for later. this map, i let the mini townhall bring the group,then place a welcome sign to bring another group for the tribe.delete the sign after. this staggers the nomads enough that the bannies have time to catch up between groups.this works so each village is about 30 or so bannies.

    you are correct that if you try to bring nomads every year,you will run into troubles. you need time to build houses as students graduate. and time also to stock supplies.in the beginning it does work well. you have extra supplies and more food is produced than needed. i am using the proper time mod to control the ages,a 1-1 year age mod. youngsters help store more supplies.after a few years,i build the school and the bannies pair up and move out at 16 yrs of age.

    i actually prefer the mini townhall’s timing for bringing nomads. it staggers them bout every 3 or 4 years. i see that as more realistic. it took time to travel across the ocean to the landing forts. we know they had storms at sea.even if a group was scheduled to arrive,they could have ran into troubles. this stagger of a few years allows time for the town to move out the graduates and recover resources. makes the game much smoother than if they came every year.

    also,the size of the nomad group gets larger over time. the 1st group might be 2-4 bannies. but each year as more are born,the group is a % of the total population. in time that becomes 20 nomads, then goes up even more. accepting every nomad group would not work for very long. will become quite hectic in just a few years. depending on age mod used and which nomad catcher,by year 20 or shortly after this would be too frantic.

    #6667
    Brad
    Participant

    YEAR 12 and 13

    18 more plains Indians arrived at the welcome sign before summer.more teepees and the chief’s tent were set up.they showcase their work with bison hides at the meeting center. they also make mead from honey. that will go well with the peace pipes.

    we had our 1st death. a blacksmith got severly burned.

    the original CC frontier mod has an odd function.the Indian buildings were desinged as decorations. they must be upgraded to use as housing or storage. this upgrade requires arrowheads or native artifacts. these can be gained by trading or by sending Indians to work the ceremonial burial grounds. problem is the ceremonial grounds is a death trap. Indians die from poisoned arrows, faster than they find enuf arrowheads. this upgrade was changed in the addon mod. if my memory is correct, some of the textures were also changed,which is why i used both mods in this map.

    there is an overview pic at the 10 year review of the 1st 2 tribes. this is the 3rd tribe and is near the lake south of the thatch village.

    pic 1:chief’s tipi and showcase
    pic 2: CC teepees to the right of the pile, that is spelled correctly. some of these are decorative and some are lived in
    pic 3: plain’s village to the south of the thatch village, 3 modder’s worh of tents. top- TRIANGLE’s tipi mod,bottom-KID’s native village modto the,right is CC teepees.

    Attachments:
    #6671
    Nilla
    Participant

    When you tell, I remember those death traps. Just played it once. It was the same with the Golden Lama. You tried it once, no more.

    #6672
    galensgranny
    Participant

    Poisoned arrows! Oh my! Your settlements look very nice. I can’t imagine taking so many nomads at one time.

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