Banished Ventures

Brad

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  • in reply to: Brad’s SETTLING OF AMERICA SERIES: #6828
    Brad
    Participant

    YEAR 9

    we need 1 more house for the original starting children before the school is built.they have been pairing up well.this nomad couple will run the barbershop and be our teacher.the teen is sent to help the forester cut more logs.this has to be timed right. the house has to be completed as the male turns 10 and the school can not open til late in the 10th year after the last girl turns 10.

    even thou we timed the house construction,a female moved in. the start bannies should still pair up. will wait for the younger start children to age up before enabling the school.

    pic 1:barber shop
    pic 2: school

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6823
    Brad
    Participant

    YEAR 8

    this couple will map the area and make map books.they also build a CC parish church. we have to pick and choose what to build to save our iron.a playground is set for the children. soon a school will be built beside it.that will be needed before we can work on our iron.this little village is certainly turning into a nice town.

    pic 1:shop house and church
    pic 2: park

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6822
    Brad
    Participant

    the cottages are from KID’s ghost town mod.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6812
    Brad
    Participant

    YEAR 7

    the trade district will grow over time.as more goods are produced to trade, more trading posts can be built.more trade posts will increase the number of merchant boats that arrive each year.with those ,more storage will also be needed.for now, the builders are laying out the roads.

    this nomad couple will build a cottage farm closer to the DS nomad bridge.they broght some chickens with them and some seeds to plant 2 farmyards.1 to increase our oat outputs and the other to give potatoes along with some carrots,sweat potatoes,and corn as well as the chesnuts and berries that they planted near.

    the plan is to zone a production area south of this farm area between the lake and river.this would get us some iron and more trade goods.

    pic 1:cottage farm
    pic 2: EB cellar
    pic 3: annother plantation house

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    in reply to: Nomad games #6810
    Brad
    Participant

    thank you. was concerned if it was being caused by the mods or just the huge population.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6806
    Brad
    Participant

    YEAR 6

    the nomad couple this year will build a doctor office and live in a post office. a cemetary is zoned behind the doc’s office.so far only 1 of the 5 nomad groups lives in a house. the others are in “shop houses”.

    the original bannies add another house and send the young worker to fishing.the pace is better now than the 1st few years. with the extra laborers,we were able to get more done.the plan is working well for now.soon, we will need to increase the food production.

    pic 1:Doc office
    pic 2:fish pier
    pic 3: cemetary

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    in reply to: Nomad games #6802
    Brad
    Participant

    what do you think is causing the lag?

    in reply to: Stuckerton- Lost in the wilderness #6801
    Brad
    Participant

    couple things here. define field? i usually use 10X10,12X with orchards. and my info was based on NORDIC Landscape mod, as i am sure TOM has continued adjusting things with the NORTH. crops need warm temps to mature,near 70 degrees F.they also suffer loss at cold faster in fall. once temps drop to a certain level,food is destroyed on the field. this causes more losses. NILLA micro-manages harvests to compensate for this which does help.

    with the Nordic Landcape, a mild is close to but harsher than a vanilla fair. difference in climate is a few 100 miles farther north. it really is a limitation to the game itself. to get a lower temp overall and consistantly, the max temp is dropped down. what happens is you may hit 70 but not often and it won’t stay at that high temp long.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6790
    Brad
    Participant

    YEAR 5

    we work to double our food storage and add a trade good. we will make linen clothing from flax to trade.the next couple builds a “candle shop”house from last years Christmas mod. it is a residence and will not produce candles itself.they move supplies to the trade post and a newly built market.

    pic 1: doubled food storage
    pic 2: flax garden to make linen clothes
    pic 3:candle house
    pic 4: market

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6784
    Brad
    Participant

    YEAR 4

    it may look slow but the bannies have been busy since day 1.normally, i’d build some workplaces and take time to clear land before nomads arrived.knowing they were coming sooner and steadier,we needed that forest built early.still, i have had to rotate an extra builder or 2 to speed construction.

    just as the next another couple arrive in mid-summer, an RK blacksmith is completed.this blacksmith can smelt iron from the iron ore. however, there is amod order issue.this is 1 of those 3 way conflicts mention now and then. this smith is affected by the blacksmith tool mod. that mod has to be moved in the mod order when using the DS INDUSTRY mod. since that mod is not installed,the blacksmith tool mod is out of place. this also limits the tools the RK blacksmith can make.for this map, we will need to find another way to acquire iron.for now the smith will make rough iron ore tools.

    the 3rd nomad couple will work the blacksmith and a nearby tailor.now we can stockpile supplies for more nomads. as the original children become teenagers, we build a house near the forest.

    pic 1: RK blacksmith,will not smelt iron with this mod order.
    pic 2: tailor shop and the 1 house that is a house in the village.

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6783
    Brad
    Participant

    the “safety hole” mod has a different name now i believe. i found it at NEXUS. that mod trains the bannies to be careful. decreases deaths with mining mainly but does seem to lower other deaths as well.

    i’ll add this note- with my mod orders, i have noticed some issues with the happiness systems.i don’t think it is just the safety mod but a combination of several that causes the issues.hearts and stars do not show how the bannies are as well. these might show the bannies are fine and yet the bannies can strike or slow down work.if i build churches and they become crowded,the bannies go on strike.as long as the churches aren’t full,the bannies work fine.

    this map doesn’t have a North or the DS IND mod with the happiness system.

    in reply to: Stuckerton- Lost in the wilderness #6782
    Brad
    Participant

    i have a mod that TOM made log ago that changes the climate. it sets the climate between the North and the normal climate.the short and cool summers stunt the growth of crops. banished crops are designed to mature at a higher temperature than even TOM’s addon mod. i am sure TOM has adjusted things,but banished crops mature once temps hit 70 degrees f.below that they grow very slowly. makes the game quite challenging to keep up the food outputs.

    in reply to: Nomad games #6781
    Brad
    Participant

    if you are going to do that check my FOXFIELD blog at WOB where i built all of them. there are 18 farmyards in the 1 mod.i keep a list of what these produce handy.there is an animal plus mod that has several pens that you do feed.

    the Indian map didn’t have any crops so similar to what you idea is.my original thought ,when i gave the idea for the farmyards, was to use them as fillers. with the huge 10×10 crop fields,farm houses were spread out. with the small yards added,the houses could be closer together.so you would have 1 parent to the field and 1 to the farmyard,instead of 2 large crop fields.

    the AMISH,if my memory is correct, are GERMAN and DUTCH. they have large families even today to handle the large farms they own here in the USA. this may be 6-8 children that can help around the farm. AMISH are very good wood workers as well as farmers. they do have some stores to sell canned foods and supplies. thou they are independant, they do have barn raising events.they will all work together to help a neighbor build a barn,kinda like a community picnic. they hold church in their own homes with their family. so they really don’t build churches.

    even today,they use older farm practices without modern machines. instead of tractors,the AMISH use animals to plow fields and travel by horse and buggy. they do not have running water or electricity in their houses.so in many ways they still live like Banished Bannies.they live similar to what the Pioneers would have 100’s of years ago.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6774
    Brad
    Participant

    YEAR 3

    2 more nomads arrived in late spring. the builder is already busy constructing barns for the trading district. a storehouse and wood store that will move logs and firewood are being built.a small trading post and a Nordic wharehouse will increase the storage capacity.

    with this map,i want to show a mod concept that KIDD has worked at expanding. the idea is to use shops as houses for the bannies. these bring your towns to life. they look like town shops but function as houses.this nomad couple builds a coffeehouse beside the land claims office from the wild west mod set.both are residences.at the moment i have 4 mods with this concept,half of which i have not had a chance to build.

    pic 1:coffeehouse and woodshop
    pic 2: trade post and storage

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    in reply to: Nomad games #6773
    Brad
    Participant

    that is a lot of bannies.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6763
    Brad
    Participant

    YEAR 2

    just as the farmers went to the fields in spring,the 1st nomads arrived. this is only a couple.they come from the far northwest corner of the map. a DS bridge has to be debug added for them to get to town. even before they arrive, the builders will begin construction of a lands claim house for them.the couple arrive just in time to move in. they are needed to help the laborers cut more trees. a lighthouse office is built to keep records and oversee our progress. the builder had time to work on a road as the laborers cleared land and hauled more supplies.

    our plan is to establish a trading district between the 2 lakes before working to the east.

    pic 1:1st nomad couple
    pic 2: DS bridge debugged in for them to get to town
    pic 3: clearing progress and their house with a office for records

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6762
    Brad
    Participant

    i did a map at WOB of all the farmyards toward the end of last year.they produce about the same total output food as a crop field than a farmyard.however, the farmyard does give more variety and some do give tools,clothes,or firewood as well as food. some of the animal pens do need to be fed as well. so yes and no they can be cheats. here the farmyard saves workers since it did make clothes and tools.

    these bannies do have several advantages. KID’s education patch helps a lot. similar to TOM’s North system. the food production isn’t effected with no schooling. but it doesn’t seem to override other modded workshops like the woodcutter. in some maps lately,firewood has become a struggle to keep up.

    i do like the mod order overall,just wish i could use a few more mods with it.not enough computer memory. the mod sizes are larger lately too. the bannies have improved and are similar to the Pioneers of long ago.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6757
    Brad
    Participant

    Granny this map has some neat stuff in it too.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6756
    Brad
    Participant

    i can make cannons and muskets.LOL

    i started this before you ran that 20% test.curious to see how long it can go after you had so many bannies with yours. you are correct that this isn’t a fast growth. i went with the smallest.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6750
    Brad
    Participant

    the 2% nomad sign was placed. 2 fields are cleared for the 2 fruit seeds. we will start these bannies with smaller houses for 4.nomads will build larger houses for 5.even thou this start does not have livestock, we do have goats.the bannies will use a farmyard to start stockpiling tools and clothing. soon as the crops are planted,we start on an RK forest set with hunting and gathering huts..we will need the all the logs we can get.to invrease the log output,2 pine storage sheds are built on opposite sides of the forest.

    in early fall, the laborers have time to gather firewood and food.with 2 builders,we did manage to get 5 houses built by spring.the forest is worked,2 crops,and a farmyard. the farmyard produced 12 coats and 10 tools as well as some milk and oats.

    pic 1: map settings
    pic 2: map start, you can see the welcome sign was placed near the pile
    pic 3:crop fields
    pic 4: forest

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Viewing 20 posts - 321 through 340 (of 391 total)