Banished Ventures

Brad

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  • in reply to: Brad’s SETTLING OF AMERICA SERIES: #6748
    Brad
    Participant

    back at the fort, we have recieved a letter from overseas. the Queen says the fort is getting too crowded and more settlers are being sent. please move settlers out every year was ordered by QUEEN NILLA. perhaps this is what really led to the WAR.

    this map was to be a farming map anyhow. i did want to look at some newer mods as well.

    these are NOT vanilla bannies. they are educated before making their voyage across the ocean from Europe. then they are debriefed at the Landing Fort.their education system is similar to that of the North mod via a patch by KIDD. they function under a prior version of the propertime mod,1-1 year will graduate and move out at 16.they also have an Amish side to them. the Amish side allows these bannies to make tools,clothing,or cut firewood as they tend their gardens. these bannies also carry some seeds and livestock with them from the fort.,and the fort treaches them safety.these nomads do not just waunder out of the forest with no skills.

    Celestover-553632610,valley,very large,fair climate,no disasters,medium start strawberry,watermelon,and fig seeds which we won’t use.
    10 adults and 8 children

    mod order-123 mods,totally reset list. replacing the CC NFwith the addon mods saved about half a gig in memory.toolbox is full of toys to keep the bannies busy. there are a few mods in here that i have not tested yet.

    GOAL- accept every group of nomads every year. this is a suicide mission. do not try this at home.a 2% welcome sign will be planted at the beginning of this map to bring in the nomads.build a school by year 10 and educate the bannies born on the map.yes it is a small % of nomads.

    prediction- by the time the children of the map have children and they graduate,this will become too hectic to keep supplies and construction going.
    1st new borns graduate at 16,have children and those graduate starting at year 32. at this point,there will be as many graduates needing houses as nomads arriving on the map. added note- i started this before NILLA’s test. am very surprised by how much population she was able to get to

    [Misc]
    Description=FEB 2021, all nomads|3.g,,123 mods
    [Profile]
    WheelbarrowBigger=1
    UnblockableDebug=1
    NewLimitVanillaTP=1
    stopcoalburn=1
    CCNoSmoke=1
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    ChristmasMod=1
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    NomadSignComplete=1
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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6734
    Brad
    Participant

    YEAR 20 REVIEW- END MAP

    population of the 4 Indian villages is 191 in 50 huts and tipis. here they can trade and make treaties. thatch Indians to the northwest.woodland Indians to the northeast.plains southwest and CC Indians to the southeast. a council meeting area just south of the thatch village.this is where housing is set for all the chiefs and some stands to showcase their goods and trade. in the evenings, the tribes gather to dance and sing.

    this map shows the different Indian mods. you can see that many mods combine to keep the many tribes happy and supplied.they can make wood and stone tools and a variety of clothes as well. there are still many options available that were not added into this map. trapping,furs and pelts, maple syrup,rice wine,more grass houses, to name a few. no iron or iron ore was used for construction or to make tools. that restriction did limit the mods used.

    as the colonists move out from the Landing Fort, they will meet up with more of the Indians.for the colnists to survive in the new land, they will need to learn much from the Indians. as they journey out and settle more ground, they know they might not be totally alone.

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

    cloclwise from the top left
    pic 5: thatch village
    pic 6: woodland village
    pic 7: CC village
    pic 8: plain village

    pic 9: center council area

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    in reply to: Nomad games #6733
    Brad
    Participant

    I am impressed that you got the population so high. didn’t you say the bannies age at 1 year? so with a slight delay to taking the nomads, you took 20% each year for bout 15 years before trouble.about half the workers to food production,but it is the North climate.shut down due to lack of build materials and food shortages.

    i expected you to push trading to overcome those shortages. you are better skilled at trading than i am. i have to explain those differences some day.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6714
    Brad
    Participant

    YEAR 20

    the fort expedition team was welcomed by the Indians.even thou the team was only passing threw, the Indians insisted that they set a house up for other colonists to use. the team learned from each of the other tribes and built a goathi house. keeping with the traditions of the council, a showcase was added to the meeting square. the Indians were quite interested in the cows and pack animals used to move the wagons.they also asked many questions about our clothing and linen fabrics.

    pic 1:wagons arrived
    pic 2:goahti hut
    pic 3: colonist showcase

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6705
    Brad
    Participant

    YEAR 19

    the bannies are busy with clean up so this will be a good year for them to get caught up.they have been clearing rocks and trees from the villages. the CC tribe built a market and finished more huts.

    we did have a very bad food production year. even thou more food workers were added to increase the outputs, we were producing less than used and less than the year before. before fall, the bannies were sent to scavenge any food they could. it is strange since there are no crop fields. all food is hunting and gathering and some KID farmyard gardens.

    pic 1:CC market
    pic 2: CC vllage

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    in reply to: Nomad games #6704
    Brad
    Participant

    NORDIC…. that will be much harder. am curious to see how long you can get before it becomes too hectic.the other day, you mentioned setting half the workers to builders. don’t builders work slower when working as laborers once they complete construction?

    in reply to: Nomad games #6697
    Brad
    Participant

    uhoh, i don’t want to b copying you.

    i am surprised you could keep up that long taking 20% every year.didn’t figure the builders could keep pace.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6688
    Brad
    Participant

    YEAR 17 and 18

    7 more from the CC tribe arrived in summer. work had already been started on a dock along the lake shore. an RK cranberry bog and a CC reed farm were built.a seafood farm allowed them to harvest fresh water crabs and clams from the water.

    the rest of the CC tribe arrived the following spring.19 more nomads add to the 4th Indian tribe.

    pic 1: docks
    pic 2: CC village
    pi 3:CC wigwam and showcase

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6685
    Brad
    Participant

    the distance did slow construction work for the 2 south villages.clearing land slowed down. gave the bannies time to get caught up. it would have been nice if the lakes were closer together.that is the way the map spawned.
    in normal maps where i build several towns on 1 map, i try to leave laborers scattered between them.like i might use 4 workers say in a forest. i’ll build an extra house so there are 2 more free workers.my theory is these laborers drop items off as they go home to eat or get warm. this helps move firewood,clothing,tools,and other supplies around.this way the distance to the work site is the same for the laborers,or at least it averages out that way.

    i have plans for your nomad challenge coming soon.

    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6680
    Brad
    Participant

    YEAR 15 and 16

    10 new Indians arrived. these are the CC hut Indians.they will build near the southeast lake. they planted cranberries,sweat potaoes,and wild carrots.being from the Pacific Northwest, they are known for their work with reeds from the swampy shores of lakes.

    pic 1:CC wigwam
    pic 2: CC huts
    pic 3:map overview

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #6675
    Brad
    Participant

    YEAR 14

    the woodland Indians built a 2nd fire tent to cure more tobacco.they also planted more of the 3 sister crops. together the 3 tribes have cleared many rocks from the villages.the thatch Indians cut more of the grass to build 2 more huts.

    since i restricted these bannies not to use iron,there are a lot of things they can not build.

    pic 1: 2nd fire tent
    pic 2: thatch houses

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

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

    in reply to: Stuckerton- Lost in the wilderness #6665
    Brad
    Participant

    you can do the same thing with workplaces also. type in a # of how many to make not click the arrows. can do the same with the limit menu too.

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

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

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

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    in reply to: Brad’s SETTLING OF AMERICA SERIES: #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:
    in reply to: Market worker mechanics #6617
    Brad
    Participant

    i agree. markets are the least understood part of the game. modders can make all kinds of markets and decide what flag they will store. but there are mysteries hidden deep in the coding on how the vendors function.

    i have spent enough time following them around to realize the vendors are different from 1 modder to another. from what i have seen, even the modders do not understand why their own vendors function with quirks. there are so many modders over the years and so many mods with markets,it would take years of real time to study and list the things they all do that differ from another.each has their own personality.

    to solve the issue you have ,there is 1 thing you could try. add a different mod or build a market from a different mod if you have 1 in your mod order.it is possable that a different market might move the items more than the market you are using.

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

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