Banished Ventures

Brad

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  • in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Colesville #8402
    Brad
    Participant

    YEAR 13

    a group brought a cow and increased our milk production. they fenced in the pigs and built a corn crib to store feed. our kitchen area expanded to make stews and even added an indoor kitchen. a small mill allows us to make more bread. the school and medical clinic were doubled to handle the larger population. even with the foresters, we had to build a bridge to access more land for logs.

    pic 1: bridge
    pic 2: cow shed and corn crib
    pic 3: stew processors
    pic 4: kitchen
    pic 5: mill
    pic 6: school and med doubled
    pic 7: overview

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    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Colesville #8393
    Brad
    Participant

    YEAR 10

    population 58 with 40 workers in 17 houses. we have about a year and a half worth of food stored. we have worked to balance the food by using the textile limit. each year, small groups arrived until year 9. a RH tavern was built to make cider. 1 bannie grows herbs. a double church was needed since the population had grown so quickly. with the small map, we are so limited on trees that 2 workers were sent out to plant more trees.

    we need to catch up our supply of logs. the bannies have plans to expand the central kitchen.

    pic 1: tavern
    pic 2: herb grower
    pic 3: double church
    pic 4:stats
    pic 5: production
    pic 6: inventory
    pic 7: graph
    pic 8: overview

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    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Colesville #8385
    Brad
    Participant

    the bannies quickly planted the 2 fields and built houses. a school and headquarters were completed. we even had time to build crates and a drying barn for tobacco. a group arrived in year 3. they brought chickens and began work on our processors. they make flour and butter to make bread. a large goup in year 4 brought cows and pigs. they built a med clinic. the large group took us to 24 adults, a quarter of our goal.

    we spent year 5 moving the crop fields and finding balance. 2 mini workshops will help make clothes and rough tools. the bannies would like more milk. they will need a beekeeper for honey to make jams.soon we can begin work on the security fence and lookout towers.

    pic 1: map settings
    pic 2: map start
    pic 3: year 1
    pic 4: food processors
    pic 5: cows
    pic 6: pigs
    pic 7: overview

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    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder #8363
    Brad
    Participant

    YEAR 69

    we end with over 800 bannies. we have shipped a huge variety of food out. there are 3 towns, a fort, an Indian village, and a small city.
    after 2 months, it is time to move on. i am not sure where we will go next.

    there were just some minor mod order issues. 1 blank tag on the inventory and some DS dot icons. i will need to make some adjustments. moved DS Thompson TP mod higher in DS group. dropped CC mods below KID’s group. both issues solved. am showing 1 blank icon in inventory with the debug tool, unsure what item it is. KID’s B&B greenhouse does produce coffeebeans.

    pic 1: city farms south
    pic 2: city farms west
    pic 3: orchard farm
    pic 4: livestock farms
    pic 5: far east farms
    pic 6: overview fort
    pic 7: overview lake town
    pic 8:overview city south
    pic 9: overview of the Nordic town

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    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder #8353
    Brad
    Participant

    YEAR 66

    population 785. we export 20,000 food each year plus other supplies and textiles. the bannies are busy building some fences. a woodland park with a pond near the south church is a peaceful place to relax. the trade docks has a picnic area. as you can see there are gardens and fruit and nut trees scattered about to keep the bannies well fed. some areas are more decorated than others.

    pic 1: city docks
    pic 2: city southwest
    pic 3: mine village
    pic 4: forest farms
    pic 5 and 6: farms west of the fort
    pic 7: lake town farms
    pic 8: horse farm
    pic 9: mine village farms

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    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder #8343
    Brad
    Participant

    YEAR 63

    as i near the end , i want to give you more pics. the housing is caught up. we built 155 houses counting the barracks and Viking longhouses. the trade posts have been adjusted. the mine village did add a general and a building trade post along the river. the bannies are busy clearing land everywhere.

    pic 1: overview from the start point farms
    pic 2: overview fort
    pic 3: Indian village
    pic 4: lake town
    pic 5:Nordic town
    pic 6: city plaza
    pic 7: city playground park
    pic 8 and 9 main street shop houses

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    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder #8342
    Brad
    Participant

    there are more of them coming. i didn’t realize the Viking lodges are boardinghouses. the bannies seem to like them thou. they’ve moved in while working the area. there will be a school and smaller red houses too.

    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder #8331
    Brad
    Participant

    6th DECADE

    every seed type was planted. a small pasture near the mines holds chickens. the freishan cows were moved north to a nordic town. the west pasture is raising sheep til the vikings can clear a pasture. the Nordic town is slowly growing. they wait for more materials. a stone village boils maple sap to the far east. lots more gardens have been planted. the city expanded the docks. even with more workers some food is stocking slower than ships arrive. a 2nd church and school were needed. main street also has a Pilgrim’s Rest tavern and a hospital. the city added breakfast shops to the market plaza. a tobacco dryer supplies pipe tobacco to the trade posts. a mill supplies the breakfast shops and a bakery. sugar beets are boiled for sugar that supplies a jam shop.

    population 631 in 139 houses. even with over 50 laborers, land clearing is slow.

    2 minor mod issues- the coffee from KID’s breakfast mod is blank tagged and there are some dot icons under the DS toolbar. i will try to adjust a few things with the order of the next map.

    future goals- i would like to catch the housing up and start winding this map down. we need several houses to empty the barracks. we will build 12 houses taking us to 150 plus the barracks. we have a stable balance of productions at the moment. the markets are slow at stocking some foods. we will need 1 or 2 more trade posts to improve our trade outputs. the vikings will work a forest. then i can begin the tedious task of re-clearing and adding more decorations.

    pic 1:a map of the area.
    pic 2: city market plaza
    pic 3: city trade docks
    pic 4: city west farms
    pic 5: city south
    pic 6: an overview of the city
    pic 7: mine village
    pic 8: the Nordic town
    pic 9: Nordic dairy farm

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    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder #8321
    Brad
    Participant

    5th DECADE

    we traded for more seeds, red dairy cows, and bison. it took time for merchants to bring wagon parts for the Thompson Trade post. an RK charcoal maker and a DS construction yard wokred to make the iron fittings. by then, the city had a market square to move a variety of goods for the city inhabitants. the square also processes soups, stews, and bar b q’s meat. 2 mines have been dug to provide iron ore for tools and some copper ore. the city has a church, school, and meeting hall. the bannies have constructed shop houses along a main street near the city square. the gain farm planted trees as a hedge and flowers. south of it are more veggy fields to support the city. the north town expanded to the south. more bannies have built houses and barns to establish more farms. we do have a larger horse farm with a training pen.

    population 446 in 104 houses. we have over 25 laborers supplying 10 builders.

    over the next decade, we need to rotate some crops. i would like to plant at least 1 field in every seed that we have. we’d also like to trade for more livestock, chickens and maybe goats. there is plenty of food stored to trade and support the map. the city will add some food processors and expand the trade posts. we can increase the shipping of food to 25,000 without any problems. we have almost 4 years worth stored to support the citizens of the map.

    pic 1:stats and production charts
    pic 2: some graphs
    pic 3:city overview
    pic 4: lake town
    pic 5: mines
    pic 6: city farms
    pic 7: a farm east of the fort
    pic 8: horse farm
    pic 9: pasture farms

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    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder #8311
    Brad
    Participant

    4TH DECADE

    the town grew adding a tailor and a blacksmith. 2 pastures have been fenced to the east. a grain farm now works to the southwest. to store more materials, Slink markets were built on the outskirts of where the next town will be. we also are now trading over 1500 food every year even if merchants do not bring supplies or seeds. we are doing this at a huge loss, but we have plenty of food to spare.

    east of the main river, a farm grows tobacco and maple sap. to the northwest, there is an orchard farm. there are some small farms scattered about.

    population 294 in 72 houses. we have 106,000 food stored and produce 50% more than we need each year.

    our plan for the next 10 years is to build a small city along the south lake. it will have some Thompson trade posts to ship the excess food. our goal is to ship at least 10,000 food out each year. we do need to bring in more livestock and minerals for tools. we don’t need much else, so we will continue to trade at a loss.

    pic 1: north town
    pic 2: pastures
    pic 3: far east maple and tobacco farm
    pic 4: west farm
    pic 5: east of fort farms
    pic 6: orchard farm
    pic 7: grain farm
    pic 8: Slink markets, the edge of where a trade city will build

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    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder #8302
    Brad
    Participant

    3RD DECADE

    new settlers established a small town on the east lake. the town makes crates for the pipe tobacco. it has a dryer and raises horses. a building supply and a general trade post were built along the lake shore. they trade bear meat and horses. they bring in iron ore to supply the blacksmiths and firewood.

    as students graduate, more land is cleared for farms. food, tobacco, and textiles have been traded for seeds, pigs and dairy cows. we have 13 crop and 4 orchard varieties available to plant. there are 4 farm areas. 1 near the forests, 1 east of the fort, 1 west of the fort along a stream with fenced pastures, and a 4th across a stream from the small town.

    the Indians built 2 EB markets to organize food and to haul logs for the woodcutter. a small KID market supplies the main forests. counting the Indian village, there are 3 schools and 3 churches.

    the livestock trade mod was removed. i use domestic animals for horses with some deco mods. this actually does work better as the pen needs to be fed grain to produce the animals.

    population 205 in 50 houses. there are over 10 laborers supporting 4 builders.

    over the next decade, i want to open the map up by scattering more farms. a grain farm. tobacco plantation, and a larger horse ranch should be built. more pastures will be needed. half way thru the decade, i plan to reclear land and add to the town.

    pic 1: town houses
    pic 2: town overview
    pic 3: fort overview
    pic 4: Indian village
    pic 5-8: farm pics

    Attachments:
    in reply to: Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder #8294
    Brad
    Participant

    2nd DECADE

    we established 3 forests to provide logs, firewood, textiles, and food. we also met up with an Indian village to our east. they grow and dry tobacco that have been added to our trade post. the fort has a wagon maker and a med clinic.

    population of 125 including the Indian village. a town will be needed in the next decade to support the farmers and trade away more food. the settlers will work to fence pastures and trade for livestock.

    pic 1: forests
    pic 2: Indian village overview
    pic 3: wagon shop and med clinic
    pic 4: fort overview
    pic 5: east farms

    Attachments:
    in reply to: Banished Ventures Brad’s SERIES-Hymer #8263
    Brad
    Participant

    END OF SERIES 5 REVIEW

    i moved the series from WOB to TOM’s North site. it has been much quieter. i do wish there was more feedback. i also am concerned bout 1 of our great Banished players. NILLA has been gone much too long.

    since i changed sites, it was fitting to do another landing fort map. from there we launched out to explore new lands. we met the Indians and looked at several of the Indian mods. over time, more forts were built and we have brought a huge amount of settlers across the ocean. there are 8 maps posted for the year but i have played several more to work out bugs or fine tune some ideas. we have established several cities.

    the mod order works well. there are a couple of minor issues that need to be checked. RED’s train mod and the livestock trade mods do need moved and tested. i am using the RK as a base mod and adding a CC mod to it. i have startedc to use a LITE version of the RKEC. this opens more memory to use more mods. i have also tweaked the RK to get rid of the flowers. i think the maps look better. KID made several mods to add with his farmyard gardens. this has improved the function and looks of the farms.i have started to build plantation type farms. i will do more of those in the future. i think the farms look more realistic. the changes or mod additions bring more life to the farms. i tried a similar idea with a college campus.

    overall the mod collection and order is greatly improved over the last couple years. KID’s shop type houses have added lots of life to the towns and the garden and hedge mods add to the farms. we have many options for factories including TOM’s papermill and the DS Industry mod. the maps have grown from small settlements and rural towns to huge cities.

    i am not sure what i want to do with the future. i am curious to see what the maps will look like with the changes. i would like to work on decorating things better. the focus has been on expanding and growing more so. i think i will have to slow things down a lot to accomplish that.

    with the lack of feedback, i am unsure rather to try using a story format or to post less often. i could try posting just the 10 year reviews or do a beginning and end post for each map. i might try that and do a search for other banished posting sites. for now i do have to resett he mod order from the castle map back to the base that was functioning well and run some tests.

    deop livestock trade mod, use domestic animals per pine mod if want to trade horses. RK train works.

    i’m currently in the middle of weeding thru my mod backup folder. over 1000 files.

    in reply to: Banished Ventures Brad’s SERIES-Hymer #8253
    Brad
    Participant

    YEAR 50 REVIEW

    population 623 in 148 houses including train cabooses, barracks, and the Bodiam castle. the growth rate has slowed down. a quarter of our workforce help as laborers. we are about 30 houses and 10 fields behind.

    the Monk’s planted lilacs and flowers inside their castle. the Indian’s finished building their fort and walled it it. the 6th area has the Bodiam Castle. #7, the Colonial City has a very slow start. mainly some markets to help move and store supplies. the railraod tracks run from the east map edge to the City and then north and west to the mine village. overall we did accomplish our goals for the decade.

    the Indians provide tobacco leaf and some pipe tobacco. the Bodiam castle will supply wheat and flour. the City will build processors to use up more excess goods and improve food outputs.

    the balance has improved. i wish the Canadians has planted more maple forests and less pine trees. we have had serious issues with the train. this will cost us food. by now, we have used up the marble and coins. the train has taken 18 years to layout the tracks. the workers still need to build a KID train station. that will help move the coal and bring more food in.

    by now, i work to play ahead of the posts by several years. i have had issue after issue going forward and finally a crash. much of the next decade had already been replayed before hitting the crash point. spent a couple days trying to narrow down the crash. even before the crash, the bannies were having issues. progress was very slow compared to the number of laborers and builders. after 1 days or so of attempts, i decided to stop.

    this map is only half finished. i’ll have to do another castle and monument map. i had such high hopes planned into this thou.

    pic 1: stats
    pic 2: production
    pic 3: inventory
    pic 4: graphs
    pic 5: a map of the areas
    pic 6: overview of the Monk castle
    pic 7: overview of the Indian fort
    pic 8: overview of Bodiam Castle

    Attachments:
    in reply to: Banished Ventures Brad’s SERIES-Hymer #8247
    Brad
    Participant

    YEAR 47 to 49

    this decade has been a struggle. the bannies have gotten behind. the game has crashed a few times. i think it is due to the issues with the train mod. it is taking a long time to clear land. the train builders are on a decent pace when i can see to place the tracks. i have made numerous adjustments to limits, markets, storage, etc. increased builders and added happiness buildings to the Indians as well. i am not sure what is causing the slow down at all. with housing and construction behind, there are plenty of laborers. the marble and coal helped compensate for the issues with the train stations. we have kept up on food and are maintaining tools and firewood productions.

    the plan for year 47 was to layout more tracks to the east, clear trees along the tracks and the next area, and begin moving supplies for the Bodiam Castle. the bannies have not cleared land enough to layout fields.

    in year 48, the castle builders completed the Bodiam castle. tracks are layed to the map edge. the laborers caught up on clearing land. 2 fields are cleared and 2 more houses built.

    the Bodiam Castle village has a market, 2 farmyards. a windmill to process the wheat, and a small woodcutter. the castle has a tailor, school, chapel, and bakery. they grow 2 fields of wheat and 1 of tomatoes.

    the Indians built 2 RK lookout towers that will hunt and keep watch over the 2 gates. the 5th area is finished. the 6th has its castle, and the 7th the Colonial City is started.

    we trade for pears, lumber,fiddleheads, wild honey,butter, roots, herb bread, walnuts, and peaches. the Brits bought lumber, firewood, iron ore, copper ore, and thatch. the train brings in 7000 food for coal, ale, and leather coats.

    pic 1: Bodiam foundation
    pic 2: Bodiam village
    pic 3: Bodiam castle
    pic 4: Indian fort
    pic 5: tracks completed to map edge

    Attachments:
    in reply to: Banished Ventures Brad’s SERIES-Hymer #8244
    Brad
    Participant

    YEAR 45 and 46

    the Indians have a turkey farmyard and a hunting grounds. a needleworks and a toolmaker keeps them supplied. they also needed a small market.

    as soon as the train workers built bridges o cross the 2 streams,work began on the next area. if the bannies will clear land fast enough, they can catch up on housing soon and finish the train tracks.

    the Brits bought copper ore and thatch. we trade for strawberries, cucumbers, eggs, and wheat seed. the bannies have finally sold all the marble. the trade post will no longer order money of any kind. it has moved the excess coal. now it will stock pine boughs that we do have way too many of.

    pic 1: bridges
    pic 2: Indian fort

    Attachments:
    in reply to: Banished Ventures Brad’s SERIES-Hymer #8238
    Brad
    Participant

    YEAR 43 and 44

    several couples move top the edge of the city. they build RK country houses. in time they will plant some gardens, for now, we need to continue clearing land for the tracks and to work our way farther east. to improve movement of goods, an RK plaza is built for the City, a Slinks general market towards the train stations, and an industrial market at the mine village. the Indians added huts for a medicine man, the wise elders, and a sweat lodge.

    we have a dilema. we have logs but can’t move them. since the train station didn’t move the coal, markets are filling with coal in place of logs. as such, everyone that needs logs has to travel farther. this slows building and production. we have to move coal to a trade post to get it out of the way so markets will move logs again. the market that has been selling marble will stockpile coal. as the trade post continues shipping out the rest of the marble and switches to moving coal, it also stops bringing in silver pfenning and gold guilder. it will trade for coins and food.

    the adjustments are working and progress has improved.

    we trade for carrots. the Brits bought lumber, thatch, firewood, copper ore, and iron ore. the other main trade post sells marble and coal for coins, squash ,tomatoes, and milk.

    pic 1: Slink general market
    pic 2: Monk trees
    pic 3: City plaza
    pic 4: Slink industrial market
    pic 5: Indian fort

    Attachments:
    in reply to: Banished Ventures Brad’s SERIES-Hymer #8232
    Brad
    Participant

    YEAR 42

    knowing the train has issues, we will sell what is left of the marble for coins to supply the train engines. the other trade post will begin to stock excess goods. such as turpentine and feathers. the Canadians build a 2nd still to increase the output of turpentine.

    1 couple moves to the future Colonial city. 2 RK markets are built to begin storing construction materials. another couple moves near the miners to fish the river. as fast as the train workers cut trees, someone needs the logs. more vendors are sent and some RK log carts built to help move logs for the woodcutters.

    the Brits bought lumber and copper ore. we trade for fish and sweat potatoes.

    pic 1: 2nd turpentine still
    pic 2: Monk lilacs
    pic 3: City start
    pic 4: fish pier
    pic 5: train progress

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    in reply to: Banished Ventures Brad’s SERIES-Hymer #8228
    Brad
    Participant

    YEAR 40 and 41

    the Indians added more houses for the train workers. the castle workers built walls around the fort. the Canadians adjusted the forest workers and built a 2nd sap boiler.the Brits set up a 2nd musket range. there are plenty of tools and silver to pay for it. the marble quarry has dug out all the marble.

    the RK train stations are really frustrating me. they have worked before, so it must be mod order related. the plan was to trade coal or other excess goods and bring in food. as it is we can trade out ale and leather. we don’t have enough ale to support it. and i don’t want to burn out of leather or clothing. for now, it is supported from the selling of the marble. the marble quarry has ran out of marble. a KID’s train car is trading coal for food but not fast enough to compensate for the station failures. i definetly need to make some serious trade adjustments.

    we trade for cranberries, hardtack, and mushrooms. the Brits bought thatch and copper ore.

    pic 1:Indian fort
    pic 2: 2nd musket range
    pic 3: 2nd sap boiler

    Attachments:
    in reply to: Banished Ventures Brad’s SERIES-Hymer #8221
    Brad
    Participant

    overviews
    pic 5: Canada
    pic 6: British fort
    pic 7: Monk castle
    pic 8: mine village
    pic 9: Indian fort
    pic 10: train

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Viewing 20 posts - 61 through 80 (of 391 total)