i am still having some issues with a couple gremlins. get black screen every few seconds when i wake the computer. goes on for bout 10 mins.also have some graphic glitch so i can’t seem to get my monitor adjusted. is either too bright or too dark. got it as good as i can in game,but folders are bright. in game, it is a tad dark,especially during rain even with the CC rain and smoke mods.not game related issues.just been frustrating to chase the gremlin in circles.
FOSTON,5484110,valley-no dirt,medium size,fair,no disasters,Genesis-2 families,no seeds or livestock.
mod adjustments- removed KID’s christmas and market food mods ,RED’s White House, and the Notre Dame mod. added RED’s livestock without fertilizer mods,TOM’s red cottage that should bring the barns,Brad’s smoke shed,KID’s animal sheds,and more wood mod. moved the more wood mod above the pine mods. also moved the livestock trade mod toward the bottom of the order.
goal- start with a Genesis group and fill a map.no nomads,just a nice smooth pace, it might be a little slow but i want to use the time to do some decorating and build several of the trade posts to see if the trade animals will move from them to their pasture.
if you see issues with the pics, let me know. with my graphic issues,things may look different to you than what i see on this end.thanks.
we start with 2 brothers,their wives, and 1 child. 1 bannie catches fish and the rest work to gather materials to build with.to speed up the growth, we built a CC barracks as a duplex house.
we gathered food and more materials in the fall. during the winter we cleared space for gardens. these bannies start with 3 farmyards. chickens,pigs, and 1 for cows.while they tend the animals, the workers will produce leather for coats and some firewood. the animals need time to breed,so these farmyards will not be enabled. we will use 1 worker to collect some eggs and milk the cows part of the year. this way we won’t overproduce food. the fisherman stops fishing to become our laborer.
these bannies are like the Pioneers of long ago or the Amish of today. they repair tools,mend clothing, and use oxen and horses. a pasture was fenced for the livestock in our 2nd year.a shop was built where we can repair tools.to feed the livestock,we planted a deco field of oats. then we extended the pasture. this will be used for trade horses later.we built a hay barn and began clearing land for the hay to grow beyond the pasture
this is extrememly slow without nomads so i spaced the posts every 5 years.
pic 1:barracks
pic 2:pasture
pic 3: workshops
pic 4: oat field
pic 5:hay barn
YEAR 5-9
slowly, we worked to clear land and fence a larger pasture for the cows. they will be split from the horses and pigs. after Elisbell turned 15, we built 1 house. as the animals breed and multiply, we will need more grain. a deco corn field is cleared and planted.we extended the hay barn so that it will store thatch. now that we have more storage space, we could clean up all the rocks and more trees.a CC town arrival will be used for reports.
pic 1: farmhouse
pic 2:cows moved to the new pasture
pic 3: deco oat and corn fields
the monitor had to be replaced. graphics look a lot better.
YEAR 10 REVIEW
population doubled. we did accomplish a lot. the 1st owners house has been built. we have shops to make tools and clothing repairs.a pasture for the horses to be rotated in, and 1 for the cows are fenced. to keep the livestock fed, we have a field of corn,oats,and a hay field. a garden of sweet corn and potatoes keeps the banies fed. they gather berries,hunt,trap, and collect firewood.
we cleared so much land that are work piles are full. that has been our greatest challenge. as we cleared land, we had to keep adding carts and more piles. we have to keep enough space that we can clear for construction.
goals- our plan is to build the next house after Elisabell turns 15. hopefully her or the family will remain in the barracks. we will need lots of workers to work this farm.i don’t want to spam the farm with houses but want the population to grow quickly. a fun challenge for the next decade or 2.
as the children grow up, we want to add a trading post. we will need lumber to build it and a good to stock it with.
pic 1: stats
pic 2: production
pic 3: inventory
pic 4: graph
pic 5: overview
YEAR 10-15
to use up more materials ,we increase the tool limit. we also work to move thatch,firewood,and textiles to barns. we also add 2 CC cellars to increase capacity and items stored in the house and barracks.
Elisabell moved in year 12. a main general trade post will be built. this requires lumber and iron. behind Elisabell’s new house, an EB foundry and a NECORA limber cutter are needed.
we will stock the trade post with flowers,lumber, and some of the rough tools. the foundry smelts copper that can be traded as well. the 1st merchant brought corn whiskey. we took in 5 barrels for some flowers for each of our main adults.the 2nd brought bison which we have no rom for yet. he did take our order for trade horses.
it is hard to see in the pics but there is KID grass planted in the pastures and EB grass planted here and there in the open yard and around buildings. i tried to clear the taller flowers from areas the bannies would walk and trample it down.
pic 1:foundry and lumber cutter
pic 2: trade post construction
pic 3:laundry
pic 4:benches
YEAR 15-19
2 girls turn 10 and help gather more berries. our builder is busy cutting more trees and collecting ores. Jenniel moved in with Elisabell when he turned 15. we build a farmhouse for the orginal founders that were still in the barracks. the 15 yr old boy and a 12 yr old female stay in the barracks. in time the other teen girl moves in with them.
we can gather enough food. we do need more firewood than can be collected. a thatch hut will work the hay field. these bannies can burn it to keep their houses warm. beyond the meadow, we zone a forest. this will provide logs for lumber and firewood.
pic 1: farmhouse
pic 2: forest
YEAR 20 REVIEW
population is 17.we doubled our workers.we built 2 houses. the bannies moved without much coaxing. 3 teens remain in the barracks. a foundry smelts copper and iron. a lumber cutter supplies the trade post. we have used up our logs between lumber and firewood. we are replanting trees beyond the hay field.
since there are no nomads, progress is slow. we have gathered lots of berries and ores.
goals- about half wat thru the next decade, the population will start growing faster. much depends on the trade merchants. we’ll need a house for a couple to work the forest. then , i’d like to start clearing for another farm.
pic 1: stats
pic 2: production
pic 3: inventory
pic 4:graph
pic 5:overview
YEAR 20-25
we stop cutting logs into lumber. a stone bridge was built next to the trade post. 2 couples moved from the barracks to the forest.they will help gather food and plant more trees. the builder took time to smooth a road from the forest to the trade post.
these bannies have been very cooperative in moving. teens move out from their parents and into the barracks.
Elisabell passed away during the 24th winter. she died trying to give birth to her 4th child.
pic 1: bridge
pic 2: forest worker housing
pic 3: road
year 25-29
after losing Elisabell,we fenced a cemetary and planted a dogwood in her honour. we need more vegetables.a three sister garden is planted for beans and squash. we can butcher a pig or cow now and then for meat.we have collected plenty of berries.
pic 1: cemetary
pic 2: another veggy garden
YEAR 30 REVIEW
population just short of doubling over the last decade. we had 1 death.we built 2 houses and 1 couple remains in the barracks. the forest trees have grown and it provides more food. a cemetary was fenced and a bridge gives us access across the river. the builder took time to lay out a road.
few merchants come by. we have traded for some corn whisckey twice. yes, progress is very slow. the bannies work together to haul in logs,minerals, food and herbs.they butcher pigs,cows, and have done some hunting.
goals- i don’t want to over produce food. the animal farmyards are enabled off and on to provide a little leather. they would produce too much meat if i left them on. we will need more food and there isn’t much else the bannies need. we will send a couple to start the next farm to the east. we have started clearing land for it.
we should build a CC farm supplier trade post to bring more boats. we will need a trade good to stock it.
pic 1: stats
pic 2: production
pic 3: inventory
pic 4: graph
pic 5:overview
YEAR 30-34
the CC farm supplier was built. it will stock flowers,lumber, and some furs.1 couple moves to the forest to trap foxes and squirrels. this will give more pelts and furs to trade. the next couple swttle our 2nd farm. they plant corn and beans and caught bees for honey. they will raise the red dairy cows that we traded for.
pic 1: CC farm trade post
pic 2: trapper’s house
pic 3: trapper hut
pic 4: farm 2
YEAR 35-39
we take 2 trade horses in at the farm trade post and 1 at the main trade post.the game shows 1 horse at each of the trade posts.the pasture menu shows the trade horses there and they did breed. this mod has worked in the past with the horses leaving the trade posts and moving to the pastures. that being said it may not have worked with all trade posts. since now it will not work with a CC trade post, the mod wil have to be adjusted in the order and retested.
in year 35, the bannies decided to build a church and a school. i will no longer micro-manage the move outs of the bannies. 2 houses will empty the barracks. 1 couple will work a furrier hut and make pelt clothing. the other moves to the new farm and clears a crop field.
we traded for cuccumber seeds.
PIC 1: school
pic 2: trade horses
pic 3: farm 2
pic 4: furrier hut
YEAR 40 REVIEW
population is now 48,with 4 students and 17 young children. there are 11 houses plus the barracks. we have improved our diets. the trapper and furrier huts increased production of clothing. the bannies built a church and school.
our attempts to move trade horses from the trade posts has failed. the livestock trade mod will need more testing with mod order adjustments. we did acquire cucumber seed and red dairy cows.
next goals- we will need to increase firewood outputs. otherwise our supply barns are full. we can haul in more stone.
pic 1: stats
pic 2: production
pic 3: inventory
pic 4: graphs
pic 5:overview
YEAR 40-44
the 2 start couples are now in there 60’s.they do have some children living with them that can stay and help out on the farm. there are 2 older teen workers at the forest. they built a plymouth house deeper in the trees. they will gather herbs from both and cut trees farther north.
we had our 2nd death. during child birth we lost a lady at the 2nd farm.
without taking nomads, the game is slow. the bannies don’t need anything. they are hitting the food limit and can scavenge enough iron ore for tools. the pace is much different than i usually have with expanding.
pic 1:2nd forest
pic 2: housing
pic 3: deco corn field
YEAR 45-49
the 1st graduating couple moves to the forest. they will help cut more trees.our start bannies are all in their 70’s. we continue hitting the food limit and are able to gather enough branches to keep us supplied with firewood. we built a meeting hall,market, and a wood cutter for the small village.
we trade for carrot seed.
pic 1: meeting hall
pic 5: market
YEAR 50
population 76 in 16 houses.14 students and 29 children. we have 2 forests providing logs. we now have a market and meeting hall.
has it been 50 years? the bannies are quite content and slowly we make progress.
goals- we will grow faster from here forward.we will need more fruit from the 2nd farm.since we can support it, a mine can be dug. we should add a hunter and small school for the forest workers.
pic 1: stats and limits
pic 2: production and trading stocks
pic 3: inventory
pic 4: graphs
pic 5:overview
YEAR 50-54
the 2nd farm build a coop for turkeys that had been captured. this farmyard will provide turkey, some vegetables ,and apples. we raise our food limit to 25,000 and gather more berries and duck eggs. we dug a RK random mine and built a Nordic wharehouse to store the minerals.coal from the mine can be used to smelt the iron and copper ores.
we traded for 2 beef cows. they will go to the pasture that the trade horses never made it to. 1 founder couple has passed away. she was 72 and he was 74.
pic 1: turkeys
pic 2:beef cows
pic 3:RK mine
YEAR 55-59
a school is built for the forest workers. a hunter with storage is built between the 2 forests.a toolsmith was needed to keep the miners supplied with better tools. the 2nd farm planted 2 crop fields,1 carrots and 1 cucumbers. farm 3 is established and ha started to plant apple trees.
our oldest settler has turned 84. he lost his wife 3 yrs ago.
pic 1:forest school
pic 2: toolsmith
pic 3:farm 2
pic 4:farm 3
YEAR 60 REVIEW
population has grown to 107,in 23 houses. several of the original settlers have died. the remaining settler is 84. with the mine supplying materials for tools, we are well stocked. the forest added a school and hunter. we have turkeys and farm 3 is planting apple trees.
goals- soon we will need more logs,so a 3rd forest needs to be established along with a sawmill to cut more firewood. we will also need another church over the next decade.the small village will add some food processors to increase the food outputs.
pic 1: stats
pic 2: production and trade stocks
pic 3: inventory
pic 4: graphs
pic 5: overview of the start point
pic 6:overview of the village
pic 7: overview to the east
YEAR 60-64
a 3rd forest will be planted to the far east. a sawmill there will provide enough firewood.the workers built a small plantation chapel.
the villagers built a White Swan tavern to make apple cider.a wood butcher processes beef.we have increased to 2 builders and 10 laborers.
i’ll show you the storage system. even thou many of the mods are 1.06, the barns do store most of the items. the CC compatability 1.07 mod does help with that. my mod order has an old “my precious” mod that sets the precious items to textiles. the KID market does store a variety of goods but keeps an adequate amount of food. wheras a CC market prioritizes the odd items over the food. the CC cellars and other storage is able to store iron ore and lumber.the forest buildings from KID’s tiny mod have storage with them. they are very handy. just to give them more space and to help store some odd goods,i do like to build a shed or a Necora pine storage.
our last founder has passed away at 88 years of age.
pic 1:sawmill
pic 2:chapel
pic 3: butcher
pic 4:forest stoage
pic 5:start farm storage
pic 6:village storage