Banished Ventures

Brad’s SETTLING OF AMERICA SERIES YEAR 6: Belder

  • This topic has 10 replies, 2 voices, and was last updated 2 years ago by Brad.
Viewing 11 posts - 1 through 11 (of 11 total)
  • 11 Posts - 565 Views
  • #8283
    Brad
    Participant

    good morning,
    i did a small map to test some more of TOM’s Nordic mods while i weeded and reorganized my backup files. the biggest change to the mod order is i removed the Livestock trade mod. there are decoration mods to build horse ranches with and Necora’s domestic animal barns can be used to trade animals. this will work better.

    i didn’t expect it to be this long since i posted. i took pics and did write ups at the end of each decade. this current map has taken longer than i thought and it will probably need another decade or 2 from where i have it so far. i did say maps would go slower as i try to do more decorating. still i don’t see as much improvement as the time invested. hopefully ,the change to my play style will pay off with future maps.

    how is everyone doing? i do miss NILLA. her being missing is very concerning. life is busy this year and i don’t see things slowing down for a few more months.

    ————————————————————————–
    Belder-695265707, valley no dirt,very large, fair, medium watermelon, rye, and raspberry.

    goal- build several farm communities and a trade fort to trade food and tobacco. this map will be used to support a future city of food processors.

    we spent the 1st decade getting the fort established and building the walls. it has a trade post, mayor’s office, and barber. there is a stables to tend to livestock for the settlers. 2 farmyard gardens feed the fort workers and supply corn for the local Corn Crib saloon. the workers also fish and send out scout groups to hunt. a church serves as a meeting hall and a small school tends to the children. nearby farms are already supplying the trade post with raspberry and rye. it also stocks furs from the hunting groups and copper that is smelted.

    population 65. we have used up the logs in our construction. we will need a forester and a shop to make wagons before we can support many new settlers.

    Description=2022 feb ||RKEC Lite–DS IND-CC NF w/ccompatab |||3.7 GB 160 mods 90% memory
    [Profile]
    RittenhouseMillVanillized=1
    RKECtownhall=1
    WheelbarrowBigger=1
    HorseWagen=1
    FeatherPatch=1
    MaritimesPineSetEggFix=1
    stopcoalburn=1
    BlackLiquidRain=1
    CCNoSmoke=1
    Radius=1
    overrideUneducated=1
    ProperTime=1
    overrideRuralClothes=1
    banishedUImaps=1
    unlimited=1
    OneStopAllMining=1
    SafetyHole=1
    Forgetaboutorchard=1
    MoreWood=1
    MoreStone=1
    NewPineFlora=1
    MaritimesCrystalCliffs=1
    MaritimesPineSet=1
    SeasonFX=1
    KidForestOutpostNatDiv=1
    MyPrecious=1
    WoodButcher=1
    KidGothicFarm=1
    KidWestwardHoWagons=1
    WildlifeStarts=1
    CloseToTheEdge=1
    RKBisonLivestock=1
    RKPigsLivestock=1
    ChooChoo=1
    Compatibility107=1
    RKEditorChoiceEdition=1
    BlacksmithTools=1
    MiniBuildings=1
    DSBridgeCrossing=1
    DSFuelMarket=1
    FruitVegBarn=1
    GatherersWarehouseAndBarn=1
    DSIndustryMining=1
    DSStythTower=1
    DSThompsonTradeMerchants=1
    CCDocks=1
    CCFrontier=1
    ColonialCharterNF=1
    GrowRoots=1
    MarbleQuarry=1
    CCOrchardForesters=1
    Terraform=1
    EBSVProduction=1
    EBMaterialsStore=1
    EBLeatherWorks=1
    EBFarmHouse=1
    EBFarmHouseA=1
    EBSVDecoResort=1
    EBDecoFountains=1
    EBFarmstand=1
    EBSVFoundry=1
    EBSVWorkShop=1
    EBMarkets=1
    EBSVRockQuarry=1
    EBSmallStorage=1
    EBStorageSet=1
    EBIrrigationDecoAddon=1
    EBIrrigationNatural=1
    EBStatueTrapper=1
    EBMonumentFF=1
    EBStatueLiberty=1
    EBWinery=1
    BirchBarkCanoe=1
    ChopChop=1
    ColonialHousing=1
    DecoPlants=1
    ForestCombo=1
    marketpuzzle=1
    WashingMod=1
    KidAnimalShedPlus=1
    KidAnimalShedSA=1
    KidBakeryGarden=1
    KidBedBreakfast=1
    KidColonialCityCenter=1
    KidColonialResource=1
    KidDecoFarmAnimals=1
    KidFarmyard=1
    KidFruitNut=1
    KidForestPonds=1
    KidGhostTown=1
    KidGhostTownHouses=1
    KidGothicFantasy=1
    KidGHLightHouse=1
    KidGrannyPark=1
    KidLogDepot=1
    KidMarketFood=1
    KidNativeVillage=1
    NomadSignComplete=1
    KidPlimothPlantation=1
    KidPlimothHarmonized=1
    KidPortableMineRKEC=1
    KidRailway=1
    KidRowBusiness=1
    KidSettlersDeco=1
    KidSomeBoats=1
    KidStagecoach=1
    KidStorageCarts=1
    KidStorageCrates=1
    KidTinyDowntown=1
    KidTinySeparate=1
    KidTravelingTrader=1
    KidVegetableGarden=1
    KidWindSawmill=1
    KidWoodenFort=1
    KidWorkshop=1
    KidWorkPlaceVillage=1
    KidWildWest=1
    KidYardCover=1
    BostonHouse=1
    BostonHouse2=1
    CityRoads=1
    college=1
    CountryLittleHouse=1
    CountryLittleHouse2=1
    Ketchup=1
    PlymouthHouse=1
    TrainingCampDeco=1
    TrainingCampMain=1
    RKWoodBakery=1
    MaritimesRiffle=1
    MaritimesSherbrooke=1
    MaritimesStorage=1
    NECEmptySquare=1
    BradsSmokingShed=1
    FlyFishing=1
    Hunting=1
    Infirmary=1
    LoftStorehouse=1
    nordichouses=1
    NordicHuntingCabin=1
    NordicLogCabin=1
    NordicSchool=1
    NordicSauna=1
    NordicWarehouse=1
    RedCottage=1
    TjurkoMill=1
    TurfHouse=1
    TurfStorehouse=1
    VikingLonghouse=1
    fountainlite=1
    GrassyRoads=1
    NewEngland=1
    NewTrees=1
    SJGL_Small_Markets=1
    SmallTipi=1
    SpecializedStorage=1
    StorageShed=1
    UnblockableDebug=1

    pic 1- map settings
    pic 2- map start
    pic 3- spring of year 10
    pic 4- summer
    pic 5- fall
    pic 6- winter
    pic 7- fort overview
    pic 8- farm overview

    Attachments:
    #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:
    #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:
    #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

    Attachments:
    #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

    Attachments:
    #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

    Attachments:
    #8341
    Tom Sawyer
    Keymaster

    Somehow I like these little red houses. =)

    #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.

    #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

    Attachments:
    #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

    Attachments:
    #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

    Attachments:
Viewing 11 posts - 1 through 11 (of 11 total)
  • You must be logged in to reply to this topic.