Banished Ventures

Brad’s SETTLING OF AMERICA SERIES:

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  • #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

    Attachments:
    #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

    Attachments:
    #6684
    Nilla
    Participant

    I see these huge distance between your villages. Doesn´t that mean trouble, people just walking between the settlements not working? But I find your idea nice and interesting.

    By the way; I went on with my idea; taking 20% nomads every year. You are so right. It´s a stress but you know me, can´t resist a good challenge. Maybe I´ll make an own thread about my efforts.

    #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.

    #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

    Attachments:
    #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

    Attachments:
    #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

    Attachments:
    #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

    Attachments:
    #6745
    Nilla
    Participant

    Nice settlements, I suppose this map has come to its end.

    #6747
    galensgranny
    Participant

    I enjoyed seeing the different buildings for Native Americans. Some of those I never saw.

    #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
    BlackLiquidRain=1
    Radius=1
    overrideUneducated=1
    ProperTime=1
    banishedUImaps=1
    unlimited=1
    OneStopAllMining=1
    SafetyHole=1
    RKECtownhall=1
    Forgetaboutorchard=1
    NewPineFlora=1
    MaritimesCrystalCliffs=1
    MaritimesPineSet=1
    SeasonFX=1
    MoreWood=1
    KidForestOutpostNatDiv=1
    WoodButcher=1
    KidGothicFarm=1
    KidWestwardHoWagons=1
    LivestockForTrade=1
    RKPigsLivestock=1
    RKBisonLivestock=1
    BlacksmithTools=1
    CloseToTheEdge=1
    MiniBuildings=1
    RKEditorChoiceEdition=1
    DSBridgeCrossing=1
    FruitVegBarn=1
    GatherersWarehouseAndBarn=1
    KidSettlersDeco=1
    KidPortableMineRKEC=1
    KidWorkPlaceVillage=1
    KidFarmyard=1
    KidTiny=1
    KidStorageCrates=1
    KidStorageCarts=1
    ColonialHousing=1
    KidColonialResource=1
    KidYardCover=1
    KidColonialCityCenter=1
    KidWildWest=1
    KidOldTown=1
    KidWorkshop=1
    KidGrannyPark=1
    KidLogDepot=1
    KidWindSawmill=1
    KidWoodenFort=1
    KidPlimothHarmonized=1
    KidGhostTownHouses=1
    KidGhostTown=1
    KidRailway=1
    ChristmasMod=1
    KidTinyDowntown=1
    KidPlimothPlantation=1
    KidRowBusiness=1
    NomadSignComplete=1
    KidVegetableGarden=1
    KidSomeBoats=1
    KidGHLightHouse=1
    KidForestPonds=1
    ForestCombo=1
    marketpuzzle=1
    BirchBarkCanoe=1
    KidMarketFood=1
    KidBakeryGarden=1
    WashingMod=1
    DecoPlants=1
    KidDecoFarmAnimals=1
    KidAnimalShedPlus=1
    KidNativeVillage=1
    TrainingCampMain=1
    TrainingCampDeco=1
    Ketchup=1
    PlymouthHouse=1
    OldHunterHut=1
    ChooChoo=1
    college=1
    CityRoads=1
    RKFarmstand=1
    NordicWarehouse=1
    Hunting=1
    FlyFishing=1
    TurfStorehouse=1
    VillageShop=1
    NordicSauna=1
    TurfHouse=1
    fountainlite=1
    GrassyRoads=1
    NewTrees=1
    StorageShed=1
    SpecializedStorage=1
    SJGL_Small_Markets=1
    GrowRoots=1
    MaritimesRiffle=1
    NECEmptySquare=1
    MaritimesStorage=1
    RittenhouseMillVanillized=1
    Charburner=1
    DairyHut=1
    NordicLogCabin=1
    NordicGranary=1
    CCFrontier=1
    CCDocks=1
    MarbleQuarry=1
    CCOrchardForesters=1
    Terraform=1
    EBMarkets=1
    EBIrrigationDecoAddon=1
    EBFarmHouse=1
    EBLeatherWorks=1
    EBSVProduction=1
    EBSmallStorage=1
    EBMaterialsStore=1
    EBSVRockQuarry=1
    EBStorageSet=1
    EBFarmstand=1
    EBWinery=1
    EBFarmHouseA=1
    #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

    Attachments:
    #6755
    Nilla
    Participant

    What is if the evil queen finds 2% too little and demand more?

    #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.

    #6757
    Brad
    Participant

    Granny this map has some neat stuff in it too.

    #6760
    Nilla
    Participant

    Cannons and muskets? Hm…
    I saw a documentary about George Washington recently, so this queen might be wiser and King George and leave you with your own idea of 2%= 2 nomads for a long time and she will also not tax whiskey.

    So it looks like you want to use Kid’s patches. They are so nice looking and sweet but as you also insinuate; almost a bit “cheaty”.

    #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.

    #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

    Attachments:
    #6767
    Nilla
    Participant

    I don’t know which nomad attractor you use, Brad. But the mod from Kid where you can choose between several attractors also have a free to build nomad rescue jetty piece. Very useful when they arrive from the other side of rivers and streams.

    #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

    Attachments:
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