Dock Towns possibilities? - Printable Version +- BlackLiquid Forums (https://www.blackliquidsoftware.com/forum) +-- Forum: Banished General (https://www.blackliquidsoftware.com/forum/forumdisplay.php?fid=6) +--- Forum: General Colonial Charter Discussion (https://www.blackliquidsoftware.com/forum/forumdisplay.php?fid=16) +--- Thread: Dock Towns possibilities? (/showthread.php?tid=334) |
Dock Towns possibilities? - KGEvans - 03-15-2018 So I recently kept on trying to make a functional settlement on a lake using the dock theme buildings and no matter what I did as soon as I moved them away from the land starvation set in. I had multiple Dock Fisheries and Dredgers however it still wasn't enough. They didn't even have enough time to build the rice and chicken farms by the time they started starving. If anyone has done this before I would love some input on what methods you used to do this as bayou is said to be Easy. Also other things I noticed was that there is a lack of storage for materials such as Stone, Iron and other Materials. Another thing I noticed (sorry if this is part of the dock workshop) is that I saw no way for them to make Rope or Clothing and so I fear that they will freeze to death and also not be able to upgrade their houses into residencies. I plan on making a fully functional settlement completely separated from the land and able to produce all the goods they would require by themselves. Obviously some things would only be acquirable by trading. Dock Towns possibilities? - estherhb - 03-15-2018 The Bayou start is one of my favorite Easy starts. I choose a map with a lake not far from the start with a nice large river running through it (I want all the lakes connected to water if possible. The initial food supplied includes Rice and Eggs instead of the usual Potatoes. That means you should build a Rice Planter before everyone eats the Rice. The Dock Workshop is one of the key pieces to the Dock Set - it is under the Docks and Buildings > Storage, Industry & Food tab. It can make Rough Tools from Logs and Iron Ore, Survival Clothing from Reeds and Feathers (that's why you have Eggs - to build a Dock Chicken Breeder, and Chickens or Leghorns in this start), and Firebundles or Rope from Reeds. (Note that Rope is not cost effective to build so don't waste your Reeds on more Rope than you need). You will eventually want to build several of these. I think it is rather impossible to only build on water. There are just some professions not duplicated in the Dock Set. Note that Stone and Iron aren't used for Dock pieces, so they will need to be stored in a land-based stockpile. When I start the game, I pause it as soon as the game appears. Your 1st goal is to secure food. (Keep in mind that you don't need to ever starve - you can have your laborers gather food using the Collect Wild Foods tool found under Removal & Destruction Tools.) I place all of the UI windows, adjust the Limits and assign all 12 adults to be builders. Then I place initial builds and put all of them on pause:
The next builds are a Reed Farm and a Workshop so you can make tools and clothing. I also build a couple of houses out in the forest node as soon as there is a need for more homes.) You'll eventually need an Herbalist. This can be put in your forest node or you can use the Herb Grower and Herb Tender in the Dock Set. Then you can seriously start building your dock city. Hope this helps. Dock Towns possibilities? - Denis de la Rive - 03-16-2018 A masterfully wonderful plan, you have found the right balance to establish a very strong basis for a lake town. Its sometimes difficult to adapt strategies to different conditions. <abbr title="Colonial Charter">CC</abbr> is very balanced when it comes to starting conditions, you are given exactly what you need, the trick is to understand why you get the resources you have, it usually suggest a development plan. When you have established the basics you can add a few other mods like Kid's House Boat: here, and then DS Jetty and Bridge : here, and the mods by Necora found on our site: here, (I haven't use those by Necora, but they are worth looking at). They add interesting and useful buildings, and a visual variety that may interest you. You might also like Kid's birch bark canoe: here, you have to look at reply #7 of the topic for a link to the file, totally decorative, but still nice to have in a lake town. Finally you might like Kid's fish farm: here, its land based but could fit nicely on a small island, and to unify water features Red's canal set is wonderfully well done: here, there are 3 files to choose from, read the discriptions carefully to get the right one. I must admit it is one of the more challenging types of settlement, but it can be a lot of fun, and you can create a very interesting town. Always willing to help. Dock Towns possibilities? - KevinTheCynic - 03-16-2018 It can certainly be done but there are several requirements that cannot be built over water. There are no over-water hospitals, graveyards/cemetaries, nomad buildings, boarding houses or townhalls available in <abbr title="Colonial Charter">CC</abbr> and as you have discovered there is no way to make some items without land-based infrastructure (e.g. rope, clothing, certain food types, candles). Personally, I use a mix of <abbr title="Colonial Charter">CC</abbr>, Necora's Maritimes set and Discrepancy's Jetty and Bridge set and his Stone Bridge set so that I can get more resource & storage buildings (and some variety in housing). <abbr title="Colonial Charter">CC</abbr> just does not have enough over-water buildings to cover all the needs of a town but to be completely fair, none of the other mods do either. Using a mix of them covers some of those areas where a particular mod is lacking. Necora's Maritimes sets can be found in the download section on this site and Discrepancy has a lot of mods on World of Banished. The two specific mods I mentioned can be found here:- http://worldofbanished.com/index.php?action=downloads;sa=view;down=188 http://worldofbanished.com/index.php?action=downloads;sa=view;down=385 It might be worth your while to read the following threads because they covered the same idea: - <iframe data-embedcontent="" frameborder="0" src="<___base_url___>/index.php?/topic/1407-sustainable-village-on-water/&do=embed"></iframe><iframe data-embedcontent="" frameborder="0" src="<___base_url___>/index.php?/topic/1419-request-for-more-over-water-buildings/&do=embed"></iframe> Dock Towns possibilities? - estherhb - 03-16-2018 Quote: Don't forget that Rope and Clothing can be made at the Dock Workshop using Reeds from the Dock Reed Farm and for Clothing adding Feathers from the Dock Chicken Breeder. Candles can be purchased from a Trader (and you only need those if you are mining on land). You really don't need cemeteries (I usually just build a small "founders cemetery" in the beginning of most games. You also don't have to have Nomads - some people never accept them. You can produce 3 of the 4 food types using Dock pieces - only Fruit is missing. You can use Herbs to help keep your population healthy without fruit and can trade for it. (When you first start out, I would still use a Gatherer or even a crop field with fruit.) I think Discrepancy's dock pieces go really well with the <abbr title="Colonial Charter">CC</abbr> ones; but I've never tried Necora's. I would get used to <abbr title="Colonial Charter">CC</abbr>'s 1st then add those mods. Dock Towns possibilities? - KevinTheCynic - 03-19-2018 Ah I forgot the dock workshop can do rope. I've never needed the rope early in a game so by the time I do need it, I'm building the ropery on land Dock Towns possibilities? - VXL - 03-19-2018 One can play some truly interesting games and visually pleasing layouts with a mix and match of <abbr title="Colonial Charter">CC</abbr> docks, DS bridges and jetty, and Necora's Maritimes. Here is a small fishermen village of mine. |