A note about CC 1.7
#3

This is great. When answering the poll about what I would like to see from <abbr title="Colonial Charter">CC</abbr> 1.7, I really couldn't think of much more in terms of functionality of the game, merely just expanding decorations and diversity of buildings (more variations of churches, schools, etc.) and just slight adjustments here and there such as a few more small basic versions of some industries and refinements to current production chains. I think this will make the game 'complete'. One idea I have is to give more of a chain to fisheries, which are a large component of colonial life around here. It would start with a shore fisher for mussels etc., then have a basic boat builder (all small fishing towns had one) which can produce hull components at a slow rate (also a small slow linen maker too), which you can use to make an inshore fisher for lobster and fish, then an advanced offshore fisher for things like whale.

  Reply


Messages In This Thread
A note about CC 1.7 - by ShockPuppet - 12-08-2016, 06:36 AM
A note about CC 1.7 - by rejectedegg - 12-08-2016, 07:11 AM
A note about CC 1.7 - by Necora - 12-09-2016, 05:43 AM
A note about CC 1.7 - by cainacol12 - 12-10-2016, 07:56 AM
A note about CC 1.7 - by rejectedegg - 12-10-2016, 08:43 AM
A note about CC 1.7 - by rejectedegg - 12-10-2016, 08:54 AM
A note about CC 1.7 - by Necora - 12-10-2016, 09:05 AM
A note about CC 1.7 - by rejectedegg - 12-10-2016, 09:07 AM
A note about CC 1.7 - by Necora - 12-10-2016, 09:11 AM
A note about CC 1.7 - by ozarkcrafter - 01-04-2017, 04:58 PM
A note about CC 1.7 - by ShockPuppet - 01-10-2017, 06:12 AM
A note about CC 1.7 - by Feneris - 01-10-2017, 10:35 AM