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 Post subject: Tylertonsville
PostPosted: Tue Mar 07, 2017 8:29 pm 
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Joined: Fri Mar 14, 2014 5:38 am
Posts: 1040
Location: Berlin
Just started a new town in the marshes -

Image

In year 4 I got most of the basics - food is covered (except for grain) and my iron village is standing, no clothes production yet, first wave of graduates just coming out of school, enough babies on the way... all professions have only 1 worker presently, so I'm going to raise some of those to ensure steady production.

Not yet decided where I'm going - actually I wanted to do a hunting based town... unfortunately I'm still waiting for RedK Industrials like salting, drying, salt mine and so on... generally, food processing is still a bit on the weak side, and I don't really want to get into farming...


Here is my list of mods I started with - just a very small selection, I'm sure to add a few as I go along... :thinking:

ColonialCharterJ.pkm
DSBridgeCrossing.pkm
DSCrestBlacksmith.pkm
DSStoneHovels.pkm
ForestDeep.pkm
ForestOutpost.pkm
iSeeFire.pkm
TrainingCampDeco.pkm
TrainingCampMain.pkm
TrainingCampStorage.pkm
WashingMod.pkm
WorkPlace.pkm

For starters I got peppers, watermelon and plum seeds...

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 Post subject: Re: Tylertonsville
PostPosted: Wed Mar 08, 2017 12:28 pm 
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Joined: Wed Jan 18, 2017 2:49 pm
Posts: 3
wow, the vanilla storage barn looks really bright in the marsh setting.


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 Post subject: Re: Tylertonsville
PostPosted: Wed Mar 08, 2017 12:46 pm 
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Joined: Fri Mar 14, 2014 5:38 am
Posts: 1040
Location: Berlin
Discrepancy wrote:
wow, the vanilla storage barn looks really bright in the marsh setting.

Well yeah - specially when there are not other vanilla buildings around... :winking:

Anyway, that one is already marked for removal... there will be a Viking root cellar instead - I only disvovered this one through your latest mod release, and it's quickly becoming a favorite! :big-grin:

* I'd also just love a version that would not flatten the ground to build it a bit more into a hill side... :winking:

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 Post subject: Re: Tylertonsville
PostPosted: Wed Mar 08, 2017 12:54 pm 
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Joined: Wed Jan 18, 2017 2:49 pm
Posts: 3
good idea, perhaps I will make all the rear tiles buildable into the mountains as well as make it non-flattening of the terrain.


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 Post subject: Re: Tylertonsville
PostPosted: Wed Mar 08, 2017 11:24 pm 
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Joined: Mon Jun 23, 2014 9:53 pm
Posts: 473
Location: 48°5’ north, 71°04’ west
Indeed, I like that one too, and use often. :thumbsup:

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 Post subject: Re: Tylertonsville
PostPosted: Thu Mar 09, 2017 3:27 pm 
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Joined: Fri Mar 14, 2014 5:38 am
Posts: 1040
Location: Berlin
Year 7

Slowly spreading out, 2nd forester up, fuel- and iron making improved...

Caught myself in time not to start the "standard" CC chains, e.g building supplier - that always pushes a town into the same direction... instead I use Red's ghost coverings for the stock piles, very nice...

Stone and iron is scarce on this type of map, I'll need to worry about that soon... but I think I turn to Kid's mini mine and quarry...

The southern field is just temporarilly, I'll move that soon.

Image

Close-up of Industrials
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New DS Blacksmith
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Next will be expansion of housing and population... :winking:

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 Post subject: Re: Tylertonsville
PostPosted: Fri Mar 10, 2017 1:20 pm 
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Joined: Fri Mar 14, 2014 5:38 am
Posts: 1040
Location: Berlin
Year 17

Okay, where year 7 was mostly consolidating stuff, we are now in year 17 and can see the town slowly shaping up... More housing and barns, a small mine and quarry, bigger school, a pepper field, tailor, boardinghouse, fishing village... I also built a tiny trader in the northwest - not that I really need it (yet), more curious what he will bring... bartered for some live chickens the other day... :big-grin:

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New School and Market
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Old Boardinghouse, new Tailor
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Tudor Barn
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Fishing Village, small Quarry
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Some data...
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Additional mods loaded -

DSSmallVillageServices.pkm
DSStorage.pkm
Tiny.pkm (mine, quarry, trader)
wintinRoads.pkm



More to come :winking:

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 Post subject: Re: Tylertonsville
PostPosted: Fri Mar 10, 2017 1:54 pm 
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Joined: Fri Dec 02, 2016 2:44 pm
Posts: 151
Location: Georgia - USA
Coming along nicely. Especially on that small spit of land.

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 Post subject: Re: Tylertonsville
PostPosted: Fri Mar 10, 2017 11:40 pm 
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Joined: Fri Mar 14, 2014 5:38 am
Posts: 1040
Location: Berlin
Year 25

Yeah, coming along nicely indeed... :big-grin:

Built up the inner town and markets, planted alfalfa, built new stables, and produce fertilizer in the new greenhouse... Not to forget the new Bakery, Inn & Brewery... Population now ~120 peeps, food reserves ~50K

Image

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Feed and Hay (converting a logging area to fields takes a looooong time)...
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Stables
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Greenhouse
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Towncenter Markets
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Image

Additional mods loaded -

DSAleHouse.pkm
RKGardenWallsUtility.pkm



Prospecting for good expansion sites... :winking:

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 Post subject: Re: Tylertonsville
PostPosted: Mon Mar 13, 2017 6:04 pm 
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Joined: Fri Mar 14, 2014 5:38 am
Posts: 1040
Location: Berlin
Year 32

Expanding to the south for now... set up another fertilizer farm, planted a number of orchards - plum, pecan, apricots... and tomatos, so yeah, had to build a ketchup factory... :roll-laugh:

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Now looking to expand west... :big-grin:


Additional mods loaded -

RKGardenWalls.pkm
Ketchup.pkm
CountryLittleHouse.pkm
DSSmallVillageHomes.pkm

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 Post subject: Re: Tylertonsville
PostPosted: Mon Mar 13, 2017 7:20 pm 
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Joined: Mon Jun 23, 2014 9:53 pm
Posts: 473
Location: 48°5’ north, 71°04’ west
Such wonderful harmony, again so much like the old masters. :jumper:

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 Post subject: Re: Tylertonsville
PostPosted: Mon Mar 20, 2017 12:43 pm 
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Joined: Fri Mar 14, 2014 5:38 am
Posts: 1040
Location: Berlin
Well, I got carried away and forgot to post an intermediate update :redface:

So here is the town after 70+ years, and I think I leave it at that... :winking:

Map
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Old Redoubt, Native Village
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Silent Brothers Monastery
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Old Ferry Landing, Distillers Village, Millers Point
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Nomad Settlement and Market
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New Farms, Stables, Ketchup- and Fodder Production, Fishmarket
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Fuel Village
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Old Central Markets
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Image

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Small Trader
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Overview
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Some Data...
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Image

Image

:big-grin:

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 Post subject: Re: Tylertonsville
PostPosted: Tue Mar 21, 2017 10:28 am 

Joined: Sun Oct 12, 2014 2:00 am
Posts: 125
Location: Reno NV USA
Really nice and encouraged there are enough weathered buildings to create such wonderful atmosphere. Quite a few buildings I've never seen before and a very nice new market (Tyler 06). Definitely haven't seen the field of high 'grass' and impressed that it can grow naturally without the straight line borders. Is that RK's foder?


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 Post subject: Re: Tylertonsville
PostPosted: Tue Mar 21, 2017 10:57 am 
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Joined: Fri Feb 12, 2016 10:14 am
Posts: 106
:jumper: the pictures are back again, last time I popped in, there was a problem with dropbox and they had all disappeared, its good to see them back again and yet again the pictures of your banished villages are :thumbsup:

Its all those little details that you add in that just take them to a level I can only look at and admire :big-grin:


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 Post subject: Re: Tylertonsville
PostPosted: Tue Mar 21, 2017 12:52 pm 
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Joined: Fri Mar 14, 2014 5:38 am
Posts: 1040
Location: Berlin
purringcat wrote:
enough weathered buildings

Yeah, my years of bickering finally bear fruit :laughing-loud:

Quote:
new market (Tyler 06)

Actually that's the regular CC small market, with refreshed textures...

Quote:
field of high 'grass' and impressed that it can grow naturally without the straight line borders. Is that RK's foder?

Yep, it's fodder... well, it grows in a circle, you need to work on the edges :winking:


catty-cb wrote:
there was a problem with dropbox and they had all disappeared

Hell yeah, what a knee-jerk move by dropbox... they changed their filesystem with the result that every link is broken (even with their premium paid-for accounts) - it's the worst move I've ever seen! Apparently they have not heard that "Cool URIs Don't Change".

Many of my images are lost for good, unless I go into every single pic, generate a new address and edit the posts... not gonna happen, we're talking thousands of pics across different sites... so thank you DB, this ends my "era" at ST as well :gripe:

We'll see how far I get with the journals from this site, but I guess I'll retire most of them into "Albums" and concentrate on new ones... (see notes here)

Quote:
Its all those little details that you add in

Yeah, at least we have that... it's like a fresh beginning (to me anyway, because I use nothing but 1.0.7-ready items, so that came just on time)... :big-grin:

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