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  • Getting Started With Colonial Charter

    BlackLiquidTeam

    Welcome to Colonial Charter!

    (more details soon ;) )





    User Feedback


    Hmmm. What would you like to see here? I'm guessing more than "download it and have fun"?  

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    Well, I would also expect more from over a year old article presumably about how to start with mod containing tens of new buildings and productions chains.

    You definitely can play it as You want, but maybe some kind of hint, like:

    Early game: build B1, B2, then B3 and You get P1, P2, P3 which will give You bigger yield in T1

    Mid game: build B4, B5, B6, B7 to get P4, P5 to be able to benefit from T2

    End game: build the rest of B to get the rest of P to use for the rest of T

    (B - building, P - product, T - thing)

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    There isn't one way to play Banished - even the unmodded version.  The way you play partly depends on which starting condition and difficulty you choose. Watching some of the playthroughs on YouTube can really help. Most of those seem to use a Hard Start.  I can tell you how I play using an Easy start, but probably no one else does exactly what I do.  But if you want, I can lay that out for you.

    Note that many of the CC features have been made into separate, smaller mods (go to Downloads). You might want to use those at first so you don't have to deal with all the new stuff at once.

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    4 hours ago, estherhb said:

    There isn't one way to play Banished - even the unmodded version.  The way you play partly depends on which starting condition and difficulty you choose. Watching some of the playthroughs on YouTube can really help. Most of those seem to use a Hard Start.  I can tell you how I play using an Easy start, but probably no one else does exactly what I do.  But if you want, I can lay that out for you.

    I consider you to be a master at this simulation/game @estherhb, and I would love to have you lay out your methods and thinking when you play. So please, if you would, provide a guide. I have been playing for some time and I have yet been able to even come close to what you do.

     

    Edited by Kristahfer

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    I watched few playthrough videos, but I stopped when after thirty minutes he built one new building. So written "guide" is much better, in my opinion.

    And I absolutely agree with You, that, as I mentioned, You can play it (vanilla/modded) multiple ways depending on multiple factors, but if You are not even aware of some possibility You may never try it play some other (better) way.

    So if You can sum up steps to progress in Colonial Charter, it would be really appreciated.

    As well as anybody else who would like to share maybe different point of view or playthrough style.

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    I've been playing Banished (both vanilla and mod) for several years now. I've started numerous games under a variety of game conditions. I completed 100% of the achievements in the vanilla version. I can usually achieve a stable population in under 20 (banished) years or about 1.5 bani generations...sometimes less. There are indeed many ways to play the game, but when it comes to getting started...and you have played the game a lot, a little, or not at all...I can tell you this:

    A- Build a food resource gathering structure immediately. My go-to is the Gather's Hut, but a Duck Blind, Crop field, Hunting Lodge or even a Shore House works. An Orchard or Animal Pasture are not good ideas because they do not produce food immediately. Assign one Bani to what-ever the task is, once the structure (or crop field) is built, and you have an immediate jump your most fragile resource. Food can go fast; a surplus can disappear in two seasons. Many of the resources required to build a structure like a Gather's Hut (logs, stone) can be gathered by laborers while they are clearing a site for the structure. Don't forget to build a stock yard near the site of your food gathering structure so that builders don't have to walk far to construct the structure or clear the building site. Put your food gathering structure near your barn or supply wagon too.

    B- As soon as a food gathering structure is being built, start the construction of some sort of Fuel gathering resource structure. We are talking about a Wood Cutter, or Stacks Burner, etc.. Unless you are playing a tropical environment (where Bani's still put fuel in their homes, they just don't use it!), you will burn through all your firewood or fuel bundles during your first winter. If you don't get a surplus going right away, it is hard to play catch up later when you want a labor force to build other structures, like homes. Again...place stock yards for logs and fuel close to where this operation will be happening, AND use the activity of clearing the site for construction also as a means of acquiring the logs and stone your Bani's will need to build the fuel gathering structure.

    C- While food and fuel structures are being built (I usually assign 2 builders to these tasks, who move diligently from one building site to the next in the order in which I laid them out to be built) I assign laborers to gather pockets of stone, ore, and logs. My recommended trick here is to assign them to gather these resources in small pockets close to your starting point. You don't need many resources your first season so don't let your labor force get too far away. My third structure is almost always some sort of Forester. With C.C. Banished, this means a player can select the kind of forester structure that grows trees that produce edibles, AKA fruit trees. With a Gather's Hut built next to a Apricot forester for example, Bani's get an additional food resource (eventually). In the meantime, the foresters are cutting trees and producing logs. Building some sort of forester as the third structure allows a player to concentrate on other game dynamics while the log resource is being managed. I recommend assigning at least two or even three Bani's to the forester because early in the game, logs are a highly desirable and useful resource.

    D- Only after food, fuel, and foresters are set up would I recommend worrying about homes for your Bani's. They are quite comfortable working outside with no home until the middle of winter if they have to. Keep in mind, that as Bani's move into their newly built homes, they completely raid the fuel and food from the supply barn (or cart) for items for their home inventories. If your first homes are built one at a time, in different places, what often happens is that the first homes built have all the food and fuel in it, and the last ones built get almost nothing! To re-mediate this situation I recommend building your first four or five homes all at the same time, in a relatively tight cluster. Use the "pause" setting in the construction box menu to pause building construction as a home nears completion. When all the homes are 80 to 90% finished, complete them all simultaneously, and hopefully food and fuel resources get divided more evenly between excited Bani's moving into their new homes. After the first year, I have found that a regular, consistent pace of home building, whatever pace the player chooses that to be, is necessary to prevent large and sudden swings in population. Building multiple homes at a rapid pace and then stopping for several seasons (or years) produces an interesting death/birth rate cycle that becomes increasingly challenging to deal with as the game progresses.

    E-The last two "steps" to getting started playing Banished (C.C. or vanilla) is to construct a Blacksmith and a Tailor. Your Bani's will start to burn through clothes and tools as soon as they start working and by summer of year two they will have used up all these supplies unless you begin to replace them. Crude Tools and Survival Coats are better than naked, bare-handed Bani's so these two structures are essential to the game-play. From this point and on-wards... the game can unfold in a thousand different directions, as others have mentioned many times before. However, when it comes to "getting started" in this game, I have found that the pattern I have just described is particularly challenging to deviate from. Progressing from this stage of the game however, is indeed another discussion entirely!

    OK.....Now we have something to read under this thread!

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    Thank you @estherhb. This will go into my library for a thorough read and guide for my very next town.

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    Adam and Eve works for all other version as well

    I start by harvesting 20 - 30 wood or so and 5 rocks, while they are getting those I set down a stock pile on bare ground close to what they are all working on  as soon as the first tree falls I set down a small CC Shack  of 10 wood and 2 stone and set two of them to building.  Then I draw in a road to the storage cart  past the home they are building, they will ignore the road and grab the food and fire wood out of the cart if any.  If something is missing from the cart, I'm sure to queue that up immediately after the home, and set one on it.  rather its food or firewood, I always get it in time.. even in the harsh starts.. this means you need to be sure to have the 30 wood from your start. After they start on the road, I then queue up the fishing docks and hunter lodge both from Mini Buidling Mod a Black Liquid mod..  after the the wood is chopped for firewood or food collected, when they are an issue. I place the correct buildings down before I mark the road.  and let them build them prior to making the road. after that it is pretty much up to you what you choose to do.. or you Bani's  as they are called above.. The reason for the house first is clearly because in harsh start early spring freezes are an issue.  I once lost an entire colony, save one young girl, who lived to the ripe old age of 64, I earn my zero's. That playthru was one of the funnest and sadest times I've had in banished, I cried when she died..  who says they are just numbers of data on a sheet.. hasn't played banished..

    Edited by Reino
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    I have a play style similar to @estherhb, as I turn off disasters, plus I keep the climate setting gentle (usually either mild, very mild or temperate), and use large open maps that usually provide plenty of space to work. 

    Then it's usually just a matter of designing a layout that pleases me. I've gotten pretty good at pushing food and warmth levels to sustainable right away, so I can focus on trade and tweaking health and happiness. I love perfect 5 stars and hearts.

    Last week, though, I tried out DSSV Stranded Harder.

    wowzers

    Adam and Eve has 2 people, 7 tools, 7 clothes, 100 fuel, 250 food, and a cart. Stranded Harder has 4 adults no food, no tools, no storage, and no clothes except the ones on their backs (they're not running round nekked!) It was a bit of a thrill, seeing if I could get them to survive and thrive. Even with easy climates, abundant resources and plenty of space, it took quite a while to ramp up to my normal level (which for me is usually around 750-1000 people with 3 to 5 times the amount of food needed for a year and at least 3 to 5 sets of tools and clothes for everyone, with very high happiness, health, etc.)

    The only debug cheat I used was "set everyone as educated," because Claude, Marie, Zoya and Bob were highly skilled experts in their fields when they got stranded, and they've taught everyone how to be very efficient!

    Starting is the best part, and now I'm looking forward to trying out the types I haven't used yet!

    :)

     

    tempsnip.png

    tempsnip2.png

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    you could try the norseman mod from TOM.you have 3 stars and then build happiness up. with your harder starts,the min mod,work place and quick hunters are handy.

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    My technique is quite similar to Badger's, except that I don't bother building a forester and tailor until I have everything else stabilized.  I rely on a duck blind for protein. 

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