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  1. A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.6 - The Forge Awakens
    Download:
    After clicking Download you will be redirected to google drive files and see this icon  at the top right corner of a new page. Click it to download. 
    Installing:
    Disable/Delete any previous version of Colonial Charter, enable Colonial Charter The Forge Awakens in the mod menu. 
     
    NEW GAMES ONLY:
    CC: The Forge Awakens does require a new game. 
     
    Introduction: 
    New content is everywhere in this release, almost doubling in size from New Frontier. We expanded the mining and industry options considerably, provide new and beautiful options for your town/village whilst enhancing and optimising the decorations and existing trees from past versions. We also provide a range of new crops whilst splitting the old duplicate crops off into their own addon pack. 
    In CC: The Forge Awakens you'll mine for tin and copper, build an array of new and beautiful homes and get family and industry set up right on top of the lakes and rivers. An all new quay wall construction system will allow you to create seamless designs of any style. Farming inedible crops gets a whole lot easier, build a plantation for your cotton/flax/tobacco/etc and adjust your dry goods limits accordingly. There is a whole host of new buildings and options, and we've tweaked existing buildings to be more crisp without sacrificing performance. 
    A lot of features have been simplified whilst at the same time becoming more complex, allowing for a large number of options. Constructing new buildings for the most part no longer requires large chains of bricks, glass, joists etc. Whilst we havent removed any of these resources from the game, they are now used to create generic Building Supplies - essential for any advanced construction project. 
    We hope you'll enjoy playing Colonial Charter 1.6 - it was a lot of hard work involving many hours of creation and testing. Easily our most challenging mod to date. Friends and family were ignored for prolonged periods of "One... More... Turn..." as well as "I think this would look good... what happens if we add this new feature?". We hope to put the same amount of distance between you and your loved ones this holidays, for all the right reasons of course! 

    Special Thanks in no particular order to the following people: 
    Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal (any names missed, not on purpose!) 

    2,346 downloads

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  • Recent File Comments

    • Thank you very much for answering.

      1. I figured as much. Some starts are more in line with the idea of a shipwreck though.

      2. If there is ever a 1.7.6 or 1.8 I hope a more satisfying explanation can be found, one other then: "we don't accept coal/charcoal/coke/firewood as fuel unless it's nicely packed, barreled and has the stamp of our friends at the local Fuel Refinary, and don't forget to tell bod the blacksmiths/potters/glassblowers guild says hello." - actually that might be humorous enough to put in game. But no worries, it's no worse then the original game's mining of smelted iron ingots from surface iron deposits - it's not better but it's also not worse.

      3. I chose CC because it didn't have the Tom Sawyer, Discrepancy and Red Ketchup mods attached. I'm not saying mods by those authors are bad but, while CC keeps with the original aesthetic of the game and slightly improves on it by making it even more realist, the other mentioned mods can at times be too highly detailed for the game. It's like walking on a 40 year old patio deck and seeing someone replaced a 40 year old weather plank with a brand new one. The new plank is probably better in every way, it just look out of place.

      IF I was a farmer, waking up and seeing a big, freshly painted red barn would feel great. But in Banished were beige, brown and drab are the norm... I just feel like people would burn the new, bright red barn down during the night.

      "Have you seen that ******* Sawyer's new barn?"

      "The bright red one?" 

      "Yeah, *******s... going off and showing the rest of us by painting it that way."

      "What? Sawyer didn't paint the barn himself, he tricked half the towns children into painting it for him."

      "*******. Wanna burn it down tonight? teach the sod a lesson?

      "Sure, why not. Say, why were we banished/volunteered to colonize this place again?"

    • First of all, thanks for your input.

      1.  When maps are created, items like the Shipwreck and the Golden Llama, can only be placed in random locations; unfortunately, some of those don't make a lot of sense. Best to assume that the Shipwreck wound up inland after a really big tsunami.

      2.  While making Colonial Charter fairly realistic, there's also the demand from fans to add more production chains, creating a richer gaming experience.  Sorry if this anachronism is an issue for you.  

      3.  Shock Puppet created the Stables, Milking Barn and Dairy Parlor and chose the color - maybe he was trying to match the red used by Tom Sawyer for his houses in the North mod? 

      Items 2 and 3 are some of those things where some people love it as is and others may be agreeing with you.  Changing these types of things may make you happy but others not so much. It's a case of "damned if you do and damned if you don't."  When and if there's another CC, your comments will be taken into consideration.

       

    • After almost two year of not touching the game, Banished, was still grating on me. Turns out you can have too much of a good thing. This mod revitalized my interest in the game, when you guys say this is an expansion you aren't joking around.

      That being said, I do have some gripes, and I don't think they can all be solved.

      1. Firstly, the elephant in the room, sometimes the shipwreck you start with is so far away from any body of water you'd think the game starts you in OZ. I'm assuming this is something that can't be "fixed" by mere modding?

      2.Fuel...and fuel refineries... I just wan't an explanation. Please? it's just that: most everything that consumes fuel won't take firewood, or coal, or charcoal, or coke... you know, the literal fuels that well, "fueled" the industrial revolution. They will only take FUEL... that comes in barrels... and is made not from crude oil but firewood, coal, charcoal and coke... No, seriously, can someone explain this to me? please? The relative realism of Banished is what attracted me to this game. The idea that my "new found" ore can't be smelted by coke but needs a barrel of something that's made from coke is.... immersion breaking.

      3...well, this one is a matter of personal taste, but the Stables, the Milking Barn and the Dairy Parlor(I think these are the three bright red ones, right?) are... a bit too red for the games usually muted colors. If this ever receives another update, could we maybe get a slightly darker and more muted red variation; maybe like the one on the Bank Barn?

       

      Oh, and thanks for revitalizing the game for me. Even if nothing changes, you guys did a great job... I would really appreciate an answer to nr. 2 though.

    • Hello Kralyerg.

      can you tell me how to stop livestock dying? especially chicken and duck, even when i sign 4 herdsmen in one pasture, they keep dying from 130-140 

    • This mod should be compatible since it was made for Banished 1.0.7. It was not included in MM8 because Necora did not provide the code for any of his mods so they could be added.

  • Want to add your mod for the community? Submit it to the Forge :)