About This File
Colonial Charter 1.76 will only work with the Banished 1.0.7 update.
A complete gameplay expansion. After countless hours of development and testing, we are proud to bring you Colonial Charter 1.7 - Journey
Steam Workshop Download for version 1.76:
Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu.
NEW GAMES ONLY:
CC: Journey does require a new game.
Journey reflects a maturation of development of the Colonial Charter mod for Banished Game. Unlike in previous versions where we overhauled production and resources, with Journey you have more access to new buildings that utilise the existing chains. Many of the existing buildings have been revamped or replaced in entirety.
In CC: Journey you'll have an opportunity to build a truly rustic themed settlement in entirety, or using the new city wall kit and related new buildings you can build your own mini empire. We have added in all new pine tree models to the game as well as some new map types to expand the flavour of Colonial Charter. New start conditions are available that offer a variety of new challenges. We also remastered the forest audio, to allow a more natural, serene atmosphere.
We hope you'll enjoy playing Colonial Charter 1.7 - as usual, 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, for all the right reasons of course!
Special Thanks in no particular order to the following people:
Estherhb, Mystitsu, Paeng, Vrayna, Denis de la Rive, Mizana, RedKetchup, Discrepancy, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)
What's New in Version 1.74 See changelog
- Fix Edibles Market storage bug
- Fix Precious Mine limit bug
- Added Market Carts for Construction, Minerals, Raw Materials, Industrial Fuel
- Added Market Stalls for Crafted, Forged, Fabrics, Misc, Precious
- Added Storage Cellars for all new Limits
- Added Materials Warehouse for Construction, Minerals, Raw Materials, Industrial Fuel
- Added Small Barn specialized storage for Crafted, Forged, Fabrics, Misc, Precious
- Fix Stable to use Misc Limit
- Fix Wild Shepherd to use Misc Limit
- Allow Clear Tree to remove Hardwood Trees
Just so everything is clear, because there's bound to be questions:
There should be a Storage Cellar for every limit. Luxuries, Clothing, Construction, Crafted, Fabrics, Food, Forged, Fuel, Health, Industrial Fuel, Minerals, Misc, Precious, Textiles, Raw Materials, Tools.
There should be some kind of market for all the limits. Generally, if it normally goes in a stockpile, it should now have a Market Cart. If it normally goes in a barn, it should have a Market Stall.
There should be a specialized storage for the new flags. Crafted, Fabrics, Forged, Misc, Precious. These all use the Small Barn model. Eventually, these will probably be changed, but I thought it was best to have *something* rather than wait to make new models for each one.
There should be special warehouses for the flags: Construction, Industrial Fuel, Minerals, Raw Materials, in addition to the Iron, Fuel, Stone, Wood ones that are already there. These new flag warehouses use copies of the models of the existing ones. The bigger warehouse, which was called the "Materials Warehouse" is now called the "General Warehouse" and is flagged for all 8 of these flags (everything that normally gets stockpiles)