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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

 

Manual Download:

After clicking Download you will be redirected to google drive files and see this icon downloadicon.jpg at the top right corner of a new page. Click it to download. 

Steam Workshop Download for version 1.76:

http://steamcommunity.com/sharedfiles/filedetails/?id=1172726998

 

Installing:
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. 

 

Introduction: 

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 1.76   See changelog

Released

Just a tiny update. Don't get excited. :)

 

Added any changes and additions made in the CC Modular packs.

  • CC Docks
  • CC Frontier
  • CC Milling
  • CC Stacked Shops and Homes

These are all included and therefore not needed if you're running CC.


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User Feedback



A couple of us have recently posted how we start a game HERE  Most of the time, the best 1st food source is a Gathering Hut. There are a few starts that give you Rice as a 1st food; if you get Rice, you should also build a Dock Rice Planter right away before your people use up all of the Rice.  It produces food all year.  

 

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WOW Cold Realism is now fatal to CC 1.75 in 1.07 any form.. once it locks the harvester and hebalist to labor setting it won't change back for the summer.. bybye Cold Realism..

To bad you can't come up with a form of it for a CC start. When the last game bugged on start and your normal storage was most missing starting food or fire wood ,, I still made good starts for Adam and Eve under those starts , it was much more of a challenge and made the game more fun at the start.. I having no wood or food proved to be a very good start for Adam and Eve Harsh Cond..

Also can you please  add a confirm to deleting stuff,  since the docks and Dock Storage flat delete it all, todays minor mishap nearly destroyed my playthru. While marking a building  for deletation, I accidently deleted a portion of the dock and a Large Dock Storage that was under consturction, and the game flat ate all the resources, I had in completion of the Storage unit. I didn't get the lumber back it just poofed when the dock was accidently deleted. the big problem is as soon as you draw the delete building icon over the docks or anything built on the dock it just flat deletes them.. when they are under construction. it does the same thing to the docks once they are bulit, they just go poof and take the rescources with them.  I'm afraid to draw it over a dock home for fear it responds the same way.

Edit

Actually I find the mini Buildings mod, a Black Liquid mod..  very useful in any of my starts  I build a small fishing dock and hunter lodge both from the Mini Buildings mod and I'm good to go. even starting Adam and Eve, can be started in this way very successfully..

Edited by Reino

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Looks like you are playing with other mods and some might not be compatible with Banished 1.0.7. Which other mods and version #s are you using?

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Hiya. I've been playing the new Megamod the last few days and I guess before that I was using an older version of CC. One thing I have noticed is that the output levels from plantations of cotton and flax seem to be incredibly low now - like a field that produced 90-100 cotton per year would produce over 800 potatoes for example. I'm struggling to get enough cotton and flax produced for the clothing I want. I just wondered, is this a bug or a deliberate change to the textile production levels?

Thanks!

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It was felt that Cotton and Flax fields were way overpowered and there was a deliberate reduction in production levels. How much Cotton/Flax are you getting and what size field?

 

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7 hours ago, estherhb said:

It was felt that Cotton and Flax fields were way overpowered and there was a deliberate reduction in production levels. How much Cotton/Flax are you getting and what size field?

 

I just did a test and I got 140 cotton out of a 24x10 field with four farmers and no early frost crop loss. I did figure it was probably a deliberate change, it just bummed me out as I was planning to try setting up a linen trade instead of the usual firewood trade and it did NOT go as planned. ;)

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I usually do one farmer with an 8 x 18 field and get around 1000 of a crop. I'll try it with cotton and linen and see what I get for a full year.

 

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Hmm ok, so then I can probably assume my yield is not typical? 140 is what I got when I started a brand new game and just made cotton fields, I think with Megamod 8, I wonder if it could have to do with that..?

UPDATE: I tested again with ONLY CC (Journey) loaded and I got 360 from an 8 x 18 crop field. Seems odd that we would get such different results..?

UPDATE 2: I tested again with Megamod 8 and got 72 in the same crop size.. so something definitely seems awry...

 

CottonCrop.jpg

Edited by kmo

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Is there a guide somewhere for Colonial Charter?  I am having a terrible time finding one.  I also noticed whenever someone posts a link that is supposed to go to colonialcharter.com it goes to an advertisement site.

Finding a guide or even a list of what all is included should not be this difficult.  A list of buildings without what they are or what they do is not helping this new to CC much.

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This Forum provides lots of information about the Colonial Charter mod.  This is our website - we don't have one called "colonialcharter.com"; it's use is an error. Please explain what "link" you are talking about so we can see if we can fix it.

This site provides lots of information about CC. There's the Wiki that provides information about each building and item. There are charts re production, construction and storage. There's a list of starting conditions. And a lot more.  Please take some time to explore the site to see what's here. If you have any specific questions, let us know.

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those links date back before the page changed.the old site page.

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is this an issue?
i started as adam and eve but they would even build a single house i make them build

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Do you have the materials needed to build the house in storage? Did you assign someone as a builder?

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what recomended version banished to download that

 

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You should be using the most recent version of Banished - version 1.0.7 Build 170910. You can find the version of the game you are using at the very bottom of the 1st menu when the game comes up.

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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.

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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.

 

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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?"

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Hi, it appears that making gold from gold ore is missing. I am not using Mega Mod. I just use CC 1.76 and it's companion mods. Please refer the attached screenshots for more information on this. Your help on this would be much appreciated. Not sure where I should report this. If anyone knows it please provide the more information to me so that I will act accordingly.

Thanks.

No Gold In Forge.png

No Gold In Foundry.png

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12 hours ago, elangesh said:

making gold from gold ore is missing

Well. Kind of.  Yes it's missing, but at the time it was a conscious decision.  There's no actual use for processed gold so, at the time, it was decided to disable it, with the intention of enabling it when there was actually something that could be done with Gold besides trading.

I just went in an re-enabled Gold processing. So it will be an option in any future updates.

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what bout using it for the fort ,charter company ,and trades? doesn't the old smelter still do gold?

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Thanks for the excellent work. Still missing the under-building quay wall inside piece tho, that would be awesome :D City Wall Storage is still not built by the workers either. Fixing that was probably not in the scope for this update, but the building looks so awesome that i would love to have it fixed someday :)

The Lumber Yard now produces "Timber", even tho the Product it should produce is "Lumber". Just a little confusing typo there I reckon, as the item produced is the same.

Edited by pibbz

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How can i download the CC 1.75...? not a CC 1.76 Translation files are in my country.

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