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Fulgrim Feb 23, 2019 @ 9:43am
Colonial Charter vs Medieval Towns
I like the look of the buildings in MT, much lower profile and more fitting with the general theme, but it know CC has far more features.

I've only played CC so far, and I know that its greatest strength is its production chains, but it also adds a lot of things I'm just not sure work. I know I can have both, but I don't want to be spoiled for choice lol.

Does MT alone add enough content to create that thriving metropolis? BTW one of the things I really did like about CC was its range of storage buildings, and smaller scale wood cutters.

Also just noticed this: https://steamcommunity.com/sharedfiles/filedetails/?id=1431789505
Is that like MT but with lots of goodies?
Last edited by Fulgrim; Feb 23, 2019 @ 9:48am
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Showing 1-9 of 9 comments
red-ketchup Feb 23, 2019 @ 11:41am 
thats like NMT but tons and tons of things. everything have been remade. the wild animals, the wild forest, the wild meadows, the crops and orchands, tons of chains everywhere that fit all together. 99% of all buildings have been remade. Canal set, dock set, tons of housing. more balanced.
Last edited by red-ketchup; Feb 23, 2019 @ 12:42pm
ebrumby Feb 24, 2019 @ 1:06am 
Originally posted by Orolyn:
I've only played CC so far, and I know that its greatest strength is its production chains, but it also adds a lot of things I'm just not sure work.

I believe everything in Colonial Charter works, but be sure you are using version 1.76. I usually use Colonial Charter, with 20-40 other mods, mostly from Red Ketchup, kid1293, Discrepancy and embx61 (all downloaded from WorldofBanished.com). I've also played Red Ketchup's Editor's Choice mod and it's a very nice mod too. Keralis (who is one of the best on YouTube imo, recently did a series using Red's RKEC; you may want to watch a few episodes: https://www.youtube.com/watch?v=yQQmlLu08Vc&t=92s.
Fulgrim Feb 24, 2019 @ 3:57am 
Thanks, I've been playing RC editors choice for a bit, something thats thrown me off though is the default worker count for the various non-farm food sources. A gathers hut for example by default uses 1, but on vanilla is 4, so I dont know if 1 is the most efficient, or upping to 4. Most of my people starved to dead lol.
Fulgrim Feb 24, 2019 @ 4:48am 
TBH I think RedKetchup has messed around with the production values or something, I have 25 citizens, and 12 workers running a gatherers hut, hunters hut and a fishing dock cant seem to feed them anymore.
red-ketchup Feb 24, 2019 @ 6:04am 
by default is 1.. doesnt matter to you if it start at 1 and yup can up the number to 4 ....

than starting at 4 and be able to lower it to 1 !!
Fulgrim Feb 24, 2019 @ 6:21am 
Originally posted by red-ketchup:
by default is 1.. doesnt matter to you if it start at 1 and yup can up the number to 4 ....

than starting at 4 and be able to lower it to 1 !!

Ye i figured it out, frankly though, something is wrong with this mod, people are eating everything way to quickly, with vanilla or CC i could allocate half of my population to food production, but now, i need like 80-90% on it. Its not just food either, firewood, and tools, they just break everything.
red-ketchup Feb 24, 2019 @ 7:58am 
i am sorry but they dont eat quicker. i know what line of code it is... i swear i never modified it!
Fulgrim Feb 24, 2019 @ 8:40am 
Originally posted by red-ketchup:
i am sorry but they dont eat quicker. i know what line of code it is... i swear i never modified it!

My bad, I forgot to follow my usual trend of getting the school up asap.
red-ketchup Feb 24, 2019 @ 9:14am 
education is maybe more important to NMT than CC
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Date Posted: Feb 23, 2019 @ 9:43am
Posts: 9