Banished

Banished

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Colonial Charter: Journey (1.71)
 
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1,446.147 MB
Jan 23, 2017 @ 5:40pm
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Colonial Charter: Journey (1.71)

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Description
Banished Megamod. A complete gameplay expansion. For support, feedback and more mods visit us online at blackliquidsoftware.com

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.

Full Changelog:
To see what's new and changed, visit us online at blackliquidsoftware[blackliquidsoftware.com].

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, Discrepency, OwlChemist, kica, Rageingnonsense, Delver, MrFlopsie, Maal, The Pilgrim, Necora, AzemOcram (any names missed, not on purpose!)

Want to support us to make the best mod(s)?

Help us develop the mod and maintain our website and support by sending us a paypal donation:

Click here to PayPal Donate.[www.paypal.com]


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Other Information:

Mod Compatibility List:
For a rundown of mods that are compatible with Colonial Charter (and how to make them so if not), view Colonial Charter Mod Compatibility.[blackliquidsoftware.com]

Compatibility & Important information:
- We recommend you first get the feel of this mod by using it standalone, as it is so big. However, provided that you know how to use the in game mod load order then this mod is compatible with many mods we tested; even when they show up as 'red' for conflicts - 'red' often just means 'over-ride'

- The example mods have been added in. This includes Leghorns, Lettuce, Fig trees and Apiary. Thank you to ShiningRock Software for these mods. (no, we didn't include those in our list of new things).

- Crash Troubleshooting: Activate the mod and any others you want, then exit the game. Your game should then work properly the next time you play. Visit Black Liquid Software[blackliquidsoftware.com] for full support.

- Directly Replaces or Incorporates: New England Colonial Mod, LotsOfSeeds, Town & Textiles, New Tailor Clothes, Llama Mod, Complete Trade Fix, Tavern Enhancement, Little Chapel, Root Cellar, Watermill, Decorative Items, Creamery, Grain Silo, Balance Apiary, Apiary with Mead/Pumpkin Ale, Specialized Stockpiles, MrFlopsies Bridge.

- Includes same or similar features as: Grass Guardian, AutoPickup, Flatten Terrain Tool, Better Fields, Faster Roads

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Copyright 2017 BlackLiquidTeam (Steam names: ShockPuppet, Kralyerg, Brokenspectre, Gix, SavageBeatings). This item is not authorized for posting on Steam, except under the Steam account named ShockPuppet.

Custom Artwork of His Excellency Governor Nathaniel Alpacington riding upon the intrepid Llama "Wade" copyright by SavageBeatings 2015. Check out his Deviant Art.[savagebeatings.deviantart.com]
Popular Discussions View All (41)
2
Jul 18 @ 4:06pm
Sawmill help
ShopGirl3
23
May 5 @ 10:19am
Nomads seem broken
Bronzewing
15
Jun 29, 2017 @ 1:47am
Domesticated animals
Kipster
< >
265 Comments
Imparfecto 16 hours ago 
I absolutely love this mod guys, but I honestly do think that the 'domesitcated animal' spawn rate needs to be tuned way, way down. If I recall correctly, there's a building that you can construct with logs and stone that will send out a shephard to initially source domesticed animals which will be required to build the stable that produces them from harvest food.

The tooltip mentioned that the process should take a very long time and eventually the map will have none left regarding the invisible spawns.

I went about 23 years in one game - not expanding too far geographically - without building the shephards hut and I must have ended up with over a total of 1.6k domesticated animal spawns randomly throughout my town (especially in the foresters area).

With a trade value of 250, I felt it pretty much took away from the game because I essentially could trade them away anything and everything coming in via the trader.

Putting that aside, the mod is fantastic!
Sadman Jun 15 @ 11:08am 
@jessicapgrimaldi é so clicar em inscrever-se e esperar baixar, já dentro do jogo se ele não vier automaticamente habilitado você deve habilitalo e pronto.
jessicapgrimaldi Jun 4 @ 9:19am 
Alguem aqui pode me ajudar a baixar esse mod? Eu n sei fazer nada em relação a mods :(
UnshavenHero Apr 17 @ 6:48pm 
it takes forever to load then sometimes randomly crashes, hope the feedback helps you guys. cause i know nothing of programing lol
knaifu waifu Mar 3 @ 8:20am 
Doesn't load properly into game - seems like its corrupted. Then causes game to crash and never open.
Horatio Herbert Kitchener Feb 24 @ 6:45pm 
When I use the flatten terrain tool the markers on the ground dont go away
Clappie Feb 23 @ 8:12am 
Is your website down?
Daya.Mar.Sana Feb 20 @ 10:39pm 
Seen that issue (I dont use this mod though) @
Mark - Laborers dont pick up resources from build sites
Builders do though...

Incidentally you can "remove structures" on a fully grown farm field and then have a horde of laborers pick up the entire field at the same time using "remove resources".

Anyways..
Does this mod include the red ketchup buildings like the second and third level housings?
Or is that stuff still compatible if used with this mod? ... probably answered somewheres already..
Mark Feb 15 @ 3:25pm 
Has anyone had issues with laborers not picking up rescourses in build sites? I have over 30 laberors just idling around and doing nothing for the most part. This is the only mod I use, and it just happened randomly.
Neapolitan Feb 14 @ 7:19am 
I really wouldn't recommond this. It's corupted my file game and now unplayable.