852 ratings
Colonial Charter: Journey (1.71)
File Size
1,446.147 MB
Jan 23, 2017 @ 5:40pm
1 Change Note ( view )

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Colonial Charter: Journey (1.71)

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

Disable/Delete any previous version of Colonial Charter, enable Colonial Charter Journey in the mod menu.

CC: Journey does require a new game.

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

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.[]




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.[]

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[] 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



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.[]
Popular Discussions View All (42)
Aug 11 @ 4:22pm
Nomads seem broken
Sep 25 @ 5:05pm
Tool Production
Rich Cop
Jul 18 @ 4:06pm
Sawmill help
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CryoClaw Nov 14 @ 12:18am 
Mod is broken. It causes a fatal error to occur upon quiting to the main menu, crashing the game and causing it to be stuck in the "Running" state. Please fix this immediately.
Hogweed ¦ вlϊтz Oct 29 @ 8:29pm 
The Colonial Charter Mod Compatibility link does not take you to the list. I searched around the forum and could not find it. It as not stickied, which would have made it easy to find.
Major Chafe Oct 25 @ 8:37am 
Is this the current best choice megamod for this game? It's been a few years, but I'm getting the itch again!
Lianara Oct 20 @ 10:16pm 
Is there a way of detecting iron seperarly and not lumped in with materials? I currently can't specify how much iron to colect seperatly it is lumped in with a bunch of different materials.
FamousSpear Oct 13 @ 12:14am 
Does this mod remove the ability to harvest resources directly from the area?
I have gone thorugh all the menus (as far as I know) and I cannot find the 'removal' tools... It is making things a pain to get started!
Grape Juice Oct 7 @ 8:12pm 
@boop: You really sold me on this mod!

From what you've said, the mod adds some layers of immersion. Do people just throw the raw fish into the storehouse to eat later? For months, perhaps? I wouldn't imagine so. No they don't eat the barrels, but they need something to put the food in, right?

If you like simple, I suppose vanilla is the way to go.
Fulesa Oct 1 @ 3:29am 
I like this mod pretty much, it's more realistic that you can't use wood directly for some better buildings for example.

However there is a compatibility problem with RK Editor's Choice. There are appearing two different kinds of copper(-bars) one from Colonial Charter and one from RK Editor's Choice. In the other cases it works good together for example there aren't appearing two sorts of glass. Would be awesome if it would work with copper, too.
boop Sep 25 @ 5:23pm 
Greatly dislike the mod. It adds waaaaaay too many steps to make simple things. For example, if I want an Apothecary I need lumber so I need a Sawmill (logs aren't considered lumber). I also need ~building supplies~ cause apparently the items in stockpiles aren't good enough. To make building supplies I need a Building Supplier. All of the many recipes for building supplies require bricks. If I want bricks I need a Brickworks building, which requires clay. If I want clay I need to build a Shore House. All that just to make one building. To make one building I need at least four other buildings. Other building supplies recipes require even more buildings.
Another example is a Smokehouse. If I want to make smoked fish, I need barrels, so I need a Cooper building. Why do I need barrels? Vanilla foods and some mod foods don't require a container. Do the people eat the barrels?
I suppose if someone likes tons of additional tedium, this mod is right up their ally. But I'll be unsubscribing.
BoxfishJLF Sep 13 @ 6:19am 
I cant find it in my mods page. ive made sure it is the current one but it still doesn't show up in the mods to enable
The King of Bavaria Sep 12 @ 6:45pm 
It appears to be broken too, it always crash when I load a mod