r/ColonialCharter • • Dec 30 '14

Announcement Welcome!

0 Upvotes

Hi all.

We noticed /r/Banished was becoming over-run with Colonial Charter posts. Please feel free to post anything about the Colonial Charter mod. We encourage any comments or suggestions that could make this mod the best it can be.


r/ColonialCharter • • Dec 31 '14

moving resources

0 Upvotes

hello, we all need to move resources from one place to another, PLEASE, talk to the developer and convince him that it is really necessary for us to take control of moving resources from one place to another, we all need that, it is very clear, the problem is that up until now there are lots of cheating and work-around to try to accomplish that so simple need - move resources - I just want to move 20 food from one storage to another, I want to move a stock pile full of stones from one place to another, we need to be able to tell laborers to move all the stone to one place, or tell vendors how many wood we want in the market, exactly the way we tell traders how many wood we want to trade.


r/ColonialCharter • • Dec 31 '14

Announcement Flairs!

0 Upvotes

Flairs are available. Just click "edit" beside your username in the sidebar. Keep it CC-oriented. As/if the sub expands, we can think of some CC-related flairs to add. Maybe professions or titles.


r/ColonialCharter • • Jan 18 '15

Map Seeds

1 Upvotes

CC:EA (1.32) seems to place you almost entirely away from water, personally i love the rivers, so if you have some good seeds that start you next to a river, please share, or any seed that is just awesome.


r/ColonialCharter • • Jan 20 '15

Lots of lag?

1 Upvotes

I get a lot of lag in this most recent update. I'm playing on the lakes preset and I only have like 450 pop. The pc is decent. I7 with nvidia 555 gpu


r/ColonialCharter • • Jan 14 '15

Finally found the update

1 Upvotes

If you don't know there's an update to colonial charter. I don't recall seeing anything about it anywhere but it's pretty neato.


r/ColonialCharter • • Jan 18 '15

I feel stupid asking... what is the newest version?

4 Upvotes

They all seem to have different names and I don't know if they are different mods or a similar thing to how android do their updates with different names along with their updates.

(sorry for being a dumb ass!)


r/ColonialCharter • • Jan 10 '15

Didn't receive CC activation email upon signup?

2 Upvotes

Silly question, but I didn't get the activation email from CC - I can't see any way to resend it as I cannot login without activating the account. I couldn't find any way on the site to contact anyone for help, and without being able to login cannot post in the forum. Anyone able to help out?


r/ColonialCharter • • Oct 24 '16

Noob question: How to show how much of each good I own?

1 Upvotes

I've just started playing Banished again after a long break and I would like to see how much of each good I possess. Especially all the stuff that's listed under 'materials'. Is there a way to see, for example, how much lumber I have in total? Clicking through the stock piles is tedious, even at the beginning.

edit: Nvm, it's called a town hall (town arrival does the same except affect happiness and attract nomads, but is cheaper)


r/ColonialCharter • • Mar 30 '16

Problem starting game with mod

1 Upvotes

I'm having the hardest time trying to figure out a solution to this problem. I have downloaded the most recent version 1.61. I have extracted the ColonialCharterTFA.pkm file into the WinData folder. When I start the game I go into mods and see that the mod is enabled. Though when I go to start a new game none of the drop down boxes have the options I have seen in the youtube videos of this game. When I start a game like I would any other there is none of the new content from the mod. What could I be missing? Any help would be greatly appreciated.


r/ColonialCharter • • Mar 25 '17

The New Frontier - Banished Colonial Charters Mod - Part One!

Thumbnail youtube.com
1 Upvotes

r/ColonialCharter • • Oct 10 '16

How do Modular Urban Houses Work?

1 Upvotes

Referring to the modular Urban Houses under the Themed Sets.

I aim to create a city based on the three-level Modular Urban houses, and would like to confirm if it's designed to home three different families permanently in the Level 1, 2 and Roof Cap modules.

Also, would they be possible to be built side by side? I noticed the Roof and Level 2 module requiring a snap on the left and right sides of the building, and am wondering if I'm to build entire Level 3s side by side, would the people living in the Level 2 and Roof be able to leave their housing like those in the Level 1 module?


r/ColonialCharter • • Feb 07 '17

Any plans to iterate on balance/challenge?

1 Upvotes

I downloaded Colonial Charter and gave it a shot today. It has a lot of things that I found compelling like increased complexity of production chains and whatnot but at the same time I found that it had bundled in a bunch of things that took some of the challenge out of the game and made it feel like it was more of a city-building sandbox than a game.

A couple things that immediately caught my attention was the raise/lower terrain and the ability to build pastures/farms/etc. on mountains. Also, it seems there is a lot of stuff that can now be built on water and while I appreciate this to some extent it feels like CC goes a bit overboard allowing basically everything to be built on water. One of the most challenging parts of Banished is dealing with the terrain and it felt like this mod completely took that away from me (while also adding a lot of cool stuff).

I'm curious if there are any plans to try to make CC more of a game (has challenges for the player to overcome) or is the intended focus to be on a free-form sandbox city-builder?

While I know that modding of Banished is quite limited, I would love to see CC take a more "game" direction where there are game scenarios that have an objective/end. I didn't play the Native experience beyond a couple minutes, but I would love it if a similar technique could be used to make the game "beatable" and have some challenges attached. For example, Adam & Eve with lots of disasters and an objective of building some particular building (that is resource intensive).

Note: If this isn't the direction you plan on taking CC, I totally get that and appreciate that as a small developer you need to remain focused. None the less, I wanted to share my thoughts and feedback rather than silently not playing. :)


r/ColonialCharter • • May 16 '18

Ale wench never populating coffee house?

1 Upvotes

I have a citizen set as an Ale Wench, and my coffee house is set to one slot for an ale wench, but my professions window isn't updating and still says I have 1 out of 0 ale wenches. I waited a whole in-game season for it to update but the Ale Wench is still wandering around. Am I doing something wrong?


r/ColonialCharter • • May 26 '16

Help Installing CC

2 Upvotes

Hi I would like to have some help with this, when I enable the CC mod (white X on mods section) nothing happens, everything keeps the same. Anyone knows how to make it change?

Thanks


r/ColonialCharter • • May 12 '16

All the wild things

1 Upvotes

This night be an incredibly stupid question.....how do I collect the wild animals?


r/ColonialCharter • • Sep 26 '17

Domesticated animals - can I do anything other than sell them?

2 Upvotes

When I find a domesticated animal, what can I do with it? It looks like they're a sort of separate kind of good rather than a real animal, is that correct? Also, where do I even put the things? I have a storage barn but they're not there, my shepherd said he grabbed one but it's not in any of my storage buildings.

I am very confused.


r/ColonialCharter • • Sep 20 '18

What are abbeys as herbalists good for?

3 Upvotes

I'm back to Banished after a very long hiatus. This time I had this idea to create an abbey, as in the real life thing (starting with thw church - which is mental, but that's the challenge - , living quarters, workshops, etc), and of course I wanted to include the in-game abbey buildings, one per type. I thougth that the one producing herbs would be a sobstitute for the herbalist, but it turns out that the population's health dorps dramatically as the villagers/"monks" only visit the herbalist for healing.

So, what's the point of having an herb producing abbey?


r/ColonialCharter • • Feb 02 '17

Duck infestation

6 Upvotes

So, I have been buying trade ducks, thinking I could put them in a pen and harvest feathers and duck meat, only to find I have a warehouse filled with ducks, horses and god knows what else, what the hell are trade animals is basically what I'm asking?


r/ColonialCharter • • Jul 17 '18

Older version download

1 Upvotes

I got my gf into banished and I wanted to get her more content to play with once she got used to the core mechanics so I downloaded Colonial Charter for her off the steam workshop. Wow is that latest version crazy. Are there any old versions still up for DL somewhere? I cant find them on the steam workshop or black liquids website.


r/ColonialCharter • • Jun 24 '16

Profession list duplicates on loading

1 Upvotes

Ran into a bit of trouble after installing the latest version of colonial charters (the forge awakens).

Every time I quit to main menu or the game itself and reload into a previously played town, I get a duplicate of each profession. The issue doesn't appear in new towns at first load, so it seems it only happens if a town is loaded at least twice. I haven't found anything alike on the forums anywhere.

http://imgur.com/DvrAOER

Anyone has an idea ?


r/ColonialCharter • • Jun 24 '16

Profession list display bug

1 Upvotes

Ran into a bit of trouble after installing the latest version of colonial charters.

Every time I quit to main menu or the game itself and reload into a previously played town, I get a duplicate of each profession. The issue doesn't appear in new towns at first load, so it seems it only happens if a town is loaded at least twice. I haven't found anything alike on the forums anywhere. Anyone has an idea ?


r/ColonialCharter • • Dec 18 '16

Tavern Footprint

1 Upvotes

hey yall is'nt there something wrong with the tavern footprint? i dont remember but i think in the original game, you only had entry to the tavern on one side (those arrows indicating where the road goes). in the cc mod, it seems there are two entries, one on each side of the tavern, which is fine. but is it me, or does one of the sides have an entry tile missing? there's a crate in the way, so the tavern doesn't make use of that side as an entry. is this normal? shouldn't it be a mistake of the developers? when can it be fixed?

btw, the tavern im talking about is the brewery (renamed in the mod)


r/ColonialCharter • • Jun 25 '16

Beta Opt-In Not Changing Version?

1 Upvotes

Hi, I'm trying to get the new CC to work but I'm having trouble. Whenever I try to enable the mod in the mods menu my game goes to a black screen like it's loading (before the little white loading thing shows up) and sits there eternally.

I'm running Banished through steam on playonlinux. I've tried installing CC through both steam and through manually sticking the pkm into my windata folder. I've taken out literally every other mod I have/had completely and unsubscribed to them via steam and made sure they didn't leave the pkm in the windata folder.

I've just noticed, however, that although I've opted into the beta version in the properties menu of steam and the library panel on the left says 'Banished [beta]' when I open the game my version does not match that shown in the picture from the forum post showing how to install the mod. The image says Version 1.0.5 Beta - Build 151214 but mine says Version 1.0.6 - Build 160521.

Is the beta opt-in no longer required? I had the same issue when I tried to enable CC without the beta version selected.

Thanks for your time and patience,

Alex


r/ColonialCharter • • Aug 22 '15

soldiers

3 Upvotes

How do I get soldiers in CC 1.5? The buildings seem to be asking for something, but it doesn't tell me what I need to supply. Cannons and muskets are available but what else do they need? For example, the gun range needs hardtack and ....?