- Messages
- 773
Port Dalton: A fishing port which grows to provide homes, work and resources for 15 settlers. It has a small over production of food, and is self sufficient with water, defence and maintenance costs.
Add-ons used: Wasteland Ventures 1 & 2, Sim Scrappers, IDEK's Logistics, Rise of the Commonwealth, Industrial City, Junk Town
Plots: 15 residential, 4 agricultural, 6 commercial, 2 industrial, 2 recreational, 1 martial
Also includes 3 guard markers as optional work for guards/ conquerors.
The main gate is well defended with a barbarian, guard dog kennels and defensive towers. Sited beside them is the guard house containing the control room (player digs), armoury (including workbenches) and a barrack room with space ready for guards/ conquerors.
Commercial street leads from the main gate down to the docks. It has shops including; general, clothing, armour, weapons and chems. As with many of the town's businesses, the owners have their residences above the shops.
The docks are overlooked by the Crawler's Head Inn and the chapel's tower. Along the dock-front are four small kitchen diners which prepare and serve the fruits of the fishing boat labours (agri plots).
Behind the inn is the port's chapel, port towns (even those on much less dangerous islands than this) often have need of a location to see to their spiritual needs and to remember those who failed to return from trips out to sea or into the fog. Some keen individual, having seen pictures of how the bell tower should have a clock, added one without first working out how to make it tell the proper time. It will be right at least twice a day anyway.
The industrial side of town has its own well defended gate, brahmin pens, lumber mill, warehouse, plus the power & water plant.
By the docks can be found the fish processing shed. The best stock goes to the town's kitchens. The rest goes to be boiled down into oil to fuel the town's industry.
The lumber mill provides the materials which the town is built from.
The power & water plant takes fish oil and sea water, and turns them into electricity and drinking water.
Our last stop is the Crawler's Head, it has a bar, lounge, coffee bar, roaring fires and plenty of seating over its two floors. So pull up a seat by the fire and rest awhile.
Level 3 save: https://www.dropbox.com/s/ty7zutbecfhkw6h/ndcDalton03.fos?dl=0
Add-ons used: Wasteland Ventures 1 & 2, Sim Scrappers, IDEK's Logistics, Rise of the Commonwealth, Industrial City, Junk Town
Plots: 15 residential, 4 agricultural, 6 commercial, 2 industrial, 2 recreational, 1 martial
Also includes 3 guard markers as optional work for guards/ conquerors.
The main gate is well defended with a barbarian, guard dog kennels and defensive towers. Sited beside them is the guard house containing the control room (player digs), armoury (including workbenches) and a barrack room with space ready for guards/ conquerors.
Commercial street leads from the main gate down to the docks. It has shops including; general, clothing, armour, weapons and chems. As with many of the town's businesses, the owners have their residences above the shops.
The docks are overlooked by the Crawler's Head Inn and the chapel's tower. Along the dock-front are four small kitchen diners which prepare and serve the fruits of the fishing boat labours (agri plots).
Behind the inn is the port's chapel, port towns (even those on much less dangerous islands than this) often have need of a location to see to their spiritual needs and to remember those who failed to return from trips out to sea or into the fog. Some keen individual, having seen pictures of how the bell tower should have a clock, added one without first working out how to make it tell the proper time. It will be right at least twice a day anyway.
The industrial side of town has its own well defended gate, brahmin pens, lumber mill, warehouse, plus the power & water plant.
By the docks can be found the fish processing shed. The best stock goes to the town's kitchens. The rest goes to be boiled down into oil to fuel the town's industry.
The lumber mill provides the materials which the town is built from.
The power & water plant takes fish oil and sea water, and turns them into electricity and drinking water.
Our last stop is the Crawler's Head, it has a bar, lounge, coffee bar, roaring fires and plenty of seating over its two floors. So pull up a seat by the fire and rest awhile.
Level 3 save: https://www.dropbox.com/s/ty7zutbecfhkw6h/ndcDalton03.fos?dl=0
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