Ok, maybe for now we just could change the graphic of gold?...I think miner don't bank complete goldbars...
The only problem I noticed when trying to build a silver mine or gold mine, pink squares appear over the action buttons.
It could be simpler to use a standard improvement (Mine) with BonusTypeStruct so it only produces Gold when on a Gold bonus, etc. If needing different improvement types for every yield in the game, I'm wondering if the AI may sometimes choose the wrong improvements to build, as I've seen it do in the past (and ended up being an issue with the Pasture improvement).
It might not be needed to have separate specialists for every single resource in the game (e.g. could have an Expert Prospector, since most miners don't have skills that are highly specific to only one type of metal).
Similarly, using our Multiple Professions Per Building feature, perhaps Cocoa and Coffee could each be processed in a Roasting Plant.
But wow, I was thinking it seems like this is going to produce really large amounts of money very quickly and easily if you happen to find one of those bonus tiles.
Pearl tiles are relatively common in some areas, and just one such tile can make 8*23=184 gold each turn, without needing any investment in an improvement, processing buildings or processing labor, and little shipping space. Similarly one gold mine will make 8*41=328 per turn from just one colonist.
<YieldIncreases>
<YieldIntegerPair>
<YieldType>YIELD_ORE</YieldType>
<iValue>3</iValue>
</YieldIntegerPair>
<YieldIntegerPair>
<YieldType>YIELD_SILVER</YieldType>
<iValue>1</iValue>
</YieldIntegerPair>
</YieldIncreases>
<RiverSideYieldChanges/>
<HillsYieldChanges/>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>1</bHillsMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>0</bUseLSystem>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iDefenseModifier>0</iDefenseModifier>
<iPillageGold>0</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_GEMS</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<iDiscoverRand>20</iDiscoverRand>
<YieldChanges>
<YieldIntegerPair>
<YieldType>YIELD_GEMS</YieldType>
<iValue>2</iValue>
</YieldIntegerPair>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GOLD</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<iDiscoverRand>10</iDiscoverRand>
<YieldChanges>
<YieldIntegerPair>
<YieldType>YIELD_GOLD</YieldType>
<iValue>2</iValue>
</YieldIntegerPair>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_SILVER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<iDiscoverRand>20</iDiscoverRand>
<YieldChanges>
<YieldIntegerPair>
<YieldType>YIELD_SILVER</YieldType>
<iValue>1</iValue>
</YieldIntegerPair>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
Yeah it's not a big issue. But when there are a lot of different yields, having a few colonist types that can work well in more than 1 Profession could be interesting and prevent often getting stuck with people you have no use for.It might not be needed to have separate specialists for every single resource in the game (e.g. could have an Expert Prospector, since most miners don't have skills that are highly specific to only one type of metal).
This is true, of course.
But I did not want to do that, because players already got used to the separation of Miner and Silverminer.
I think introducing Goldminer and Gemstoneminer is no problem.
Yeah, I guess you're right a long production line would create too many AI problems. But maybe a few of the other future yields could use Multiple Professions Per Building, to limit the amount of Buildings needed.Similarly, using our Multiple Professions Per Building feature, perhaps Cocoa and Coffee could each be processed in a Roasting Plant.
Totally against it.
If you want, using bonustypestructs like below, I think that will make a Mine add 3 Ore and 1 Silver in any tile, and add 2 Gold on a Gold bonus and 2 Gems on a Gems bonus (and an extra +1 Silver when on a Silver bonus). iDiscoverRand can also give a tiny chance for a Mine on a tile with no bonus to discover one of those bonuses.
Yeah it's not a big issue. But when there are a lot of different yields, having a few colonist types that can work well in more than 1 Profession could be interesting and prevent often getting stuck with people you have no use for.
But maybe a few of the other future yields could use Multiple Professions Per Building, to limit the amount of Buildings needed.
@Schmiddie:
Could you take a look at
\transfer\Founding_Fathers\Images
In there, you will find an image of Gabriel de Clieu.
I would like to use him as founding father to increase Coffee and Cocoa.
* Coffeeberries +25% + Cocoafruits (+25%) + 1 Coffeeplanter + 1 Cocoaplanter
It would be really great, if you could create the graphics for that founding father.
@team:
More updates on Yields and Productionlines will follow the next days.
<bBonusMakesValid>50</bBonusMakesValid>
<iDiscoverRand>1</iDiscoverRand>
<bBonusMakesValid>1</bBonusMakesValid>
<iDiscoverRand>50</iDiscoverRand>
I've fixed it !
here is Gabriel de Clieu, "Found Father of Coffee"
Maybe we can also implement Jacques Cartier now?
What could be the benefit ?
Hm, there is no picture for Gonzalo Jimenez de Quesada in this folder...