#Transport
The Keep minimum function was not working properly.
I think the logic should be - if cargo is tagged for export, and quantity is more than minimum keep, then load excess (i.e. quantity - minimum keep).
However the trigger was working correctly - it wouldn't load anything unless quantity was more than minimum keep - but then it would load everything (i.e. loads full quantity instead of quantity - minimum keep).
What you describe is the the correct behaviour.
(Unless I misunderstand you of course, but I will
check at the week end.
)
#Storage / Warehouse:
- At first I was quite confused about this and thought the new text on the settlement screen was about population since it is placed near the population number. Longer term it may need a rollover / documentation (my comment not a bug report at this stage).
- But I think there is a bug at Customs House level - warehouse would start to run into problems above 1,400 when I should have been able to get to 1,800. Also within that it would always start removing cloth whenever it got above 100, irrespective of total warehouse volume.
Everything you describe is exactly how I implemented / wanted it to work.
I
wanted Custom House to sell at lower quantities than Max-Storage.
(This is important to my opinion and it is configuarble in XML.)
But yes, there will be some
documentation needed.
(Whenever I have time to do so.)
Also what is the mechanism for deciding what goods to lose? For example, at the start of the game I think it is a bit unfair to take 3 guns or 3 horses, because of a bit of excess timber, thereby making all the other guns / horses useless for defense. Plus if there is horse pasture should horses be counted in the warehouse anyway?
It is basically a percentual calculation of overflow.
Again, I will explain and document in detail, whenever I have time to do so.
I am not sure if we have aligned horse pasture to map generation yet.
No, we did not do proper balancing yet.
But I found this a bit strange. I had a settlement with a stable, a rancher, 100 horses in the warehouse, surrounded by flat fertile tiles where I could make farms / plantations, but I couldn't make any horse pasture anywhere so I couldn't produce any horses at that Settlement.
That is how it is implemented.
You need the bonus ressource.
However my pioneers were being given options to create horse pasture on less suitable tiles at other settlements (on peaks, or on hills with no food only light forest / ore).
Without bonus ressource, that would be a
bug.
I will check at the weekend.
When I eventually got a horse bonus square working at another settlement I found it a bit unusual that the number of mini horse icons on the tile kept changing. I couldn't work out why I would only be producing 2 horses, then 14, then back to 2 again.
That is the "percentual breeding".
#Escorting treasure back - this certainly changes the exploration dynamic and makes it more equitable. If you leave the treasure in the village where it was gained, will it stay claimable? Can scouts capture other nations treasure or is it just indians (and if the indians attack a treasure does it go to their tribal wealth or is it destroyed?).
Yes, Scouts can capture other Nations treasures.
# Peaks / Roads - so peaks are now impassable unless a pioneer builds a road. Perhaps they should also be un-mineable in a settlement unless there is a road first?
Impassable -> Yes
Unminable -> No, AI would not understand that.
- And in a war, where traditionally the invader cannot get any advantage from roads in my cultural area, can they still use my roads to cross peaks or are these impassable to them (but not me)?
Everybody can use a road, once it is built.
But otherwise very impressive work.
Thanks.
Also thanks for testing.
I will check the things you reported on the weekend.
Generally, many things work differently now and we will have to explain and document in detail before our release.
But these changes were made for certain reasons and I think they are fun to play.