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Concerning the Native Trader I see that the problem is that I can't choose his profession in the first place:

It did work with two of them but now not anymore.
 
Is there a way to copy the trade route settings from one city to another? Doing it manualy takes a lot of time.
Even outside the game (save game editing) would be fine
 
Only population in cities, or also colonists "stored" on the map and soldiers?
All colonists count for Independence percentage, doesn't matter if they are stored in a city or outside. Usually i delete a lot of units to get the last few percent to 50 so i can declare independence.
 
You either get an expert missionary/prayer, relation ship bonus to the Church/King or migration from Europe. I f you decline you may get a relation ship malus or unrest in your cities.
 
Do you remember this?
OIP[1].jpg

Why is there no tea resource? It wasn't called the Boston Stone Party.
 
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Because Tea wasn't grown in the Americas. As such, it comes under the Luxury Goods catch-all for stuff wanted in but not from the Americas.
 
But was it that expensive? The luxury goods seem to be as expensive as fine booze or perfume. As far as I know tea at the time was about as cheap as trade goods (only rising once the East India co. gained a monopoly on it). However your own people don't demand trade goods as a product. Also trade goods arn't really a practical resource as natives never trade for it despite the description about them claiming they like it.
 
I have a game situation where I am escorting a wounded treasure (str 0.5) with an evangelist (also wounded, str 0.6) and a full health native slave (str 2.0). A wolf attacks the stack and the treasure always defends and dies. Why is this? I cannot protect the treasure with a (civilian) escort? How is the defending unit determined?

I have a save game file where this will always happen after ending the turn.
 
Luxury goods is a catchall for everything your colonists need. It's not a perfect representation, but it saves having a different good for glass, lead, paint, paper, tea etc which were all imported from Europe to the colonies to supply local needs.

Having a separate good for each of those would just make micromanagement worse when trying to supply the domestic market.
 
How is the defending unit determined?
I can't find it quickly, but I'm fairly sure it's somewhere in either CvSelectionGroup.cpp or CvUnit.cpp. What happens somewhere is that a selection group has to pick a defender for the combat to take place.

A selection group is a group of units, effectively those selected to move together. A group consist of one or more units.

Your experience with the weak unit doing the defending sounds odd and it is indeed worth looking into.
 
Is there a way to produce several troops e.g. line infantry automatically/with fewer klicks? Right now you have to select the civilians to become students at the University to educate them to infantry veterans and then to klick on each educated veteran to select/equip them to become a line infantry. I think it would be easier to select 5 and then equip them to become equipped soldiers. The only way I found so far to reduce the number of klicks is to use the repeat function in the educational system. Also, a similar question is it possible to buy 10 European troops at once in Europe, much like the educational system where you can select 10, instead of purchasing one-by-one?
 
But was it that expensive? The luxury goods seem to be as expensive as fine booze or perfume. As far as I know tea at the time was about as cheap as trade goods (only rising once the East India co. gained a monopoly on it). However your own people don't demand trade goods as a product. Also trade goods arn't really a practical resource as natives never trade for it despite the description about them claiming they like it.

Tea was expensive back then. It was grown in China and China accepted only silver in payment, severely draining the economy England of that metal.
https://en.wikipedia.org/wiki/Globa...9th_centuries#China_and_the_demand_for_silver
China would accept no other trade goods offered, claiming that it was so sophisticated that nothing produced by Barbarians in Europe could even for a moment be considedered to be useful for them (yes, they were quite full of it with the Ming, later Quing Emperor considering himself as the ruler of the world and all other not trade partners but "tributaries" and not sovereign states).

Only after the Opium Wars did China accept the opium grown plentiful in India as payment for their tea, reducing the loss of silver and
only after the tea plant was smuggled outside china and could be planted extensively in fitting regions in British India did the English produce enough to export it.
But that is far, far later than the start of the game that begins in 1492 with the discovery of the Americas...
 
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Luxury goods is a catchall for everything your colonists need. It's not a perfect representation, but it saves having a different good for glass, lead, paint, paper, tea etc which were all imported from Europe to the colonies to supply local needs.

Having a separate good for each of those would just make micromanagement worse when trying to supply the domestic market.
He only asked for tea, not the others that you added yourself. Also, RAR/WTP has already added a lot of new raw/processed goods and resources such as indigo, dyed cloth, hides, cocoa leaves, cocoa, coffee, whale oil, etc. All of which already contributes to micromanagement. I don't see the harm in adding more resources like tea or tea leaves. This is a mod after all and anything goes. If you want historical accuracy then that is another issue.
 
No need to code a new resource for the sole purpose that you can dump it overboard.
Not sure if you're being sarcastic but he meant if we have stone as a resource, why not have tea as well since it was also available back then.
 
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