[MODMOD] PTSD - sub-mod for We The People 4.1

[MODMOD] PTSD - sub-mod for We The People 4.1 v2.7

Started the process of porting features (to be compatible with WeThePeople v4.0.x); also tried to redo some things I did incorrectly or insanely.

Thus far:
  • Yields are slightly less scarce, as in slightly more scarce than the core mod but not quite as void as previous versions (things are hard to find now as it is)
  • Brought over Actual Triangle Trade with the hold/steerage restrictions; also painted the bars on galleons and in the city screen (but they mean nothing there...yet - just look more consistent)
  • Added a steerage tag to units.xml, but I couldn't get it to work, so it does nothing.
  • Removed people from Africa that felt out of place.
  • Made the Limited Initial City Plots a game option because it is sort of not working as intended for some reason. Basically borders will expand the second you build your first culture building (cannot figure out why); but in some ways it is fun.
  • Made the units and ships big again. I have a problem with eye strain, apparently related to age, but not something that can be fixed by buying cheap glasses at the drug store.
  • Tried to shift things around in the city screen for the abovementioned reason. Ported some previous work and added a third line that shows if a yield is in demand.
  • Natives are slightly less happy compared to core mod
  • Balanced some prices
  • Less shipwrecks, more or less no lairs.
  • No exploration points from water plots
  • Ported the livestock breeding restrictions, but tried to make it less extreme.
  • Dang ... it ... falling asleep. Just one...more...line
  • Converted Natives can't learn in villages
  • Indentures can't tote guns
  • Expert Third Herd Thinning when capturing cities is in effect
  • King also offers a bunch of moldy bagels along with the blades when founding a 2nd city
  • The yield trade race is reduced to 5% chance of triggering per yield
  • No map trading
  • No culture from population
  • No culture nor happiness from Halls, but no unhappiness like in previous versions
  • Less happiness from most 2nd tier buildings
  • Unlimited happiness from defensive pacts but only 1 happiness max from open borders.
  • No unhappiness from wars
  • Verrazano <only> gives you a galleon and that should make you happy enough as it is.
  • De-Witt builds in and with 15 percentages instead of 25%
  • Less trees and more of the new terrain features should appear
  • Slaves and indentures are slightly more productive, but not at the same level as previous versions
Forgotten mentions:
  • No rush buildings without required yields in town
  • Behold, no walking on the water
  • Extra happiness for completely fulfilling domestic demand
  • Unhappiness for missing protection is 1 per 4 added population
  • New movement system is activated
  • Citizens might starve to DEATH
  • Revolting and fleeing is a bit less common
  • Hostile natives and revolting units are stronger
  • Town guards should be stronger as well
  • During my war on the color brown, I had also changed the hue of the popup windows to something closer to black. There was an improper link to a local copy of this work that I completely forgot about, causing none of my uploads to work for anyone but myself. This would have continued for the next 20 years or so unless someone had been kind enough to point it out. So, thank you!
  • The city screen turned terribly pink - Uriah Heep apologies! I assume too much and test too little.
  • The Recall to Africa button causes the ship to mysteriously disappear, so better think before you sail away, or you will lose your ship. I still need to figure out why and fix it.
  • Growth is based instead on population plus number of guards minus 2 x unfulfilled domestic demand; or, if you will, half of the energy received from food goes to work and the other half to procreation (except for the guards, who expend no energy just standing around and all their energy looking for...)
  • Natives' growth is directly based on food again, but also on the new system. They were throwing away food like crazy.
  • A lot less shipwrecks in the ocean. Extremely weird really to search the entirety of the sea for treasures that more than likely would have sunk to the floor rather than bop around lustily near the Antarctic, not to mention that there would realistically not be shipwrecks there to begin with.
  • Less animal lairs.
  • You get zero exploration points for combing through water plots.
  • Founding father race is a game option.
  • Automatic leaving of yields for domestic demands is a player option.
  • Something else, what was it?
  • Happy Thanksgiving?
  • Oh yeah... it should be save game compatible with version 1.5.
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