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

[MODMOD] PTSD - sub-mod for We The People 4.1 v2.8.7

  • Feature_River_Ford not Feature_Ford, who would have known... Surely Henry, Surely Gerald, Surely Peter Settman
  • Slipped back to 99 Yields etc. for the time being.
  • Returned to mostly core mod city screen style to reduce lag.
  • Natives are more powerful.
  • Caravels (historical) and fluyts (not sure if it is historical) can enter large rivers, but not get passed fords.
  • The max amounts to be traded with natives can be adjusted before you initiate trade
  • 'Does this mean war?' is a player option.
  • Fixed the '9 plot start not being a 9 plot start' bug, and also made 9 plots the default option, since the AI couldn't handle 5 plots very well.
  • Disabled the new movement system, for the same reasons.
  • Peter Minuit gives 1 hardy pioneer.
  • Exploration points are reduced further and education points increased, since the AI do not like to explore, but they do occasionally go to College.
  • No suffocating horses from of too much cotton overflowing into the stalls.
  • Natives cannot teach you how to become unique national units.
  • Natives no longer demand guns and black powder, since it was no fun, and - or - but you will still get 125% profit from selling those and horses to them.
  • The demanded good threshold is increased by 400% since it is fun to build up an industry based on what the neighbors might be coveting.
  • Moved the buyable people waiting around on the water in Europe up to the street.
  • Changed the Port Royal image to the one from the Tortuga mod. Not sure who is responsible for the graphic, but you are incredible! Great job!
  • Is that it?! Get Happy! Be Thankful!
  • Realized I did not have the profession to extract the trade goods or luxury goods from the foxes and birds, so I replaced Colored Wool Cloth with a Premium Fur/Wild Feathers combo yield and brought back trappers and bird hunters.
  • Replaced Luxury Goods with Festive Clothes and restored the Tailor, since I realized that is something that could be tons of fun to produce, except Festive Clothes now also require some plumage/luxury pelt for extra added party feeling.
  • Lowered building production costs significantly.
  • Sprinkled some more yields in places that were getting perhaps too barren.
  • Fixed the bug in the faire weather map script that caused too many features to be added compared to pre-made maps.
  • Fixed the America Random Huge and Gigantic maps - none of the other pre-made maps will work unless you go into the file in notepad and manually remove any bonuses and improvements etc. that are not included in this limited version (a time-consuming thing full of guesswork).
  • Fixed a lot of different, weird behaviors in the City-, Europe-, Africa- and Port Royal-screens.
  • Fixed the inability of Construction Supplies to be placed in the hold.
  • Fixed Troop Ships not being able to be filled completely with soldiers.
  • People were getting a little too sick too quickly. You now need 3 population to start puking.
  • Increased prices of produced goods by three riksdaler each.
  • I think I lowered the amounts the natives ask for their door-to-door peddling to be the same as you would get if you were the one visiting them.
  • Fixed a miss in the bell production amount in certain halls.
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  • Finally made it to Port Royal and realized the yield boxes were too high.
  • Rebalanced Domestic Market Demands to be less extreme. We can't keep on running out of coffee like this.
  • Rebalanced profession output per building level to be 2,4,6 instead of 3,6,6 (still with doubled values for experts, so 4,8,12)... in most cases.
  • The firebrand preacher got a lot more crosses to bear. Seemed wrong that the Evangelist has a higher cross output in a chapel. I also keep on running out of immigrants.
  • Village Halls etc. get their culture production back, so do some native altars and totem poles.
  • Chapel and Churches get more culture.
  • Made a better, more abstract mouse cursor.
Previously unmentioned changes:
  • Clustered bonus placement is a game option. So you can have some really sweet spots, and some really barren ones.
  • No, it never means war, ever! Press Alt + the name of your enemy in the scoreboard to declare war. This is the first thing I change... always. Unbearable otherwise.
  • Reduced amounts of goods and respective buildings and experts etc. to 56 (from 99). Choices were made during severe dehydration, which might explain why I picked milk and fruit over premium fur and chicken. (In the future I will probably rotate a couple of yields per version, perhaps based on similar momentary desires and needs).
  • Coffee cherries are grown on slopes instead of coca, and no longer on flatland.
  • Some birds and furry creature bonuses are still in the game, but produce food, trade- or luxury goods.
  • Clay is found a little here and there.
  • Goats are sheep (and can be kept in many kinds of places). I thought I read it in the bible somewhere Labanwards; but could not find the reference to prove the fact.
  • Harbor space feature is deactivated. Mostly because the game font has gone missing, but also because it is too inconsistent.
  • A few of the founding fathers are adjusted, and some might not provide any tangible benefits. I will change as I stumble upon them in game.
  • Moved treasures up in the city screen.
  • Removed slave masters and hunters from the Africa screen and a couple of other places; but I think you can still stumble across them in the wild. Something about it caused an actual pain in the chest, which I can't quite explain, since I am really not that intense of an abolitionist (Vikings treated my foremothers indescribably - it appears - and so did their enthralling socialist progeny; yet I wouldn't really be who I am - if even alive at all - without that history; but by all means - give us liberty!)
  • Mestizo and Mulatto got some more interesting skills.
Forgot to include the changed GlobalDefinesAlt file. I am not sure if v2.2.1 is save game compatible with v2.2. I have a feeling not. Humble apologies
  • Smaller odds of raiding while withdrawing
  • No Founding Father race is a game option
  • Exploration Points have been divorced from Politics, and married to Education instead (which might have been a mistake, but feels liberating). Thinking if you learn more, then you might understand and explore more deeply the natural wonders you have discovered.
  • Smaller health boost from promoting units (editable in globalDefinesAlt.xml)
  • Different cargo boxes for different types of cargo
  • Treasures actually take up three cargo slots in a visible way.
  • Fixed 4-plot border expansion threshold bug, as in borders will expand later not immediately after building a chapel.
  • Removed some culture from the Sophisticated trait
  • Ships and transports can speak, slaves and criminals cannot.
  • Treasures are 3 times less like likely to pop out of the goody huts and the chiefs' gift stacks (gets tiresome to lead them around), though they are worth a bit more when they do; also, high gold cash goodies are a bit higher as well.
  • Most fathers give less ships and units if they give more than 1 of each. I really don't get the need for double doing things; but I am not much of a founding father person to begin with. Rule Britannia!?
  • The Immigration weight for expert units is 10 times lower than normal until a shipment holding the yield of their liking shows up, at which the immigration weight becomes 20 times higher (or twice as high as the core mod value).
  • Missionaries no longer profess by first consuming multiple installments of the eucharist; and they no longer have colonist as a possible profession, since sending your man of God halfway across the new continent just to realize he forgot to transform himself into a professed missionary, can cause any man to lose faith and just home go and preach to choirs. I am sure there is a reason why the colonist profession has to be an option, so let me know if you can think of it.
  • Lowered some Slave and Slave Overseer values. Increased Expert Farmer value for food.
  • Increased native production values, which gloriously enough also inspired them to found a few more initial villages.
  • The FaireWeather mapscript produces more wetland hills and now also marsh hills. Removed the land percent map option. since it was buggy. Set land percent to be 48%... I believe.
  • Yields that can be bought in Europe and sold in Africa for a profit have a golden tint to the price tags.
  • Europe, Africa and Port Royal stock have been ported.
  • City background has my Goscinny style graphics and more of the full length unit graphics instead of buttons. You will have to use the maininterface.py file from the last version if you can't stand it.
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  • Something went awry in Africa
  • Changed the prices of trade goods to be the same everywhere (we want to sell these to the natives - do we not?)
    Civ4ScreenShot0194.JPG
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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