Branch "Yields" - Base Setup: Yields, Professions, Buildings, Experts, ... [IMPLEMENTED]

Don't we need a step 5: Implementing Demands for these goods, requirements for units (e.g. ships) etc.?
Correct, that is needed as well. :thumbsup:
(Will adjust my list above.)
 
There is now also just one expert for roasting Coffee, Cocoa and Peanuts in the Roaster's House: Master Roaster
Also the Professions "Coffee Drier" and "Cocoa Drier" are now also called "Coffee Roaster" and "Cocoa Roaster".
(I tried to adjust all references and pedia texts accordingly as well - thus quite a lot of file changes.)
 

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There are now also Buttons for the upcoming new Professions. :)
New_Buttons.JPG
 

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I have now integrated the Buildings and Profession for Charcoal and Blackpowder. :)
@Schmiddie The graphics look great. :thumbsup:
 

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Founding Father Charcoal / Blackpowder:

After that we should also implement Founding Father
(But until now I do not found good historic persons.)

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Balancing Blackpowder:

Profession Equipment Amount for Blackpowder / Adjusting Military Unit Buy Prices Europe
Ship Construction Amount for Blackpowder / Adjusting Ship Buy Prices Europe

These things still need to be done, but I am bit too tired today. :)
(Might take a look at it tomorrow though.)

Currently do not yet know which historic person might fit as Founding Father though. :think:
(Potentially we may also add the bonusses to an existing FF ...)
 
Hi guys, I prepared the City Screen for the next Update: Baker Houses and Baker Profession
(Generally I think it looks much better that way than before - we now also have a bit more space also for the small buildings without Professions.)

Civ4ScreenShot0008.JPG
 
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@Schmiddie
Currently the Yield "Peat" and Yield "Clay" also use Improvement "Quarry" which is probably not very immersive.
Could you create graphics for an Improvement "Digging Pit"?
 
Maybe the mine form this pack will do? In the same cathegorie of civ4 buildings there are also sets of 3 other ancient cultures, maybe one of this will do (but I think the carthage one is the most generic version which could also fit to other ages and places in the world).
carthage_zcx-jpg.455458
 
@Kathy is currently helping to add 3D graphics to some "Goods Units" for the new Yields. :hug:
(These are basically the graphics when you put the Goods on the Map using Worldbuilder.)

Spoiler :

Civ4ScreenShot0011.JPG

 
Thanks, it indeed looks good. :)

Let us see what @Schmiddie says about it.
(He often still likes to improve the graphics a bit.)

I think the mine could work as an improvement for clay and peat. Maybe the underground needs to be changed a bit so that it fits with the map. :thumbsup:

The irrigation could be used as an improvement "kitchen garden" or something like this for fruits, etc. :think:
 
The irrigation could be used as an improvement "kitchen garden" or something like this for fruits, etc.
I had already changed the "Cocoa Plantation" into a more general "Fruits Planatation" (which also covers Cocoa) and it works quite well. :)
(Because there was no reason to not use it for generally all kinds of Fruits.)

So currently we would really just need something for "Peat" / "Clay". :thumbsup:
 
Some non-combat-outdoor Professions now also require "Bakery Products" as equipment.
(Explanation / Immersion: Basically they need it as a form for "supply".)

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Comment on Immersion:
It feels immersive
that some Units leaving civilization or working hard away from the City require "supplies".
(Remark: It is not really "supply" currently because it is not used up, but it still feels a bit more immersive that way.)

Comment on GamePlay:
It will make spamming Scouts a tiny bit harder. (I really like that, because Scous are very powerful.)
It will make equipping Missionaries come with a bit of cost, which I really like. (Never liked that it was for free.)
Getting Pioneers equipped will also be a bit harder. (But I feel that is also good for gameplay.)

Comment on AI:
AI will not have any problems
with this - because since the "Settler"-Profession was implemented it can handle it. :thumbsup:
(It can buy such supplies via gold in a special logic - in case it needs / wants to equip such Professions.)

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Images:
Spoiler :

Civ4ScreenShot0000.JPG
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Thanks, it indeed looks good. :)

Let us see what @Schmiddie says about it.
(He often still likes to improve the graphics a bit.)
I started my work on the improvement for clay and peat.

However, it currently does not work. I changed the mine a bit and made a unique animation for the crane. It works fine in nifskope, but disappears on the map when the improvement is "on".

Furthermore it currently messes up with the "worked" grapic for the bonus ressource peat and clay when a settler works on this plot (the ground graphic changes)- but I assume this can be changed in the landplot-system.

I have currently no idea why the graphic dissappears on the map. Maybe @Kathy has an idea? I attach the related graphics (for testing reasons it is currently named quarry so that I did not need to implement a new improvement).
 

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I am not very skilled with animations. Maybe there is some kind of shader which is actived with the working? Or the ..._worked.kf is somehow corrupted?
 
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