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

Mediaval Conquest I have downloaded a while ago and I am frequently looking into the files, when I am searching for suitable graphics. I do not always find, what I am looking for, but in any case it is a good source. :thumbsup:
 
Current Europe Screen with 90 Yields.
(It is my internal test version - not yet commited though.)

In CvEuropeScreen, CvAfricaScreen and CvPortRoyalScreen I currently have "45" as row lenght.
Code:
       ## R&R, Robert Surcouf,  Multiple rows of Yields if necessary START
       #self.NUM_YIELDS_IN_A_ROW = 26 -> Two rows if num > 26
       self.NUM_YIELDS_IN_A_ROW = 45

It is not pretty, but it is at least still working. :dunno:
I of course hope that we can still make it look pretty again.

civ4screenshot0003-jpg.626968
 

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hmm.. Ray, have you tried three lines?
I have not yet really worked on the Screens. I still have to implement much more fundamental stuff first. :badcomp:
The current screen is just for "testing purposes" so I can see that stuff works (e.g. First Balancing, Sequence of Yields, ...).

Currently I am still in "get all that stuff to work" stage and validating and also changing my concepts. :coffee:
(So I am still integrating everything and even regularly changing concepts. I am not yet focussed on optimization.)

It is not pretty, but it is at least still working. :dunno:
I of course hope that we can still make it look pretty again.
I am aware that we need to work on these screens again to make them look pretty. :thumbsup:
Also @Raubwuerger contacted me again yesterday and said that he would like to start working on them. :hug:

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Currently all you see is still "work in progress", also serving as kind of documentation, not the final result.
You are seeing first previews from the construction site, as prove that I am still modding. :)

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This is still a very long road to go ... but each step brings us closer. :old:
As long as we keep walking, we will eventually succeed.
 
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I was considering the options for UI design ...

... and for a short second I was thinking about adding 6 more Yields. :lol:
(Thus turning the current 90 Yields into 96 Yields.)

Simply because 96 can also be divided by 4.
(90 can only be divided by 2 and by 3.)

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e.g. These I still had on my "candidate" list.
(I simply felt they were overexaggerated*.)
  • Milk
  • Butter and Cheese (from Milk)
  • Commoners Clothes (made of Coloured Wool Cloth)
  • Expensive Clothes (made of Coloured Cloth)
  • Pottery Goods (made of Clay)
  • Gun Powder (originally wanted to use "Coal" for it .. but discussion about "Charcoal" killed that concept)
* mainly due to having to add more buildings with worker slots --> further impacting UI
(I already have to add a few buildings with workers slots but I also do not want to have too many.)

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@Raubwuerger
Just in case you figure out that for your UI design you need a number of Yields that can be divided by 4, let me know. :thumbsup:
If there is really a good reason that would require it, I would add the 6 Yields above, it is not that much effort actually now that I did it so often already.

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Otherwise I should really stop now ... I guess, 90 Yields is enough. :crazyeye:
Unless somebody gives me a reason to add even more ... :mischief:

It is so hard to stop once you started with these evil drugs ... :rolleyes:
Never give too many Yields to a modding addict ...

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Actually I think 3 rows will give the best results for UI design.
But I want to keep all options open depending on the test results.
 
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Those 2 I still like:
  • Commoners Cloths (made of Coloured Wool Cloth)
  • Expensive Clothes (made of Coloured Cloth)

If I figure out that I can space another Building into City Screen, I might replace 2 less interesting Yields with them.

But it really depends on 2 factors:

1) Is there enough space in City Screen for the additional building it requires
2) Are there some good Building Graphics available that I could use.

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e.g. The top candidates to be replaced currently are these
  • Household Goods (currently just consumables like "Luxury Goods")
  • Field Worker Tools (currently just consumables like "Luxury Goods")
They are in there, because I also have an old concept of "Equipping Worker Professions" (similar to Pioneers).
(The Yields above would become the equipping the Indoor Professions and Outdoor Professions.)

Since I have no idea though if that concept would ever be implemented, they are "hot candidates for a replacement".
(Although "Equipping Worker Professions" is actually also a cool concept ...)

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If I can bring in another Building and decide for the "Cloth Taylor" (Production Chain), this would be the expert:
(But as I said, it depends on the work in the City Screen. :dunno:)

unused_unit_3-jpg.626986
 

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you yourself will be more comfortable looking at three lines of larger icons than at two lines of very small icons.
Yes, but it is easily about 8 hours of effort or more that somebody needs to invest first. :)
It is all simply a question of prioritization. Which effort is most important to be invested first.

Currently I have things to do that are much more important to be done first than the screens.
E.g. the Buildings and Professions still have to be implemented - base gameplay elements.

Screens, texts, balancing
... all of that has really low priority for me at the moment, unless somebody else wants to work on it.
I first have to focus on the feature base mechanics because if the feature does not work at all then screens, texts and balancing will not matter anymore.
 
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I modified / improved the "Leather Coat Taylor" Buildings a bit.
(compare to the original from MC mod here)
  • The furs look more realistic and the Leather Coats look more like the Yield "Padded Leather Coats"
  • The House colours are warmer, so the difference to the "Fur Trader" is bigger

Spoiler :

coat_taylor_1-jpg.626992

coat_taylor_2-jpg.626993

coat_taylor_3-jpg.626994

 

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With the Expert Coal Miner is something wrong. See image ...
The Europe / City Screen graphic was missing because I had for some reason not copied / commited it.
It is corrected now, the graphic has been comitted to "Yields" as well. :thumbsup:
 
Isn´t Master Oil Trader too ambigious? Whale Oil? Olive Oil? Petroleum?

In the supermarket here we call it cooking oil, which covers all the different oilseeds, so Master Cooking Oil Trader. A modern oil trader would be assumed to use tankers and pipelines so, in the colonial period, wagon trains and barrels.

Master Whale Oil Cooker would also be more quickly understood in North America than Master Train Oil Cooker, and it's also a more inclusive term. Wikipedia says whale oil from the bowhead whale was sometimes known as train oil, which comes from the Dutch word Traan ("Tear" or "drop").

That said, Melville talks about train oil in Moby Dick, and they're hunting sperm whales. On special occasions the whalers drink it. Another good reason not to be a whaler.
 
In the supermarket here we call it cooking oil, which covers all the different oilseeds, so Master Cooking Oil Trader. A modern oil trader would be assumed to use tankers and pipelines so, in the colonial period, wagon trains and barrels.

Modern Oil tankers would be 20th century when the rich oilfields of the middle east where discovered that made ocean transport necessary.
However pipelines were already used around 1865 within the US
https://www.smithsonianmag.com/smar...,daily across five miles of land—came in 1865.

Master Whale Oil Cooker would also be more quickly understood in North America than Master Train Oil Cooker, and it's also a more inclusive term. Wikipedia says whale oil from the bowhead whale was sometimes known as train oil, which comes from the Dutch word Traan ("Tear" or "drop").

That said, Melville talks about train oil in Moby Dick, and they're hunting sperm whales.

Then I´m all for train oil - who hasn´t read Moby Dick even in North America?

On special occasions the whalers drink it. Another good reason not to be a whaler.

On the contrary. In a time where Skorbut and other vitamine deficiency diseases were still common and for most common people the origins unknown, drinking e.g. cod-liver oil or train oil in small amounts when being on the sea whaling for several months on a limited diet could save you some teeth.
 
@Raubwuerger has figured out how to adjust Europe Screen, Africa Screen and Port Royal Screen. :hug:

Here is the result. :)
(It looks quite nice to my opinion.)

Europe:
civ4screenshot0000-jpg.627153



Africa:
civ4screenshot0001-jpg.627154


Port Royal:
civ4screenshot0002-jpg.627155
 

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Ok guys, there has been good progress with this. :)
But there is still a lot of work todo as well.

To give you an overview what still has to be done.

1) Integrating new Content:
(Will keep me busy for at least the next 2 weeks.)
  • Professions --> in work
  • Buildings --> in work
  • Founding Fathers --> in work
  • New Improvements --> in work
  • Screens (CityScreen, Advisors) --> just started
2) Balancing:
(Additional 2 weeks of effort)
  • Checking and Improving Terrain Balancing (Terrains, Terrain Features, ...) for Yields
  • Checking and Improving Profession Balancing (incl. Buldings) for Yields
  • Checking and Improving Prices in Europe / Africa / Port Royal (for new Yields)
  • Checking and Improving Prices and Demans of Natives (for new Yields)
  • Balancing Domestic Market Consumption of Units (for new Yields)
  • Balancing Native Teach Professions (for new Experts)
  • Related-Production Bonusses (for new Experts)
  • Balancing of Slave Production Bonusses (to consider new Yields)
3) Texts:
(Additional 2 weeks of effort)
  • Pedia of Yields
  • Pedia of Units
  • Pedia of Resources
  • Pedia of Professions
  • Pedia of Buildings
4) Flavour Additions:
(Additional 2 weeks of effort)
  • Events / Quests (for new Yields, Experts, Buildings)
  • Achievements (for new Yields, Experts, Buildings)
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In a "Phase 2" as Economy Overaul:
(Those are "optional" addons actually but I would like to implement them.)
  • Limited Stocks in Europe / Africa / Port Royal
  • Dynamic Economy (Economy Events, ...)
  • Actual Triangle Trade
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Summary:
There is at least 2 more months of effort for the "Yields" stuff to make it work nicely.
(After that, there are several "optional" features that can be implemented independently.)

After I am done with the "Integration Phase" I could need lots of help. :help:
(E.g. Balancing, Texts and Events could be implemented by supporters so I could focus on "Economy Overhaul".)
 
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Sharing my current concept for new Buildings to be added:
(Still thinking about it, but I am 90% convinced that this is the solution I want to head for.)

The absolute necesssaries ones with Professions (- there are no good alternatives)
1) Cooking Oil Trader's House --> absolutely necessary (there is no alternative for Olive Oil and Canola Oil)
2) Confectioner's House --> absolutely necessary (there is no alternative for Chocoloate, will also have Vanilla)

The high priority ones with Professions (- alternatives possible, but this will look anf feel better)
3) Leather Taylor's House --> high priority (or other Buildings get cramped, for Padded Leather Coats and Goat Hide Boots)
4) Cloth Taylor's House --> high priority (or other Buildings get cramped, for Commoner's Clothes and Nobleman's Clothes) *

* Those are Yields that will be added by replacing 2 other Yields I am currently not really happy with.
I will replace boring "Household Goods" and boring "Field Worker Tools" because we arleady have "Luxury Goods" serving the same purpose.
(Currently those are just consumables to be bought in Europe, which only few players will most likely use.)

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2 Building Slots to be reserved for the future (- will for the moment get an existing Building without any Profession Slots)

e.g. (Just possible examples)
5) Courthouse (not yet existing) --> this building chain is needed for "Crime and Law" feature
6) Inventor's House (not yet existing) --> this building chain is needed for "Social Progress" feature
7) Something else that sounds even better ... 2 reserves slots should be enough though.


--> Slot 1 will be reserved for now by putting Market on it (giving other buildings more space)
--> Slot 2 will be reserved by putting Tavern on it (giving other buildings more space)

Comment:
For both Market and Tavern there are also still concepts to give them Profession slots.
(That is basically the reason I want to use them as "placeholders" to reserve the slots.)

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To do so I will need to add 1 single new row of buildings in the Building Screen.
(1 single new row of buildings == 6 buildings with Professions slots.)

1. Slightly shifting worker slots more above the Buildings.
2. Repositioning Buildings to slightly reducing distance of rows.

But all of that should be possible without impacting usability. :)
(Most likely I will not even need to reduce size of 2D images of Buildings.)

I use a player screenshot from Release 3.1 to visualize the idea.
(There is still enough space in City Screen for 1 more row of Buildings.)
Spoiler :

city_screen_idea_2-png.627191



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Long story, short summary:

I will add 4 new Building Chains for now and reserve 2 slots for the future.
To do so I will give the City Screen 1 more row of buildings.
  • Cooking Oil Trader's House
  • Confectioner's House
  • Leather Taylor's House
  • Cloth Taylor's House
 

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@Kathy
Sorry to annoy you again by asking for another favour. :blush:

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Since I now decided to have a "Cloth Taylor", I would need help to create the building chain.
Basically this Building Chain should hold the following 2 productions:
  • Wool Cloth + Coloured Wool Cloth --> Commoner's Clothes
  • Cotton Cloth + Coloured Cotton Cloth --> Nobleman's Clothes
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So in the surrounding scene there might be these things:
  • Packages of Cloth
  • Packages of Coloured Cloth
  • Stacks of Commoner's Clothes (little colour)
  • Stacks of Nobleman's Clothes (colourful)
Since it is no Dyer anymore, it should not have barrels with colours.
(As I said, it is a taylor and gets that cloth already coloured or not.)

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Level 1 (House) could e.g. have:
  • 1 Packages of Cloth
  • 1 Stacks of Commoner's Clothes (little colour)
Level 2 (Shop) could e.g. have:
  • 1 Packages of Cloth
  • 1 Packages of Coloured Cloth
  • 1 Stacks of Commoner's Clothes (little colour)
Level 3 (Factor) could e.g. have:
  • 1 Packages of Cloth
  • 1 Packages of Coloured Cloth
  • 1 Stacks of Commoner's Clothes (little colour)
  • 1 Stacks of Nobleman's Clothes (colourful)
------

I have added 3 Building Chains as attachment in this post.
(If you need more stuff from e.g. our mod, please let me know.)

The "Weaver" Buildings might be a good base to get started and maybe redo e.g. the walls.
But if you have better ideas, please do not feel limited by what I post or suggest.

Generally from the Buildings you could copy the following "scene items":
  • Dyer (it has some Dyed Cloth that could be added to the building scene) --> to create Coloured Cloth packages (coloured)
  • Weaver (it has some Cloth that could be added to the building scene) --> to create Cloth packages (uncoloured)
  • Leather Coat Maker (it has some Coats that could be used as "Clothes" scene) --> to create stacks of Commoner's Clothes / Nobleman's Clothes
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If you have further ideas to add to the building or other improvements you are of course welcome to add them. :)
(I was just trying to give you some idea and input how it might be created and to keep it "simple" by just exchanging scenery items.)

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Summary of what I am asking for:

Please use the "Weaver Buildings" as starting point and exchange the scene Items so it matches "Cloth Taylor Buildings".
If you want to do further changes, optimizations or improvements you are of course very welcome to do so.

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Thanks in advance. :hug:
And sorry for annoying so much. :rolleyes:
(I would fully understand if you are currently busy.)
 

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