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

Thanks, she is perfect. :hug:

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@Kathy
I checked the Buildings and they are great. :hug:
(They are perfectly fine for a "Peanut Trader".)

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So ok, now I also have the 2D work done.
Thus I should be able to integrate most of the new Buildings the next days.

@Kathy:
In case you want to use some of the Buildings you created in your own mod,
I have attached an archive, where you could e.g. get the Buttons you see above.

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I have made good progress today working on SpecialBuilding / Buildings / CityScreen.
(Still fighting with some minor details - e.g. the "Confectioner's House" is still making trouble ...)

But these here are already nicely integrated:

Cooking Oil Trader Buildings:
Spoiler :

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Leather Padder Buildings:

Spoiler :

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Tailor Buildings:
Spoiler :

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Continuation of Post above. :)
(Too many screenshots for one post.)

Pottery Buildings:
Spoiler :

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Peanut Roaster Buildings:
Spoiler :

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@Kathy
I would need your help again. :sad:
Could you please take a look. :hug:

-----

The Chimneys of the Buildings for the "Confectioner" (Süßwarenhändler) are not attached and flying around.
(They are also not scaled properly and way too small.)

It is the same problem for all 3 Buildings, so it has to be something systematic.
But when I look at them in NIF-Scope everything looks ok. Thus I have no idea how to correct it.

The Buildingas are originally from @Schmiddie.
But since he is not modding anymore, I cannot ask him for help.

-----

Screenshots of the Problem:
Spoiler :

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But in NIF-Scope everything looks fine at first glance:
(I still suspect that there is a problem in the structure.)
Spoiler :

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Have a look at this. I had a problem like this one time with a unit graphic, but someone else solved this for me, so I do not know if my changes will affect your problem. Also, I did not test it ingame. In Nifscope I do not see and change, but it looked fine before, as you wrote.
 

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Current intermediary status of the City Screen - it is a first version and may still change later.
(The Buildings with red circles are going to get Profession Slots now.)

Before anybody complains:
The 2 rows of Yields have not been adapted.
@Raubwuerger might check if 3 rows looks better.

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Have a look at this.
Thanks a lot for trying, but it did not work. :(

German:
Der Schornstein ist komplett verschwunden.
(Ich kann ihn nirgends mehr finden. Hab in alle Richtungen rotiert.)

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Then I will have to try something else. I just don't have a idea what, but mayby I find a solution when I look at the files again.
 
Every good Settlement should have a Graveyard. :think:
(It would also allow for some nice Event if somebody gets creative.)

Maybe as a cheap minor building giving:
(Similar to the Well.)
  • 1 Cross
  • 1 Health
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Current intermediary status of the City Screen - it is a first version and may still change later.
(The Buildings with red circles are going to get Profession Slots now.)

Before anybody complains:
The 2 rows of Yields have not been adapted.
@Raubwuerger might check if 3 rows looks better.

civ4screenshot0000-jpg.628817

Ray, looking at the city screen I had an idea. maybe we could take the Wine, Beer, Rum and Hooch yields, and split them into just two buildings, one would be the Fermented house and the other the distillery.

This would make the winery and beer house buildings merge, which would free up space for some other building.


So it would be:

Fermented House - responsible for the Wine and Beer yields.
Distillery - responsible for the Rum and Hooch yields.


https://www.foodvinebrations.com/single-post/2017/07/10/what-is-fermentation-vs-distillation
 
Distillery - responsible for the Rum and Hooch yields.
That already happened befor you mentioned it. :)

Fermented House - responsible for the Wine and Beer yields.
Thought about that, but it somehow simply is not immersive. :shake:
(Vintager and Brewer are too different. I really do not want to merge those.)

--> Also I want to preserve the beautiful graphics for Vintager Buildings and Brewery Buildings.
(I really do not like to throw things away that other modders have invested effort into.)

----

But do not worry I already got space enough for all I need. :thumbsup:
(I tried to merge as much as possible but some stuff was simply not mergable.)
 
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So ok, today I integrated / finished all Outdoor Professions. :)
(There are now 23 new Outdoor Professions.)

Since a post here may only have 10 Screenshots attached, I will not show all of them.
(Most of them are not that spectacular anyways and work like other existing Professions.)

This here is the overview though:
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Since Colopedia of Professions shows their Experts, you can see their Expert here now as well:
Spoiler :

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So ok, it now took me all afternoon to integrate the Outdoor Professions. *
Since I also want to have a bit of weekend, I will do the Indoor Professions next week. :)

* While doing so, I also noticed some other todos.
(So it included other small balancing changes as well.)
 
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Here you see the Profession and the Expert for Yerba Tea Trader:

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Ok, I also integrated some of the simpler Indoor Professions.
As I said, the rest will follow the next days.

Spoiler :

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Profession & Expert for Houshold Goods Trader. :)
(There is also Profession Field Worker Tools Tader, working very similar.)

It is a Profession heavily focused on supplying Domestic Market.
Early Game you may have to buy that stuff from Europe.
Later once the Colonies have developed you may produce it yourself.

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