Hi guys, I need to take a break from modding for a while.

I am wasted from real life and job and need to recover energy.
To show you though that I
had not been lazy during the last weeks though, I thought I might give a small preview of "things to come" ...
That is if the rest of the WTP team will like what I have created and wants to integrate it into core mod.
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This is the current status of the new Yields that have been added so far in my private development
branch "Yields".
(Still
fine tuning my
"Yields and Economy concept" though ... so I might add
a few more. But most of the new concept is done.)
It is
not yet fully finished though. The
effort needed to finish it is
about 60 hours at least.
(Although
DLL logic is fully written and
Yields and
Ressources are already integrated.)
- Professions, Experts, Buildings, ...still need to configured.
- Balancing in general is not ready. (Terrains / Terrain Features / Improvements / ...)
- Screens (Europe / Africa / Port Royal / City / Advisors, ...) need to be reworked.
- AI logic may need further optimization to understand the "New Economy" better
Considering graphics I have everything I need though - including Experts and Buildings.
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My general idea is:
Generally a "complex trade system", that evolves and changes constantly.
Your trade routes in midgame / lategame might look totally different compared to early game.
Current / Boring:
- Produce in New World --> Sell in Europe (Basically this hardly ever changes in game)
- In early game at most buy Tools, Trade Goods, Weapons, ... and in late game nothing at all anymore.
- Having hardly any reson to sail to "Port Royal" or "Africa" (actual Triangle Trade non-existant)
New / More Interesting:
- Colonial Goods produced for Domestic Market (Colonial Self Supply - Domestic Market)
- European Goods bought for Domestic Market (Import Goods - Domestic Market)
- Colonial Goods produced for Foreign Market (Export Goods - Europe / Africa / Port Royal)
- Colonial Goods produced / bought for Trade with Natives (Native Trade Goods)
- Colonial Goods produced / bought for Trade with other Colonies (Inter Colony Trade Goods - other Europeans)
But this is
not supposed to be
static but
instead constantly change as your colony evolves.
E.g things like this may happen:
- "Self Supply" might also become "Export" / "Inter Colony Trade", once the Cities have enough of it.
- "Import Goods" might become "Colonial Self Supply" once the Colony can produce it itself.
- "Export Goods" might become "Colonial Self Supply" once the Colony starts demanding it itself.
- "Native Trade Goods" you produce might e.g. also be sold to "Africa / Port Royal".
- For some goods "Africa" may become way more interesting to sell them than e.g. in Europe
- For some raw materials you may eventually later not produce them anymore but rather buy them in "Port Royal" / "Africa"
- Actual "Triangle Trade" may become a viable alternative or actually even a "winning strategy"
- ...
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Until the weekend I will upload what I have finished so far and then I will take a break for a while.

(Will most likely return in a couple of weeks though.)
I am still highty interested to finish this, since I am really convinced that this could be one of the best features I ever implemented.
(At least for people that like to play "Trade Sims" and like to manage economy production and needs.)