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

Reminds me of the anno games, ...
That is actually what I am planning / trying to do. ;)
I am trying to build a "complex economy":
  1. Colonial Goods produced for Domestic Market (Colonial Self Supply - Domestic Market)
  2. European Goods bought for Domestic Market (Import Goods - Domestic Market)
  3. Colonial Goods produced for Foreign Market (Export Goods - Europe / Africa / Port Royal)
  4. Colonial Goods produced / bought for Trade with Natives (Native Trade Goods)
  5. Colonial Goods produced / bought for Trade with other Colonies (Inter Colony Trade Goods - other Europeans)
Some goods may of course be valid for more than 1 case.

So e.g.
  • "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".
    ...
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Also I want to make the "Production Chains" a bit more varied / interesting.
But it is all still in work and a lot of it is still "conceptual".

Let us just say:
"Economy will most likely work a bit different once I am done."
(Can not really formulate it any better right now - too many ideas, too many changes happening, ...)

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Currently I am e.g working on these Goods / Yields.
(But my progess is slow due to real life and stress in my job during the week.)

current_yields_in_work-jpg.620044


Some image from Bonus Resource I am going to include the next days:

Rape Flowers
rape-jpg.620046


Peat Bog
peat-jpg.620045


Olives
olives-jpg.620047
 

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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:
  1. Colonial Goods produced for Domestic Market (Colonial Self Supply - Domestic Market)
  2. European Goods bought for Domestic Market (Import Goods - Domestic Market)
  3. Colonial Goods produced for Foreign Market (Export Goods - Europe / Africa / Port Royal)
  4. Colonial Goods produced / bought for Trade with Natives (Native Trade Goods)
  5. 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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upload_2022-2-10_13-58-54.jpeg


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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. :thumbsup:
(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.)
 
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Hi guys,

I finished some half done Bonus Resources in my private branch and uploaded them to "Yields" in case WTP team or other modders want to use it.
Would be nice to see it used some day in a public release of a mod. Maybe some of that work was thus not completely wasted.

Rape Plants
upload_2022-3-27_12-35-5.jpeg


Olive Trees:
upload_2022-3-27_12-36-28.jpeg


Peat:
upload_2022-3-27_12-35-31.jpeg
 
Also I am currently also considering to finish some graphics of Expert Units in the near future:

Credits for the original graphics to @Schmiddie, I am just playing around with them and tweaking a bit here and there.
I am trying to put some of his efforts to use, these graphics are so great it would be a pitty to let them go wasted.

Once I have fully finished them, I will upload them as well including all XML.
(Potentially I will also build the Professions in my branch and upload that as well.)

Master Lawyer:
(Graphics were intended to be used in my "Crime and Law" feature - which is currently an unfinished prototype.)
upload_2022-3-27_12-37-30.jpeg


Master Oil Presser:
(Which is intendend to be the Expert for Olive Oil and Canola Oil.)
upload_2022-3-27_12-43-40.jpeg


Those here I am not really yet sure what to do with
(My concepts considering Yields change so wildly that I may change their usage anyways tomorrow.)
upload_2022-3-27_12-44-25.jpeg


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upload_2022-3-27_12-54-31.jpeg
 
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Also I am currently also considering to finish some graphics of Expert Units in the near future:

Credits for the original graphics to @Schmiddie, I am just playing around with them and tweaking a bit here and there.
I am trying to put some of his efforts to use, these graphics are so great it would be a pitty to let them go wasted.

Once I have fully finished them, I will upload them as well including all XML.
(Potentially I will also build the Professions in my branch and upload that as well.)
...

Those here I am not really yet sure with what to do with
(My concepts considering Yields change so wildly that I may change their usage anyways tomorrow.)
View attachment 623307

Chocolate producer from cacoa


Gambler as in one who cheats with cards.


Buccaneer or sailor


Buttermaker. Butterbeermaker.


Cook

[/quote]

Coal Miner with that hoe.
 
Buttermaker.

Created some Yield / Goods Icons for it, just for fun.
They are attached in the ZIP in case somebody wants to use it.

Spoiler :

Maybe somebody will one day go full blown "Food Chain" ... could definitely be interesting.:popcorn:
  • Corn
  • Fish
  • Meat
  • Vegetables
  • Fruits (already in "Yields")
  • Milk --> Butter / Cheese


upload_2022-3-27_14-2-7.jpeg
 

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Was not really happy with the ugly Milk Icon above and created a new nicer one. :)
That is the problem with being a perfectionist ... you do not even intend to use it but it still has to look pretty. :lol:

Have fun modding guys and milking those cows. :cowboy:
Enjoy being creative and creating your own perfect game. :thumbsup:

upload_2022-3-27_15-3-46.jpeg
 

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Created another Unit graphic based on the work of @Schmiddie.
(I have been playing a bit with NIF and GIMP.)

I will probably use it as "Expert Peanut Planter" or something like that.
upload_2022-4-9_15-56-55.jpeg
 
So ok, I played around with another old graphic of @Schmiddie.
(I have only been tweaking it a bit in NIFScope and GIMP.)

I will probably use it as "Household Goods Trader".
household_goods_trader-jpg.624420
 

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Here are further ones.
(They are modified Unit graphic from Tortuga mod.)

This is most likely going to be the "Expert Coal Miner".
upload_2022-4-9_18-43-52.jpeg


This here is going to be the "Expert Peat Cutter".
expert_peat_cutter-jpg.624441
 

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So ok, I finished the next small task for this "min-project" which seems to become a complete economy overhaul.

Just to assure you guys:
This is not just about more, this is about creating a "more diverse and more complex economy anno style".
(It is also about making interesting / good use of all the new Terrains that have been added in "Plains".)

Now I have created also all new Profession Buttons I need so far.
(At least of the stuff that I am so far quite sure I will implement - at the moment there are 84 tradable Yields in total.)
buttons_new_professions-jpg.624544
 

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By the way:
@Kathy - a really experienced graphical modder - has also offered to help us a bit with creating better Expert / Specialist graphics.:hug:
I am really looking forward to see the magic an experienced graphical modder like her can do with Unit graphics.
 
I am making some small progress each day. :)

Here are the first specialists that have all their graphics completely done.
(Including Button and 2D for City / Europe)

At least it is the best I can do with my limit graphical skills. :dunno:
A really experienced graphical modder could surely create even better graphics.

upload_2022-4-12_20-23-33.jpeg
 
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These here are Units from Medieval Conquest that I am trying to work on to transform them also into Specialists.
(I have a few that I like and am currently trying to improve to be used as experts for us.)

The folders are not named for their intended purpose - they are still named as they were named in Medieval Conequest.
(So I can more easily reference their origin in case I accidently mess up.)

upload_2022-4-12_20-25-11.jpeg



E.g. this here is a good candidate to become a "Clay Miner":
upload_2022-4-12_20-26-9.jpeg


Or maybe I will use this one as the "Clay Miner" instead.
upload_2022-4-12_20-26-18.jpeg


This here might become o a "Barley Farmer" Specialist:
(So Barley might get its Expert like all other Cash Crops have as well.)
upload_2022-4-12_20-27-5.jpeg


This here might become a "Maple Sirup Collector" once I am done:
(I will try to improve the face a bit.)
upload_2022-4-12_20-26-45.jpeg


This here might become a "Linen Planter":
upload_2022-4-12_20-27-16.jpeg


This here might e.g. become a "Shepherd / Goatherd":
upload_2022-4-12_20-27-25.jpeg


This here might become a "Vanilla Collector":
upload_2022-4-12_20-27-34.jpeg


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Well I will see what I can do with them. :)
 

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If possible I would suggest to change the colour of the linen planters hood. Coloured clothing was expensive, so if a craftsman is wearing a coloured hood then he is more likely to be in the dying business.
A linen planter working the field would probably have more plain clothes.
 
If possible I would suggest to change the colour of the linen planters hood.
Totally agree, I have simply not yet gotten that far in my work on these Units. :)
 
These here are Units from Medieval Conquest that I am trying to work on to transform them also into Specialists.

This might become a "Maple Sirup Collector" once I am done. Well I will see what I can do with them. :)

"Syrup" in English is spelled with a "y". It's a big business in Quebec so a toque might suit the collector.

"Canola" is now the preferred term in English for "rapeseed" because of the unfortunate synonym. Canola is the most popular cooking oil on supermarket shelves here, to the point that North American shoppers might not know what rapeseed is. It's partly political correctness, but it's mainly marketing.
 
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