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

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,638
Location
Stuttgart, Germany
Hi guys,

I am showing first graphical results of Branch "Yields".
(I am currently just integrating stuff, so nothing is fully configured / balanced.)

e.g.
new Professions are still missing
new Experts are still missing
...

Summary:

It is just a preview of the current work. :)

Some new LiveStock Breeding:
upload_2021-12-30_14-7-31.png

upload_2021-12-30_14-7-40.jpeg

upload_2021-12-30_14-7-52.jpeg

upload_2021-12-30_14-8-2.jpeg


Flax:
(Used to create "Linen Sails", Hemp will be for "Hemp Ropes only)

upload_2021-12-30_14-9-17.jpeg


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Some first screenshos of some of the new Yields.
upload_2021-12-30_14-9-49.jpeg

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upload_2021-12-30_14-10-37.jpeg


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Some more ...
(But I will then stop posting stuff - need to go back working on things.)

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@Schmiddie

You asked me if I could need some help with new graphics.
In fact, I could really use some help, creating the graphics for the new Trade Goods I have added.

If you could find some time that would be great. :hug:

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As an example you might e.g. look at CIV4ArtDefines_Unit.xml :
(Unit graphics, when placed on map)

ART_DEF_UNIT_CATTLE

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  1. ART_DEF_UNIT_GOATS
  2. ART_DEF_UNIT_PIGS
  3. ART_DEF_UNIT_CHICKEN
  4. ART_DEF_UNIT_GEESE
  5. ART_DEF_UNIT_GOAT_HIDES
  6. ART_DEF_UNIT_PIG_SKIN
  7. ART_DEF_UNIT_DOWNS
  8. ART_DEF_UNIT_WILD_FEATHERS
  9. ART_DEF_UNIT_GOAT_HIDE_BOOTS
  10. ART_DEF_UNIT_PIG_LEATHER
  11. ART_DEF_UNIT_FRUITS
  12. ART_DEF_UNIT_HOOCH
  13. ART_DEF_UNIT_FLAX
  14. ART_DEF_UNIT_PADDED_FURNITURE
  15. ART_DEF_UNIT_HARDWOOD
  16. ART_DEF_UNIT_MAPLE_SIRUP
  17. ART_DEF_UNIT_YERBA_LEAVES
  18. ART_DEF_UNIT_LOGWOOD
  19. ART_DEF_UNIT_YERBA_TEA
  20. ART_DEF_UNIT_COLOURED_WOOL_CLOTH
 
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Very nice! :) However i get a nervous tick thinking of all the logistics challenges that this will add to the game... I can barely manage to produce all the basic resources mid-game, and distributing them is already a micromanagement-challenge.. Will having chicken and pigs somehow give bonuses to cities? (For example a lower food requirement for population growth? - Reminds me of the anno games, where cities level-up once there is a steady supply of a mix of certain resources)
 
Ah come on, that is half of the fun playing WTP.

Completely agree with you.. However i feel the current system needs a good overhaul.. I was thinking it would be good to have the option to assign a region where the automated trade would work.. or assign a hub with "area of service" so that we could have "regional logistics" and "long-haul routes"
 
Yerba Bonus Ressource:

upload_2021-12-31_9-41-14.jpeg


Bloodwood Bonus Ressource:

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Hardwood Bonus Ressource:

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Maple Trees:
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@Schmiddie

I will have to add at least 2 new Special-Buildings in the City Screen anyways, if I follow my plans for new Yields.
("Oil Presser's House" and "Roaster's House" - for which I will use your graphics that I already have.)

These are the graphics I have from you (all 3 levels of each will be used):
Spoiler :

upload_2021-12-31_12-4-39.jpeg

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Thus I am currently also considering to give Coffee and Cocoa a Specialbuilding of their own.
(Mainly because I want to use the "Storage House" Specialbuilding for something different.)

Do you already have graphics that could be used for "Coffee and Cocoa Trader's House" ? :think:
 
Those are the Yields I currently work on:

  • Bloodwood + Wool Cloth = Coloured Wool Cloth (of course also in the "Dyer's House)
  • Hardwood --> "Construction Yield" needed to build (large) Ships
  • Maple Sirup --> rare exclusive Cash Yield only available on Ressource (similar to Silver), just a plant this time
  • Yerba Leaves --> Yerba Tea (also traded by "Tobacco House", which will be renamed)
 

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Ok guys, I am slowly but surely making progress with this. :)

Currently I am still integrating everything and then I will create actual gameplay and balancing.
(It is an incredible amount of XML and graphics and I need to work myself throught it step by step.)

Creating all the 2D and 3D graphics also took me quite some time.
(But considering grpahics I am now pretty much done.)

upload_2022-1-8_20-4-31.jpeg


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Here are the new Trade Goods / Yields I created today.
(Professions, Buildings and all other Balancing still missing.)

Hardwood: A strategic Yield used to build "top tier" Ships.
upload_2022-1-8_20-9-51.jpeg


Logwood: Basically the Indigo of the Jungle (used for Colouring Wool Cloth)
upload_2022-1-8_20-9-42.jpeg


Coloured Wool Cloth: Now it got its own Yield as well. (It was unlogic that there was just "Coloured Cloth".)
upload_2022-1-8_20-8-43.jpeg


Yerba Leaves: They are used to produce "Yerba Tea"
upload_2022-1-8_20-9-10.jpeg


Yerba Tea: The "Tobacco House" now gets renamed as "Tobacco and Yerba House", uses "Multiple Professions per Building" and now also trades "Yerba Tea".
upload_2022-1-8_20-8-56.jpeg


Maple Sirup: Basically similar to "Silver" (less expensive though) a rare ressource. (Coca will be balanced like this as well.)
upload_2022-1-8_20-9-25.jpeg
 
These are some of the remaining Yield candidates that are likely to be added:
(There are more possible candidates but those have now become extremely unlikely.)

upload_2022-1-8_20-48-13.jpeg
 
At least a bit more progress. :)
(This week was stressful, had little time to mod.)

Clay: Strategic Yield to build houses, similar to Stone
(Some houses need just clay, others also need stone additionally.)
Spoiler :

upload_2022-1-16_18-20-3.jpeg

upload_2022-1-16_18-20-28.jpeg



Coal: Strategic Yield to produce Weapons and Cannons, similar to Ore
(Some houses need just clay, others also need stone additionally.)
Spoiler :

upload_2022-1-16_18-20-14.jpeg

upload_2022-1-16_18-23-6.jpeg



Green Vanilla Pods / Vanilla: Similar to Spices - a bit more rare and more expensive - traded in Spice Traders House, grows in "Shrubland" (Hills only)
Spoiler :

upload_2022-1-16_18-24-37.jpeg

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hmm.. coal is a good resource. in the future, we can develop its use by spending some of its amount (located in the warehouses of the colony) on the maintenance of firearms units. although it may take a lot of effort to implement...
 
If we are going to use coal, sea coal should be a bonus. It's historically important because coal was collected prior to it being mined. There are records of an interest in coal during the 16th century because at some place in England (forgot the precise location, but likely present day Ironbridge Gorge) cut down trees faster than they grew back up, making the forest shrink. 400 years ago Denmark systematically imported coal from England to use in bronze cannon foundries.

This is also a hint on what to use coal for. The coal in gunpowder is charcoal because mined coal or sea coal is too dense meaning it's harder to ignite and it burns slower. Mined coal was however used to make coke, which was patented in 1620. Wood burns at 700 °C while charcoal burns at 1100 °C. The latter can however be increased to the 1200-1500 °C needed to melt iron. Coke burns at 2500 °C. I can't find a clear number for mined coal (it likely depends heavily on quality) but it's somewhere between charcoal and coke. Needless to say mined coal and coke was of special interest in the metal industry. However large scale coal mining didn't take off until the steam engines could pump water out of mines. Before that mines were in hillsides or relied on buckets, waterwheels or similar in order to drain them of water. This made sea coal interesting as while supply was limited, it didn't rely on mining technology.
 
Small changes in Defense Help (Mouse Over in City).
Also Hills now give an additional Bonus on City Defense.

@Mr. ZorG
I think that is what you wanted to have.

upload_2022-1-29_13-50-30.jpeg
 
Ray, as in branch yelds some dyes will be added, maybe they could be divided into "Fabric/clothing dye" and "wool dye". So current and new resources could be added in one of two groups. and then these resources are found in different terrains. All these different dyes would be split in 2 and we would just use a graphic differentiation (example: cochineal would be a cactus with insects while bloodwood would be a tree, but both would be the same "fabric/cloth dye" resource)

Indigo - "Fabric/clothing dye", can be found in plain tile

logwood/bloodwood - "Fabric/cloth dye"/"wool dye" - can be found in jungle tile in central america and caribbean

Cochineal/carmine - "wool dye" - can be found in desert tile with cactus feature in mexico south of the USA

Brazilin - "Fabric/cloth dye", can be found in jungle tile on the coast of Brazil


Other resources might be worth digging around to find other dyes if it's interesting to fill other tiles like tundra, swamps or others. We would have to have help from the community in finding other dyes used economically in colonial times (I only found Cochineal and brazillin).

Maybe Sanguinaria Canadensis - "Fabric/clothing dye"/"wool dye" - can be found on tile moss in eastern North America.

Maybe Maclura tinctoria - "Fabric/clothing dye"/"wool dye" can be found on Mexico, Nicaragua, brazil.

https://en.wikipedia.org/wiki/Sanguinaria
https://en.wikipedia.org/wiki/Haematoxylum_campechianum
https://en.wikipedia.org/wiki/Cochineal#Risks_and_labeling
https://www.cambridge.org/core/jour...igo-production-in-colonial-brazil-a-study-in- comparative-economic-history/FC5B0537C37FE90784A34AFFFB53DAFE
https://books.google.com.br/books?i...=onepage&q=Maclura tinctoria colonial&f=false
 
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