But The People: reduced complexity fork

Voker57

Warlord
Joined
Nov 21, 2016
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186
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Finland
Introducing the fork of We The People - But The People.

The main feature of the fork is the complexity reduction of production tree -- removing 26 redundant or less unique yields and related facitilies/professions/etc, greatly simplifying the production tree and getting rid of the clutter in the game in general.

The updated (intended) production tree:

The mod is currently in pre-release stage. It generally works, but will need more testing and polishing. The automatic builds can be downloaded from Github.
 

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I've wanted a mod like this to introduce friends to CivIVCol with the improvements that the WTP DLL includes. I'll be testing this out and providing feedback and possibly some contributions if you're open to tweaks.
 
I've wanted a mod like this to introduce friends to CivIVCol with the improvements that the WTP DLL includes. I'll be testing this out and providing feedback and possibly some contributions if you're open to tweaks.
Sure, testing and feedback would be great! I just don't want to add more complexity (new yields, buildings, etc) to the mod unless the system is changed.
Great idea!
Is there a gigantic map of Americas compatible with this mod?
Maps reference the missing things, so need to be regenerated/edited i think.
 
Sure, testing and feedback would be great! I just don't want to add more complexity (new yields, buildings, etc) to the mod unless the system is changed.
Just a couple quick things I found early in the game:
Rather than removing silver (which is in base CivIVCol, and is used in the construction of a couple high-level buildings in WtP), maybe remove gems instead? This would reduce resource variety on water tiles, but you wouldn't have to worry about the pearl hunter profession anymore.

And I'm getting a bug when opening the revolution screen
1750516469130.png


Otherwise things are going well so far.
 
Just a couple quick things I found early in the game:
Rather than removing silver (which is in base CivIVCol, and is used in the construction of a couple high-level buildings in WtP), maybe remove gems instead? This would reduce resource variety on water tiles, but you wouldn't have to worry about the pearl hunter profession anymore.

And I'm getting a bug when opening the revolution screen
View attachment 734971

Otherwise things are going well so far.

I replaced silver with gold in these buildings. The gems are more unique: they also occur on water, while silver is simply cheaper gold and not interesting. The pearl diver profession is replaced with prospector. Will check the revolution screen, thanks.
 
Just a couple quick things I found early in the game:
Rather than removing silver (which is in base CivIVCol, and is used in the construction of a couple high-level buildings in WtP), maybe remove gems instead? This would reduce resource variety on water tiles, but you wouldn't have to worry about the pearl hunter profession anymore.

And I'm getting a bug when opening the revolution screen
View attachment 734971

Otherwise things are going well so far.
Fixed, thanks again!
 
Furniture and Luxury Cloths have missing names in colony and trade screen.
How to build settler? Wiki has error and can't display proper.
 
Found another bug when looking at the professions in the pedia.
1750597941835.png

This was looking at "Armed Mounted Warrior", but I got it on every profession page I tried.

Also, is sailcloth intended to require hemp and cotton? The profession says "(flax)", but as flax has been removed, I can't tell if this is merely an oversight on the text/localization, or in the intended function.
 
Fixed the professions pedias. Sailcloth is only hemp for now, fixed the names as well. Not sure yet why some yields do not have names.
 
Found a couple more bugs. Milkmaids are a little better at producing cheese than other experts are at their respective products, as they retain the +1 bonus to cheese production from the base mod in addition to the 100% bonus they receive in this mod.

Also, I'm not sure what causes it, or if it's limited to this case, but when I accept Jaques Marquette, the game repeatedly plays the notification sound, and won't automatically switch to the free scout he gives. Later FFs with free units, and free units from other sources don't have this issue, but I haven't tested to see what happens if I don't accept Marquette.
 
Found a couple more bugs. Milkmaids are a little better at producing cheese than other experts are at their respective products, as they retain the +1 bonus to cheese production from the base mod in addition to the 100% bonus they receive in this mod.

Also, I'm not sure what causes it, or if it's limited to this case, but when I accept Jaques Marquette, the game repeatedly plays the notification sound, and won't automatically switch to the free scout he gives. Later FFs with free units, and free units from other sources don't have this issue, but I haven't tested to see what happens if I don't accept Marquette.
Fixed the milkmaid thing, thanks. Many yields are currently off -- I'm going to do a pass on these now that I somewhat know what I am doing.

Regarding Marquette -- it's a vanilla/WTP bug, might eventually get fixed.
 
What's the deal with sheep and goat? Why it won't show as workable tile even if I have bonus. I even edited plains to give more sheep. It shows +2 in map editor but not in the game. What's the best place for sheep?
Overall this is a great mod!
 
What's the deal with sheep and goat? Why it won't show as workable tile even if I have bonus. I even edited plains to give more sheep. It shows +2 in map editor but not in the game. What's the best place for sheep?
Overall this is a great mod!
Plains do not have sheep, and goats are removed as a yield. Not sure how you edited the plains exactly? See the updated production tree in OP, the best is grassland.
Glad you like it! :)
 
Hi, nice idea.

For my local version of WTP I replaced rice and cassava output with barley, with the idea being to then replace "barley" with "grain". This way you'd end up with grains having a similar system to how fruit works, where you can have a some local variation in what specific thing is a special yield (blueberry vs lemons, barley vs rice, etc) but you don't crowd the UI with a lot of almost duplicate things.

I also tweaked it so wheat also produces some grain and baking also outputs some food.

I think if you apply the fruit approach to grain, meat, fowl, etc you can end up with local flavor while keeping the yields manageable.
 
Hi, nice idea.

For my local version of WTP I replaced rice and cassava output with barley, with the idea being to then replace "barley" with "grain". This way you'd end up with grains having a similar system to how fruit works, where you can have a some local variation in what specific thing is a special yield (blueberry vs lemons, barley vs rice, etc) but you don't crowd the UI with a lot of almost duplicate things.

I also tweaked it so wheat also produces some grain and baking also outputs some food.

I think if you apply the fruit approach to grain, meat, fowl, etc you can end up with local flavor while keeping the yields manageable.
I decided to leave barley, but make it co-occur with food, so you make the choice between food production and (more efficient) provision production, or beer. Overall I don't think generic 'grain' is a good idea since food is already pretty generic, barley is there to work as a less common resource that boosts your provision production.
 
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