Hi all and a happy 2026,
I’m a long-time player (as in: first Colonization on a 486
), but this is my first post on the forum.
I really enjoy the mod, but I haven’t yet managed to finish a full game. The main reason is the amount of micromanagement required for wagons and ships in the mid game, and especially in the late game.
One thing that could help a lot here, in my opinion, is a more advanced auto-trade system. I know the current system sort of works, but it’s fairly tedious to set up and doesn’t feel very efficient, neither in transport usage nor in CPU calculation time.
I’m aware that some of the “godfathers” here don’t see this as a priority, since they enjoy the brain gymnastics of managing domestic demand chaos
. That’s totally fair. However, I had some extra time over the holidays and wanted to experiment a bit with AI engines. This seemed like a perfect test case for exploring their logical and coding capabilities.
I did some research on the forum and found plenty of player feedback about the current trade system, along with ideas for improvements. Using that information, I asked our digital assistant to propose a solution.
What it came up with is a pull-based demand system. It definitely still needs work, but it looks promising enough to share.
.
Looking forward to your thoughts!
I’m a long-time player (as in: first Colonization on a 486
I really enjoy the mod, but I haven’t yet managed to finish a full game. The main reason is the amount of micromanagement required for wagons and ships in the mid game, and especially in the late game.
One thing that could help a lot here, in my opinion, is a more advanced auto-trade system. I know the current system sort of works, but it’s fairly tedious to set up and doesn’t feel very efficient, neither in transport usage nor in CPU calculation time.
I’m aware that some of the “godfathers” here don’t see this as a priority, since they enjoy the brain gymnastics of managing domestic demand chaos
I did some research on the forum and found plenty of player feedback about the current trade system, along with ideas for improvements. Using that information, I asked our digital assistant to propose a solution.
What it came up with is a pull-based demand system. It definitely still needs work, but it looks promising enough to share.
Short version of the idea
- Players assign cities and transport units to economic zones.
- Per zone, an algorithm matches demand and supply, using priority tiers:
- P1: Survival and expansion
- P2: Production chains
- P3: Domestic market
- P4: Export
- Possible supply–demand pairs are scored.
- Transport options are ranked using a weighted formula that considers:
- Priority tier
- Urgency
- Stock pressure
- Distance
- Available transport units are assigned to the highest-scoring routes, with some added efficiency features:
- Load maximization
- Synergistic batching
- Staged relay drops
- The system then executes the moves.
Attached files
I’ve added several documents for those who want to dig deeper:- Forum player remarks on trade analysis
An overview of trade and transport-related feedback collected from this forum. - V2 Analysis – Civ IV Colonization & We the People 4.2.1
A code and file-structure analysis I made using Windsurf. I’m not a developer, so this was mainly to help the AI understand the structure. - Game Speed Capacity Overview
A short analysis of differences between game speeds. There may be an issue here where the old per-yield storage system is still assumed instead of pooled storage. - Prompt V2 – New Start
The prompt used to generate the system. - V2 Civ IV Colonization Auto Transport System (Google docs version)
The actual framework for the demand-driven auto-transport system.
Looking forward to your thoughts!
Attachments
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Prompt V2 New start.txt8.1 KB · Views: 6
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V2 Analyse 2 Civ IV colonization en We the People 4.2.1.txt15.8 KB · Views: 7
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Forum_player_remarks on trade_analysis.txt25.6 KB · Views: 5
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Game_Speed_Capacity_Overview.txt4.1 KB · Views: 10
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V2 Civ IV Colonization Auto Transport System.txt36.8 KB · Views: 11
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