Let's publish my first colonization mod. The one adding the functionality similar to Custom House of original Colonization.
For those who do not know, Custom House is building that allow you:
1. sell goods to Europe automatically without manual loading galleons, that becom quite boring in the middle-last game, espetially if you prefer building huge colonies.
2. and allow you to trade even boycotted goods (in new Colonization, in opposition to old one boycott is absolutely permanent... But I do not like anything too permanent
).
Alas, It's really possible to make something like Custom Hose in new Colonize - each building have tag "iOverflowSellPercent" in xml files. This tag allow building to sell goods, that are exceed it's store capacity. Warehouse expansion utilizes this tag. Set it to 100 and buliding will sell exceeds at full cost.
But. There is some troubles with such approach:
1. Goods will be not sold at once - they will 'decay' by few percents each turn.
2. Traded goods to not affect European prices, taxes and do not generate trade Founding Fathers points.
3. Boycotted goods still can'be traded.
So, I decided some changes are needed here. Because I am pretty new in modding, I did not add any new tags to building, but rewrite the processing of existing "iOverflowSellPercent" tag.
So now any building that have this tag will:
1. If stores of ANY yield except food in city exceeds it's maximum capacity the exceed will be sold in Europe for "iOverflowSellPercent" percents of it cost, except taxes.
2. Boycotted goods also be sold, but at half of it's price (i.e. half of "iOverflowSellPercent" percents of it's price in Europe, counting taxes)
3. Traded goods will apply to calculations of prices in Europe, new taxes and generation of trade FF points.
4. All goods except foods can be sold, if it exceed maximum capacity, whatever it was produced in city or imported.
5. I did not test it yet, but it must be also tradeable during WoI (at half price). Still need to think how it's correspond with new Constitution model.
After making this change I removed from warehouseExpansion the ability to sell items to Europe and implement new building Custom House that have "iOverflowSellPercent"=100.
So now, any colony with Custom House will sell any excedes of it's maximum store of goods (300) directly to Europe.
Calculations for example.
1. You have tax 10%, price of cotton is 6, price of tobacco is 6 and tobacco is boycotted.
2. You have 290 cotton in store and 290 tobacco in store.
3. You yield 20 cotton and 20 tobacco. So in store were be 310 of each
4. Custom House will sell 10 cotton and 10 tobacco at the end of turn.
5. You'll recieve 54 gold for cotton (60 - 6gold tax) and 27 for tobacco (60 - 6gold) divide by 2 for boycotted good.
300 tons will always stay in colony and can be used for processing or trading with natives and other players.
As here is no required FF and Custom House is a feature of late-period game I made it costly:
1. 750 hammers and 300 tools.
2. require WarehouseExpansion and Shipyard
I was intended to made it require some level of rebel sentimens but did not catch how to do it yet.
I have no any skills in drawing, design or animation, so I used arts from Warehouse Expansion with no any change.
I am sure it is needed some balancing yet, but let's try it now.
P.S. As far it's my first mod, so if there will be any troubles let me know.
For those who do not know, Custom House is building that allow you:
1. sell goods to Europe automatically without manual loading galleons, that becom quite boring in the middle-last game, espetially if you prefer building huge colonies.
2. and allow you to trade even boycotted goods (in new Colonization, in opposition to old one boycott is absolutely permanent... But I do not like anything too permanent

Alas, It's really possible to make something like Custom Hose in new Colonize - each building have tag "iOverflowSellPercent" in xml files. This tag allow building to sell goods, that are exceed it's store capacity. Warehouse expansion utilizes this tag. Set it to 100 and buliding will sell exceeds at full cost.
But. There is some troubles with such approach:
1. Goods will be not sold at once - they will 'decay' by few percents each turn.
2. Traded goods to not affect European prices, taxes and do not generate trade Founding Fathers points.
3. Boycotted goods still can'be traded.
So, I decided some changes are needed here. Because I am pretty new in modding, I did not add any new tags to building, but rewrite the processing of existing "iOverflowSellPercent" tag.
So now any building that have this tag will:
1. If stores of ANY yield except food in city exceeds it's maximum capacity the exceed will be sold in Europe for "iOverflowSellPercent" percents of it cost, except taxes.
2. Boycotted goods also be sold, but at half of it's price (i.e. half of "iOverflowSellPercent" percents of it's price in Europe, counting taxes)
3. Traded goods will apply to calculations of prices in Europe, new taxes and generation of trade FF points.
4. All goods except foods can be sold, if it exceed maximum capacity, whatever it was produced in city or imported.
5. I did not test it yet, but it must be also tradeable during WoI (at half price). Still need to think how it's correspond with new Constitution model.
After making this change I removed from warehouseExpansion the ability to sell items to Europe and implement new building Custom House that have "iOverflowSellPercent"=100.
So now, any colony with Custom House will sell any excedes of it's maximum store of goods (300) directly to Europe.
Calculations for example.
1. You have tax 10%, price of cotton is 6, price of tobacco is 6 and tobacco is boycotted.
2. You have 290 cotton in store and 290 tobacco in store.
3. You yield 20 cotton and 20 tobacco. So in store were be 310 of each
4. Custom House will sell 10 cotton and 10 tobacco at the end of turn.
5. You'll recieve 54 gold for cotton (60 - 6gold tax) and 27 for tobacco (60 - 6gold) divide by 2 for boycotted good.
300 tons will always stay in colony and can be used for processing or trading with natives and other players.
As here is no required FF and Custom House is a feature of late-period game I made it costly:
1. 750 hammers and 300 tools.
2. require WarehouseExpansion and Shipyard
I was intended to made it require some level of rebel sentimens but did not catch how to do it yet.
I have no any skills in drawing, design or animation, so I used arts from Warehouse Expansion with no any change.
I am sure it is needed some balancing yet, but let's try it now.
P.S. As far it's my first mod, so if there will be any troubles let me know.