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Guide to WTP 4.0 - Traits, goods, units and ship overview

ArchdukeLiet

Chieftain
Joined
Oct 19, 2022
Messages
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WTP 4.0 has many new features, terrains, goods, buildings, professions, units and so on. This can be quite overwhelming when starting a new game with this mod.
To help everyone a bit with getting in control, we provide guides on (1) civilization and leader traits and unique national units, (2) goods and production chains, (3) equipment needed for equipable professions, plus a special unit overview and (4) ships.

Attached here is the excel file containing all the overviews. You can download it at the end of this post.
In the posts below more context is added and the overview is presented as pictures, for those who would prefer to view it that way.

Latest version: September 5th, 2023.
The version of excel is already representing the upcoming WTP 4.1 version, so it contains unique national units and a tweak to the goods production chain.

General note: all values are based on a normal game speed and can change in a game at quick/epic/marathon speed.

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Civilization and leader traits and unique national units
Everyone will select a certain nation (civilization) and leader when starting a game. Each civilization and leader has certain traits, creating a differentiated start and influences your strategy.
Additionally, from WTP 4.1 on, each nation will also have a unique national unit. This unique unit replaces a specific expert in the game, being even more powerful or productive and contributes to distinguish all nations even further.

Here is the overview of Civilization traits, leader traits and unique units:
Traits 1.JPG
Traits 2.JPG
Traits 3.JPG
 

Attachments

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Goods and production chains
Tucker and I have been working a lot on a much demanded overview: goods, including the production chain.

Most essential information can be found here: what goods are raw materials or processed goods, on what base terrain the raw material can be found, what building would be required to produce the processed good, who the best regular expert is, where the good it used in and what it is used for. Additionally the overview states what goods are in domestic demand and are included in the colony storage count.

Please note that by default the overview is sorted as a production chain, creating an overview that is a logical as possible. Different production chains intertwine, so in some cases you still have to search a bit up and down the list. But is you are able to play colonization, we are quite confident that you can manage this as well. ;)
We also included the possibility to sort the goods by number - mapped by the European/colonial goods screen. Finally it is possible to sort it alphabetically.

Side note: from the next update on (4.03 or 4.1) Wild Bird Feathers will be used for Lined Goatskin Boots. This is already implemented in the overview, but differs from 4.02 where Wool is used. Also Rice is moved from Wetland to Marsh, where Wetland will get a +1 Iron Ore instead.

Addition on May 21st, 2023:
Below the Goods overview table I included a visualization of all the production chains of goods.

Goods1.JPG

Goods2.JPG

Goods3.JPG

Goods4.JPG

Goods5.JPG

Goods6.JPG


Production chain overview:
WTP Production Chain Overview.png
 
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Equipment needed for equipable professions, plus a special unit overview
Here is an overview on the equipment requirements of equipable professions that you create.
For example, to create a settlement you now need a unit equipped with everything a settler needs: 30 food, 20 horses, 30 lumber and 20 tools.
In addition the strength of each profession and required barrack space of military professions is included.
Finally, the second part of the table gives an overview of special units. These are units that can only be bought or gained through goody huts and events.

Please note that all units do have different bonuses and abilities. For example the buccaneer has a hidden nationality that allows to attack other units without declaring war (but not to attack other settlements).
Also note that the required goods are based on a normal game speed. For epic required good are *2 and for marathon *3.
Finally, there are some minor changes for 4.03/4.1 underway. These are i.e. strength values of the Town Guard, Slave Hunter and Slave Overseer and are already included here.

Units.JPG


Ships
WTP also introduces many new ships and revised the characteristics of each ship. The aim was to promote the use of different ship types, instead of using only a limited number of types. For example, a galleon can transport goods and treasures, but no colonists or troops. Most military ships can transport goods and troops.

Here is an overview of the required goods when building a ship and their main characteristics.
Ships.JPG
 
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What I really need is something similar for all the production lines, resources and professions with their tiny symbols. And I need to print that sh*t out and keep it next to me all times.
The new release can be really overwhelming and colopedia definitely needs work.
 
Thanks, good points Dacaso and Jooe. I've just updated it.

I intend to create more overviews, Uplink. But the goods/production lines one is a bigger chunk to chew on.
Please note that the colopedia is up to date, so all the information is there. Having an overview here is an extra service.
 
Does anyone know what the purpose of Social Status is with regard to the units?
Currently it is mainly about the "Growth Mechanic" that was overhauled.
It influences which UnitTypes are "born" when there is enough food.
In the future it may have however more effects.
 
Thanks, good points Dacaso and Jooe. I've just updated it.

I intend to create more overviews, Uplink. But the goods/production lines one is a bigger chunk to chew on.
Please note that the colopedia is up to date, so all the information is there. Having an overview here is an extra service.
There are entries for everything on Colopedia, but very little information and it`s not linked well. It should be obvious what to do with let`s say "goats" just by clicking on it, you should see that you can turn them into boots and you also need wool to do it. It just needs a little bit of reworking and extra information.
 
It just needs a little bit of reworking and extra information.
The "just" basically comes down to somebody having time and motivation for it. :)
Everybody can volunteer to support or start contributing to the mod - it does not always have to be the same people working.

Please trust us that we modders are not lazy - we work already a lot on this project in our spare time.
Especially in the last 3 weeks some team members spent 4+ hours of additional work after having already worked for 8 hours in their job.

So please be a bit careful about using words like "just" or "a bit" if the effort you are talking about is not your own. ;)
This small "just" may make the difference between a 12 hours work day and a 13 hours work day ...
 
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There are entries for everything on Colopedia, but very little information and it`s not linked well. It should be obvious what to do with let`s say "goats" just by clicking on it, you should see that you can turn them into boots and you also need wool to do it. It just needs a little bit of reworking and extra information.
You are invited to support the team in this regard. ;)
 
Thanks, good points Dacaso and Jooe. I've just updated it.

I intend to create more overviews, Uplink. But the goods/production lines one is a bigger chunk to chew on.
Please note that the colopedia is up to date, so all the information is there. Having an overview here is an extra service.
I'd be able to get started on a spreadsheet for goods and materials this weekend. Including requirements and what they're good for in production chains. I think that would help for adding or correcting info in the Colopedia.
 
That's great, Tucker8! Actually I already started working on it.
Let's get in touch on discord, so that we can cooperate on it while avoiding double work. :)
 
I'd be able to get started on a spreadsheet for goods and materials this weekend. Including requirements and what they're good for in production chains. I think that would help for adding or correcting info in the Colopedia.
Maybe we can add the yield / unit / etc. buttons over time to underline the overview :dunno:
 
Tucker and I have been working a lot on a much demanded overview: goods, including the production chain. Most essential information can be found here: what goods are raw materials or processed goods, on what base terrain the raw material can be found, what building would be required to produce the processed good, who the best regular expert is, where the good it used in and what it is used for. Additionally the overview states what goods are in domestic demand and are included in the colony storage count.

Hopefully now it is clear how to make your own formal clothes. :)

I have updated and restructured the first three posts in the thread.
 
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