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

Very useful, Alex. :thumbsup:

The building overview looks great with all the pictures included! I did not check everything in detail, but chickens can be merged with the domestic geese cell, as chickens also produce down.
Also the unique units could be added as superexperts.
 
Very useful, Alex. :thumbsup:

The building overview looks great with all the pictures included! I did not check everything in detail, but chickens can be merged with the domestic geese cell, as chickens also produce down.
Also the unique units could be added as superexperts.
Thanks for the feedback. Fixed chickens with down, added unique superexperts (from version 4.1), had to add a column for superexperts-collectors and a row for money from explorer. I just don't know how unique units will do other work
 
Good work, Alexdmn! :)
Not sure if the explorer was necessary to be added, as he not working at a colony. Same counts for the collectors, as the starting point of your overview is the buildings. But it doesn't harm either.
The unique units have the same sub-expert skills as the Experts they replace.
 
Good work, Alexdmn! :)
Not sure if the explorer was necessary to be added, as he not working at a colony. Same counts for the collectors, as the starting point of your overview is the buildings. But it doesn't harm either.
The unique units have the same sub-expert skills as the Experts they replace.
I added the scout not to the building sheet, but to the raw and resource sheet, as well as some unique experts, because Fisker, Lumberjack, Escavador not working at a colony also
 
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Farm animals with * also produce food, only when slaughtered, correct? Would the * be better placed next to cowhides, wool, pigskins, etc. to 1) clarify that producing milk does not produce food and 2) add an asterisk next to other raw goods which also create food as a byproduct, such as rice, fruit, and furs?
 
Thanks for your suggestions. I hoped that what you mention already is clear enough from the table.

I would like to emphasise that the production chain is, for example, [cows] --> [food] and [cowhides].
Placing the * next to the cowhides would lead to possible confusion that cowhides would provide the food.

Your second point is covered with the additional remarks at the bottom of the table:
* Producing raw materials in some cases also provides additional food. This is the case with (2) Rice, (3) Cassava, (49) Fur, (56) Fruit and (61) Wild Bird Feathers.
 
I see it labeled in the table now. I was looking more at the production chain table.

possible confusion that cowhides would provide the food
Why not change the label then? For example:

Cowhides *
Fruit *

* When produced, also generates food as a byproduct, equal to one half (rounded down) of the base resource yield.
 
Ok, I see your point about the Fruits etc. That could be added in the production chain table.

Still, with regard to the animals, it is the cows that provide the food and not the cowhides.

In terms of production chain:
- Input: cows.
- Output: cowhides + food.
 
In terms of production chain:
- Input: cows.
- Output: cowhides + food.
Yes, understood.

I'm merely suggesting that, instead of marking which resource produces food, instead you should mark the resource that gets produced alongside food. Cowhides don't produce food, but cowhides get produced at the same time that food gets produced. Same with fruit. I think it would make a more consistent chart because:
  • Includes fruit, rice, etc.
  • Excludes cheese
  • In-game, you would need to look at the cowhides building to see how much food comes from cows. The information is listed in the same tool-tip, and the food output is directly related to the cowhides output (Master Butcher produces more food). You would not look at cows production.
Overall, it shouldn't make a big difference, because we quickly learn how it works while playing. But it might help newer WtP players.
 
Production chain overview error
Maybe I missed something, but I found such an inconsistency in the game
 

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I've updated the production chain table for the point on the other raw materials providing food mentioned by Cammcken and the error that Alexdmn noticed.
Thanks for the feedback, that certainly helps in improving the overviews!
 
Production chain overview error
And in the colopedia it is written like this. It is not known where the feathers of wild birds are used
 

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Production chain overview error
And in the colopedia it is written like this. It is not known where the feathers of wild birds are used
The guide already refers to internal development verion (upcoming WTP 4.1) not public version (current public WTP 4.0.2).
Thus the image is correct - as this is how it works in the development version which our supporters / testers play. :)

see here:
The version of excel is already representing the upcoming WTP 4.1 version
 
The guide already refers to internal development verion (upcoming WTP 4.1) not public version (current public WTP 4.0.2).
Thus the image is correct - as this is how it works in the development version which our supporters / testers play. :)

see here:
Ok, I thought so, but just in case, I checked
 
In the develop version we included some small balancing of the Wetland and Marsh terrain:

1) Rice (Yield + Bonus Resource) will be removed from Wetland and added to Marsh (so it more or less will just switch Terrains).
2) Wetland will get +1 Iron Ore instead as compensation for losing Rice (thus Marsh and Wetland will be relatively equally balanced).
3) Tundra Hills: has Clay instead of Coal, resulting in the availability of Clay throughout all climate regions.
4) Bogs will not get destroyed anymore by building a Iron Mine, Iron Mill or Peat Pit (so their Bonus on Peat and Iron is preserved).

As (1), (2) and (3) are relevant for the goods/terrain overview, the changes are included there now as well.
 
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Absolutely amazing mod ! THANK YOU !

minor error in your table "Ship Overview". The strength for the Royal Frigate and Royal man-of-war are switched (Royal Man-o-War should be 65)

My land units get experience for killing land animals. But, my ships do NOT get experience for killing sea animals...is that intended?
 
Hi,
Could you help me understand the livestock a bit more please? I have a pig resource, a breeding pen on it and a expert herder, but the herder doesn't want to work the pigs, it brings up other options such as farmer. Do I still need to bring the pig resource from Europe?
Thanks in advance
 
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