Inland equivalents of custom house

Derek Brown

Chieftain
Joined
Apr 28, 2020
Messages
50
Location
Maui, Hawaii
All - putting this out for consideration. What if we had an inland equivalent of the customs house? I'm thinking this could offer a lower sale price since the goods have to be transported from inland. It wouldn't teleport goods to another city - it would work just like the Custom House.
 
That would completely wipe out the need of transport routes... :(
I even would go the other way around.. the customs house should give you a let say +10% on the European's sale price for goods coming from a city with a customs house.. One still has to transport the goods by himself..
 
Exactly - "Transportation" as one of the pillars of game play would get almost eradicated.
I agree. An inland custom house would mainly be a workaround for the hassle of setting up trade routes. Yes trade routes aren't ideal as they are right now, but they are likely a good as they will get when building on top of the vanilla system. An improved system will likely need to be written from scratch. It has been on my wishlist for ages by now, but the task is so big that it has always been postponed because smaller and more urgent tasks shows up too.
 
Yes trade routes aren't ideal as they are right now...
Unfortunately, FlaviusBelisarius seem to have given up with "Transport automation improvements"... There was some good idea as: 1) the save and load of the import/export setup, 2) the splitting between regional trade (full automation) and route trade (between hubs).
I should definitively find once time to learn Python... Currently, all I can do it is editing .ColonizationSave with MATLAB to recover a good map for scenario (removing information about unit, city, area reveled, etc). I started this week-end and if I would have start early I could have probably help to modify the map for WTP 4.0. Doing that I realize that it should be pretty easy to have dynamic climate through the game occuring as events which redistributing ressource and TerrainType.
 
Unfortunately, FlaviusBelisarius seem to have given up with "Transport automation improvements"
Luckily I haven't given up on improving automated transports, though I keep getting other tasks to do first, such a bugfixes. I think I mentioned it before, but in case I haven't: I want to make some sort of classic colonization trade route system. Something, which works more like a transport focused game such a OpenTTD. The idea is that you make a schedule listing a bunch of colonies and for each it lists what to load and unload. You can then assign transports to work that schedule and it will go through the list in order and naturally restart at the end so it's treated as a loop. Part of why I haven't started yet is because it's a huge task to make something like that from scratch.
Also right now I plan to not start anything new prior to releasing. I'm currently in 100% bugfix mode aiming at getting the stability needed for a stable release. While good in itself, it does postpone ideas for new features.
I should definitively find once time to learn Python... Currently, all I can do it is editing .ColonizationSave with MATLAB to recover a good map for scenario (removing information about unit, city, area reveled, etc). I started this week-end and if I would have start early I could have probably help to modify the map for WTP 4.0. Doing that I realize that it should be pretty easy to have dynamic climate through the game occuring as events which redistributing ressource and TerrainType.
We use both python and C++. When a feature can be coded in either of those, C++ is generally preferred due to superior performance and debugging abilities. However luckily those two languages are fairly similar and if you know one, then learning the other one is most certainly doable. The savegame code is in C++ so in general C++ is just easier to handle if it's something, which should be kept when saving and then loading.

Feel free to join us in chat if you want to contribute to the mod.
 
Luckily I haven't given up on improving automated transports, though I keep getting other tasks to do first, such a bugfixes. I think I mentioned it before, but in case I haven't: I want to make some sort of classic colonization trade route system. Something, which works more like a transport focused game such a OpenTTD.

Nice to learn that someone still want to improve the automate system, which will be quite frustrating with the fabulous work that Raystugartt has done on yields... Having play transport tycoon, open ttd, locomotion and train fever, I agree that such trade route would be perfect for inter-hub trade route. If such system would be a greet improvement, I ask me if an additional trade system having different thersholds between hub and supplying/support city would not be also a good idea to dispatch building material and bring back raw and other goods.

We use both python and C++. When a feature can be coded in either of those, C++ is generally preferred due to superior performance and debugging abilities. However luckily those two languages are fairly similar and if you know one, then learning the other one is most certainly doable. The savegame code is in C++ so in general C++ is just easier to handle if it's something, which should be kept when saving and then loading.

Feel free to join us in chat if you want to contribute to the mod.

My idea to learn python is also because the MATLAB license are quite expensive, restrictive and do not allow compilation without an additional add-on. What I like with MATLAB is that you could directly have a graphical feedback to correct your code (I am coding like a 8 left leg spider). I have some basis of C++ but should once learned it better either for embelling it in matlab/python or for Arduino code. The only problem I have is that a day is only 24h...

Playing occasionally Civ4col with mod (R&R and WTP), I should once participate... However, it is more likely that I would make the translation to French next year if I find the time that starting programming again (well, I have a bad experience with coding for my last job at university which requires small changes every time someone still asking me data due to breaking Matlab update ).
 
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