Hm... I have a master butcher in a butcher's house, 100 sheep and 36 salt in the warehouse, but he's not producing luxury food. Am I missing something? Butcher's only process cattle? The popup says so.
Hey, guys, sorry just now seeing these posts. Anyone is welcome to join the team here and basically you guys are already a part of it. You have both given good suggestions which I have added to the game. mastrude, you are more than welcome to work on the XML, which part are you referring too, like the descriptions? And, Nightinggale, I am very interested in your ideas on how to improve game performance. I have added tons to this game and you can feel the system hit when you play the mod vs the vanilla game.
In the current version there is no code so that professions can use "either or" goods to produce a product, it want do say, Cattle "or" Sheep plus Salt. So, it is set up so that Butchers use only Cattle and Salt. Sheep then become of little value besides selling them or useing them to create sheep farms.
In the new version however, I have removed salt as a commodity. Now Butchers require Cattle and Spices to make Luxury Food and Inns use Sheep (think mutton) and Wine to build Culture. Now sheep have a better purpose.
Thanks for the bug report on building Baileys. From what people have told me that's one feature of the game that didn't really get used so I haven't put any more time into it and have considered removing it all together. What do you think about it, is it a fun part of the game?
My over all goal here is to have a fun Medieval simulation based on the original Colonization game. We have played with the idea of having specialized cities, that being; commerce, religious, and military, because it seemed like a good "fun" idea However, in my studies cities could be built up around military forts but then some cities built military defenses up around them as they grew. Also, monasteries could start out with just the monks, but the monks become so prosperous in their endeavors that whole cities grew up around them. So, I've been thinking of removing city type requirements altogether and just let the different cities have different starting buildings. This would take some time to code cause right now buildings like Shrines and Markets share the same Special building slot on the city screen and would over lap each other, so I may do this in a future update.
Fealty is what use to be Bells in the vanilla game and it represents the peoples approval of your kingship, meaning that percent of the cities population supports you as their king. And yeah, it will increase the Pope's army. This was a gripe people had in the vanilla game and a strategy as you say was to wait till late game to build up your Rebel sentiment.
My idea to fix this is by using the Pope's attitude towards you as a more influence on his decision making. If he is upset with you he will check your "power", if it is pretty strong then he will add units to his army.
Also, in this Mod, Fealty directly influences Immigration. At the start of your game if you put a steward to work it will increase Immigration. In the Vanilla game only Cross production increased Immigration but in this mod it is a factor of Fealty, Religion, and Culture.
That's a big reply so I'll stop here for now
