Interesting, another cool Victoria feature I never expected in Col..
It sounds intriguing, though one possible issue could be some people might think it too much micromanagement work to need to frequently redistribute goods evenly across all the colonies (eg it could make players fearful of having any goods stored in their colonies because of price depression, move goods to and from ships for price effects, or take advantage of depriving colonists of a certain good to bump up the price for later.)
I see what you mean; I'm not sure it would be too much micromanagement though since the player can set the export/import of each city and then automate wagon trains to do the job. As for storing goods in the ship to not suffer price depression and such, I'm not sure it really is that advantageous, because most citizens will not be able to buy all their demand goods, so if you produce more than is being bought, that will bring down the price and you will be able to sell to the poorer citizens (for instance, the uneducated ones), even if at a lower price, the profit margin would still justify the production... I think.
But it does seem an improvement from the current system where Europe prices will always just decline. You could try to adjust it so that goods sitting in the warehouse have no active effects on price, but selling goods to your population has about the same downward price effect as does selling goods in Europe, this should eliminate some micromanagement worries since the effect of any "sale" would be pretty equal.
I think the ships selling in Europe would correspond to a ship unloading in a city; I say this because when you sell goods to Europe, you are basically unloading them there and increasing the offer of said good in Europe. But when a citizen makes a purchase in a city, the offer isn't being increased, it's the "perfect" meeting of offer and demand.
Also could bump up correlationpercent in globaldefines.xml to make global markets more interrelated. Although, having an opponent's colony potentially give you more attractive prices due to scarcity there does open up interesting possibilities for trade. (one cool idea for the future, that correlation factor could be affected by a civic like Protectionism versus Free Trade?)
It would be interesting if foreign wagon trains would be able to sell or buy to your cities depending on that city's export / import settings (and it would increase the correlation between markets more organically too), I'm keeping that as a planned thing to do later on.
That makes sense.. Perhaps you could just have the specialists require the various pre-modern techs that colonial civs already have. (I'm guessing you're using a new XML tag for tech requirements like for units such as Cossack etc). That way the colonials start with access to them, but the natives have to develop them gradually.
They already do, as even though the specialists are enabled for them, they have no way to get them yet. There is a tag for units, professions and buildings requiring fathers (or events). The way they work is a bit different though, since it depends on the XML loading order; so tags for professions are in the fathers xml, while the units and buildings tags are in their own xmls.
I see.. I guess I'd noticed they seemed generally similar to vanilla Col natives but wasn't sure if there's any particular AI code holding them back. There is the known issue of needing the parent civ to get any price list access. I don't know whether the AI natives are able to trade to earn gold or buy needed goods/units like the colonists, IIRC there was some isNative check in EuropeScreen.py I had to remove. One problem I noticed in my mod: I added some units and buildings that required resources (Tools or others like "Cigars" etc) to construct, the AI seemed not to handle this very well, starting to construct things without collecting required goods. I don't know if this is also a problem for the many existing buildings in Col that require Tools etc, I would hope Firaxis added code to plan for that.
When I set AI governors for my cities, they frequently use the gold I have to hurry buildings, maybe that's what they are doing? As for the price list, that's because it is set to show up the parent's price listing in CvGameTextMgr.cpp, you have to change this line:
Code:
szBuffer.append(gDLL->getText("TXT_KEY_BUY_AND_SELL_YIELD", kParent.getYieldBuyPrice(eYield), kParent.getYieldSellPrice(eYield)));
to:
Code:
szBuffer.append(gDLL->getText("TXT_KEY_BUY_AND_SELL_YIELD", kPlayer.getYieldBuyPrice(eYield), kPlayer.getYieldSellPrice(eYield)));
then it should work (but you still would need a system for them to sell according to their own price listing).
Com certeza!
I'll be working through Friday but would be glad to immerse myself in a beta over the weekend if you've got one..
Great
I'll prepare the files and upload. Just a few things you might need to know though: I have changed immigration so that instead of it appearing at the docks, it will appear directly in a random city (in the future, only cities with docks); furthermore, it won't be generated by making crosses, but rather, when a citizen starves somewhere, it will emigrate to the civ with the highest crosses stored (colonial civs get a bonus to getting immigrants from their parents), and then that civ's stored crosses will be reset. If a specific specialist is needed though, it can still be bought in Europe.
Now only clergy units can work as preachers, that is, the new Clergyman, the Firebrand Preacher and the Jesuit Missionary. In order to educate a citizen to Firebrand Preacher or Jesuit Missionary, you first have to educate that citizen to Clergyman; even if you have no Clergymen in the city, as long as you have Firebrand Preachers or Jesuit Missionaries, you can teach the Clergyman profession to them.
This learning system is similar for the new journeyman units (one for each industrial profession), with first citizens needing to learn, for instance, the Journeyman Blacksmith specialty before being able to learn the Master Blacksmith one. Journeymen also perform research, just like the Masters, but they do so at 3/4 the points a master would provide.
Schoolhouses, Colleges and Universities increase literacy by 1% per turn; each unit has their own literacy, when it goes over 50%, the unit becomes literate. Unliterate units have their research points halved, and literate units producing bells, crosses or education gain a +50% modifier to production. Cities without a Schoolhouse/College/University will decrease their units' literacy by 1% per turn.
There are a few wonders that can be produced instead of normal buildings (but just in one city, of course); some of them already start out built, such as the Stephansdom for Austria or Notre Dame for France (both replacing the Cathedral and giving +100% crosses in that city). The only colonial one so far is the Springfield Armory for New England, which replaces the Arsenal in the city it is built in, and gives +100% Guns instead of the Arsenal regular +50%.
I hope I haven't forgotten anything