[MODMOD] PTSD v.2.8.x for We The People 4.1 - NEW: Simple Basic Changes

I like the idea. Without wages, colonists are paid in raw materials (lower yield) which they then trade on an invisible market. That works fine in smaller harvesting colonies and slave plantations, but is useless in an industrialized colony. So without wages, there would be a large penalty to building output and high crime/unhappiness. Perhaps professional soldiers should be extremely expensive in upkeep, while militias are virtually free? Right now there’s no incentive not to deploy elite units all the time. Also please make an voluntary upkeed button for warships.
 
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stone/clay/wood/food is not counting for storage purposes is this normal ?
 
Also please make an voluntary upkeep button for warships.
How do think that should be set up? I was just thinking pay for healing/promoting for any units scattered about on the map, but it does make sense to have some bar or counter for general upkeep need level going. I just don't know how much extra computing time it is going to end up producing and how to setup the AI... I guess the AI will need the civ 4 version of upkeep... What was it? One gold per unit within your border, two in neutral lands and three at the enemy gates? And maybe an 'automatic upkeep' option for humans that prefer that way.
 
My knowledge of modding is limited, so my advice may be of little value. But I would be happy to playtest any solution. However, the simplest solution is often best, so leveraging the Civ4 civic system seems the path of least resistance. I wrote this post about using the civic system. https://forums.civfanatics.com/thre...m-aka-late-game-boredom.681391/#post-16394222
I suppose it would be an easy place to start to just copy and paste from the civ 4 files.

I like your civic ideas. I just get overwhelmed mentally trying to make them happen, since I need to figure out what to do with the things already hogging up the civic.xml file, which is serving a purpose that is not immediately clear to me.

It is the kind of thing where I probably just need to start doing what you suggest and then hopefully see more clearly later what really ought to be done.
 
Bucaneers only engage units outside settlements, i cant attack cities they just enter them.
 
cant educate veteran town guards even tho i have a college and 40 provisions/100 blades
 
cant educate veteran town guards even tho i have a college and 40 provisions/100 blades
Did you have a veteran town guard work in the city for a turn? Fortifying isn't enough. You have to drag him to one of the buildings.

Also, bucaneers cannot attack settlements.
 
Did you have a veteran town guard work in the city for a turn? Fortifying isn't enough. You have to drag him to one of the buildings.

Also, bucaneers cannot attack settlements.
yes the veteran town guard was inside the city working as something else ,but bucaneers have a settlement attack bonus...what is that for if they cant attack cities :/
 
Trying 2.8.3. I don/t understand the food change and population increase
You don't understand how it works... or why I did it?

Well, yeah, it probably needs to be improved on, and clarified, to make it more fun. I am just keeping it simple to start out (since it took me forever just to get to this point).

Population does not grow from food anymore. Food only serves one purpose, to keep the people from starving, and well maybe sell it overseas too.

Food has its own separate storage, which is increased by building granaries and some other buildings.

Every 10 population of a city gives a heart, or growth point, which accumulates to eventually cause population growth. So if your population is less than 10, there will never be any new people
born in that city.
 
cant educate veteran town guards even tho i have a college and 40 provisions/100 blades
nvm i just needed more gold ,civpedia says 300 gold but due to game speed it is 600 gold wich i didnt have :P
 
dunno if it is on PTSD only but i can only build sawmills on deciduous forests/ dense forests and ancient forests. Northern and coniferous i cant.
 
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