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

I play on Epic and by the year 1522 i have a few cities with 4/5 people and the AI has bigger cities as always but i just prefer to go wide...but the thing is in the whole map there is 1 native city with 3 and the rest are all just 1, shouldnt the europeans be outnumbered ??? is this an AI issue or do the natives prefer to make troops instead? Can the native cities be buffed from the start? like starting size tied to food around them! This could force us to value diplomacy or plain agression with the natives making them matter more!
 
I play on Epic and by the year 1522 i have a few cities with 4/5 people and the AI has bigger cities as always but i just prefer to go wide...but the thing is in the whole map there is 1 native city with 3 and the rest are all just 1, shouldnt the europeans be outnumbered ??? is this an AI issue or do the natives prefer to make troops instead? Can the native cities be buffed from the start? like starting size tied to food around them! This could force us to value diplomacy or plain agression with the natives making them matter more!
Yeah, I noticed that too. I switched the natives to grow from food again. But I still can't figure out how to get them to buy food - I know I got them to do it in an older version. Thank you for getting me to snap out of watching the Planet of the Ape movies from the 60-70s... Weird stuff, but good to nap to.
 
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How can I edit the date which experts becomes buyable and available as immigrants?
In Assets/XML/Units/CIV4UnitInfos.xml (but also need to change Assets/XML/Units/CIV4ProfessionInfos.xml) under the tag <iGameYearAvailable>. The dates need to match in the two files. Please feel bound to share those files back with me. I was about to go through every single ship and see around what year they were first built... but if you already know these things...
 
My Suggestions

Early Reform (1520)

  • Galleon – development of the carrack. Associated with the Age of Discovery, so I’d make it available in 1520.
  • Rangers – 1520 (they’re just a bit too strong if you get them from a goody hut event at the very start).
  • Frigate – 1520.
  • Caravella Redonda – the early caravel should be able to sail up major rivers.
  • Fluyt (dutch get one early)
  • Privateer
Middle Reform (1592)
  • Sloop
  • Schooner
  • Corvette
  • Merchantman
  • Brigantine
  • Slave Barque
Late Reform (1648)
  • Line Infantry (shouldn’t really be producible in the colonies, only obtainable via events).
  • Continental Guard
  • Brig-of-War
  • Hessian
  • West Indiaman
  • SoL
Also, level three buildings should not be buildable until… let’s say 1648. And immigrants should require more crosses in the early game. There should also be a ban on exporting finished goods to Europe until you bribe the King.
 
My Suggestions

Early Reform (1520)

  • Galleon – development of the carrack. Associated with the Age of Discovery, so I’d make it available in 1520.
  • Rangers – 1520 (they’re just a bit too strong if you get them from a goody hut event at the very start).
  • Frigate – 1520.
  • Caravella Redonda – the early caravel should be able to sail up major rivers.
  • Fluyt (dutch get one early)
  • Privateer
Middle Reform (1592)
  • Sloop
  • Schooner
  • Corvette
  • Merchantman
  • Brigantine
  • Slave Barque
Late Reform (1648)
  • Line Infantry (shouldn’t really be producible in the colonies, only obtainable via events).
  • Continental Guard
  • Brig-of-War
  • Hessian
  • West Indiaman
  • SoL
Also, level three buildings should not be buildable until… let’s say 1648. And immigrants should require more crosses in the early game. There should also be a ban on exporting finished goods to Europe until you bribe the King.
Excellent work! You are a Christian and a Scholar! my father would always say... to my debauched cousin who dropped out of college
 
My Suggestions

Also, level three buildings should not be buildable until… let’s say 1648. And immigrants should require more crosses in the early game. There should also be a ban on exporting finished goods to Europe until you bribe the King.
I second that as well!
 
Your mod makes the game much harder and more balanced – and also much more enjoyable! However, I still think it needs some kind of diminishing returns mechanic to prevent the snowball effect. For example, corruption based on the number of settlements and citizens. Perhaps in the form of an additional internal tax, separate from the royal tax. Or by using a civic system similar to what we saw in Civ4. But great work!
What I once contemplated was some sort of "private enterprise factor."
Basically, instead of the domestic market still producing a fair share of gold by directly selling goods from 'our' inventory, we'd only get a share of yields from what is being produced, the rest being traded / stashed away directly by the 'proprietors', that is some free citizen that's been squatting a plot for long enough. The factor should definitely depend on liberty bells, too.
I'm just thinking out loud, but I reckon it could be coded as some sort of "domestic market, within the domestic market" method.

Another thing I wondered about: In January your code didn't compile. Can you tell me what the error was, ramstormp?
 
What I once contemplated was some sort of "private enterprise factor."
Basically, instead of the domestic market still producing a fair share of gold by directly selling goods from 'our' inventory, we'd only get a share of yields from what is being produced, the rest being traded / stashed away directly by the 'proprietors', that is some free citizen that's been squatting a plot for long enough. The factor should definitely depend on liberty bells, too.
I'm just thinking out loud, but I reckon it could be coded as some sort of "domestic market, within the domestic market" method.

Another thing I wondered about: In January your code didn't compile. Can you tell me what the error was, ramstormp?
I need to get to thinking out loud to understand what you mean exactly. I have thought about separating out what yields are available for the domestic market and what goes to warehouse; so maybe your suggestion would end up doing that?

I can't quite remember what the difference was with the code, but I did some reverse engineering in the form of copying and pasting files, I think. You were probably right about the makefile, but I could not make it work by changing anything inside it. I'll let you know if my memory decides to kick in.
 
So this mod is basically hard mode until you decide to roflstomp all the Europeans, at which point it becomes impossible mode, right? Because that's how I usually play my WTP games...

As in, the people who would play this are people who just develop in their tiny little part of the Americas without trying to dominate the continent - because that is already hard to do in a WTP game, and since all the restrictions in PTSD are player-only and you have the no FF race option, that makes me think the style of play you can do in PTSD is limited to turtling on your own. Is that correct?
 
So this mod is basically hard mode until you decide to roflstomp all the Europeans, at which point it becomes impossible mode, right? Because that's how I usually play my WTP games...

As in, the people who would play this are people who just develop in their tiny little part of the Americas without trying to dominate the continent - because that is already hard to do in a WTP game, and since all the restrictions in PTSD are player-only and you have the no FF race option, that makes me think the style of play you can do in PTSD is limited to turtling on your own. Is that correct?
Someone requested a punishment on "going wide", so I tried to do that in a quick, lazy way without the ability to exactly foretell how life might end up with 60 colonies other than 'I guess they will have to school a bunch of judges and preachers before they head too far west'. My aim would be more towards a balance where you end up filling up max the eastern half of a continent plus a few islands by the 1770s, not the entire thing; but I need help, since I am really not all that good at balancing with a view towards the end of the game (I never reach the end - I always start afresh once boredom kicks in).

It was not my intention at all for the Danes to come at my poor town guard with a Royal Line Infantry drabbed in red around 1547 last night like a coldsweat Swedish farmboy nightmare. The AI is supposed to be restricted on that in the same way as the human - I just have to find all the little loopholes. It is kind of amazing to me that the AI adjusted its strategy so well when it couldn't buy the soldiers in Europe. If you can't buy, beg. The restrictions that the AI don't share that I can remember are in happiness, health, law (as it is in the core mod), types allowed in cargo slots, overseas stock limits (though I probably need to change that), and they sail twice as fast over the Atlantic (not the case in the last few versions, but I changed back because it makes a huge difference to their skill level).
 
I need to get to thinking out loud to understand what you mean exactly. I have thought about separating out what yields are available for the domestic market and what goes to warehouse; so maybe your suggestion would end up doing that?
Ya, maybe the separation of "privatised" goods could happen there in the pipeline. I have entertained this idea for a while now, but admittedly, albeit I've had a look at some sections of the code, I am only superficially familiar with how the domestic market has been implemented. It would be a reasonable feature, I just wonder how to add this without going overboard. A simple subtraction term? Low-key simulation of the social strata within a settlement by modifying and hence individualising the colonists? Another rabbit hole. Maybe I shall make this my modmodmod project: cPTSD.
 
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Ya, maybe the separation of "privatised" goods could happen there in the pipeline. I have entertained this idea for a while now, but admittedly, albeit I've had a look at some sections of the code, I am only superficially familiar with how the domestic market has been implemented. It would be a reasonable feature, I just wonder how to add this without going overboard. A simple subtraction term? Low-key simulation of the social strata within a settlement by modifying and hence individualising the colonists? Another rabbit hole. Maybe I shall make this my modmodmod project: cPTSD.
Haha, that little c makes such a huge difference - immediately puts me in a state of shock just seeing the word. Beware of the cPTSD woman! Give me someone straight from the trenches, I can handle that.

I realized the other day that I did not supply the source code in the last version, so if you need it I can post it here.

I have thought about having different clans or social groups within a colony with conflicting desires. Or being more specific about the origin of the immigrants. Give me some Irishmen with some slight variation in output if they are in majority in a colony or something along that line.
 
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