More Storage?

1. In GameSpeedInfo.xml:
<iStoragePercent> increase that to increase the multiplier for all buildings (which are grant storage space) -> then you will have more storage, while population growth/ materials needing for buildings remains the same (or decrease them as well).

Thanks for the hint.
GameSpeedInfo works even with savegames. Just doubled the value for my game.

Regarding balancing :
With 1-Tile-Range a settlement can work up to 8 tiles.
With 2-Tile-Range a settlement can work up to 24 tiles which is 3 times the number. This allows huge cities with 50-100 colonists working with almost all the available resources and goods. For games with 2-Tile-Range the values should probably even be tripled before GameSpeed-modifiers apply.
 
As for the HUB problem:
Have you guys ever considered to use the "Custom House" to automaitcally sell Yields?
Never had any "Hub problem" myself and my empires are really massive ...
(And as I said, I play 2-Plot-City-Radius only.)
 
Have you guys ever considered to use the "Custom House" to automaitcally sell Yields?

I did - just don`t fit for playstile. ;)
That sells goods for X % of the European price, automatically.

1. Still cannot amass large size of goods (only storage space can).
2. It is too direct/ automatic for my personal taste -> prefer to do the trade with Europe (Africa/ Port Royal) with ships.

--
3. Still not sure the "Custom House" sells counted in OR not into price changing tresholds.
If yes (I suppose) then helps keeping prices on record low, and because it is automatic maybe last longer before I notice and change productions.

Right now prefer to keep large stockpile of goods instead to sell them on too low price in Europe (or anywhere).
This comes from real world: diamonds. Just imagine if that sold en masse -> price decrease because there are many in the market. So diamonds are kept in ever increasing number of vaults to keep prices hight -> so goods kept as dormant not sold at all.

Also prefer to sell goods in Port Royal with Privaters/ Smugling ships/ pirate vessels if there price is more favorable. So when cc. 1600 I have some 10-12 Privaters they mostly do trade with Port Royal instead of hidden nationality attacks.
Africa also a trade destination: goods there -> slaves back (or if there goods on favorable price then goods to HUB (part of them used in domestic market) -> remains to Europe for sale

Off course it is a personal taste of insane micromanagement/ playstyle.
I prefer the trader`s way.
My modmod is called Mercantile and Colonization.
 
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3. Still not sure the "Custom House" sells counted in OR not into price changing tresholds.
Yes, it does. :thumbsup:
We purposely assured that it did for balancing.
 
I did - just don`t fit for playstile. ;)
Right now prefer to keep large stockpile of goods instead to sell them on too low price in Europe (or anywhere).
This comes from real world: diamonds. Just imagine if that sold en masse -> price decrease because there are many in the market. So diamonds are kept in ever increasing number of vaults to keep prices hight -> so goods kept as dormant not sold at all.
It is just the case for using transport units for extra storage. You can even use ships for it, like sending several jewel-filled ones to europe waiting for price to rise before selling their goods.

I don't understand why exactly are you using only 1 city as a hub? Why not using several coastals for larger empires? And also inland ones for internal trade hubs. It is just a matter of strategy IMO.
 
Ok guys,

I try to listen when community screams and complains ... for days ... :hmm:
So now I implemented a small change that I acutally like for gameplay.

Docks and following Upgrades now also add a bit of storage.
(Pier itself does not yet.)

Thus you will have a bit more storage in Coastal Hubs.
(But it is not enough to really break balance.)

The change itsels is more for "immersion".
See it as a "compromise". :thumbsup:

Can we get over with this now? :dunno:

Everything else is really just personal taste discussion . there is no balancing issue. :undecide:
And everybody can adjust all values in the mod to whatever he likes. :thumbsup:
If you guys continue complaining about storage I might remove this change again ... :mischief:

Spoiler :

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civ4screenshot0001-jpg.598621

 

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@raystuttgart , will this be exactly an addition to the previous amount (for example, 50 + 100 = 150) or, as it is now, a substitution (50 ---> 100)?
Specialbuildings (a chain of Building and its Upgrades) always substitute.
They do not add because when you get Drydock it replaces Dock.
 
It is just the case for using transport units for extra storage. You can even use ships for it, like sending several jewel-filled ones to europe waiting for price to rise before selling their goods.

Do it as well sometimes. ;)
But over 4 ships that becames a mess. So usually at most 3 are in Europe, PR, A + sometimes other ones in colonial cities filled with cargo.


I don't understand why exactly are you using only 1 city as a hub? Why not using several coastals for larger empires? And also inland ones for internal trade hubs. It is just a matter of strategy IMO.

Not 1.:lol:
Usually 1 per 5 coastal city, and 1 to 3-4 inland (if there are far from any coastal HUB).
So more like a HUB system with 4 - 10 HUB cities. :)
But yes there is a capital, which is usually the first colony, or the best food providing one.
 
I would like to ask if it's still possible to change the storage mechanics to the vanilla one, as I remember I did once, but a lot time has passed since then and I don't remember how to do it.
Thanks!
 
I would like to ask if it's still possible to change the storage mechanics to the vanilla one, as I remember I did once, but a lot time has passed since then ...
Actually we are planning to remove the old storage system from code completely because it will break lots of other features. (Custom House, Overflow, ...)
So technically it is possible but it would really break the mod. All the other features have been programmed for the new storage system only.

@devolution @Nightinggale
Since we just discussed recently about fully removing the "Old Storage Sytem" I thought you guys should read this.
As we all agreed, we should really remove it because it would break too much stuff if somebody accidently turns on the old system.
 
Actually we are planning to remove the old storage system from code completely because it will break lots of other features. (Custom House, Overflow, ...)
So technically it is possible but it would really break the mod. All the other features have been programmed for the new storage system only.

@devolution @Nightinggale
Since we just discussed recently about fully removing the "Old Storage Sytem" I thought you guys should read this.
As we all agreed, we should really remove it because it would break too much stuff if somebody accidently turns on the old system.


In my opinion, a shame, I really prefer the old system (to say the least), but if it render the mod unplayable, then I will try to enjoy it this way. By the way, it's very nice to hear you're continuing working in this amazing mod!
Thanks for your time too!
 
Well, you could act as a tester and edit GlobalDefinesAlt.xml:
Code:
<Define>
    <DefineName>NEW_CAPACITY</DefineName>
    <iDefineIntVal>1</iDefineIntVal>
</Define>

Replace <iDefineIntVal>1</iDefineIntVal> with <iDefineIntVal>0</iDefineIntVal> and you'll use the old storage system

Caveat: I doubt that it will work correctly since I don't know of anyone how have tested it.

IMHO, the old\vanilla storage system was really silly

Btw, we're hoping to extend the current system with concepts such as weight and volume one day :crazyeye:
 
Caveat: I doubt that it will work correctly since I don't know of anyone how have tested it.
I am very certain it will cause issues with other game features. (Custom House, Overflow, ...)
It might not crash by CTD but these other features will simply not work correctly anymore.

So I strongly advise not to activate the old vanilla storage system !
(I am not trying to discuss about personal taste or something like that - just about technical facts of the mod.)


The mod was simply not designed for this old outdated system to be used.
All the stuff I programmed was programmed for the new and much better system.

IMHO, the old\vanilla storage system was really silly.
100% agree and that is why we created the new one. :)

And again, we will most likely completely remove that old outdated system from source code.
Simply because WTP more and more becomes incompatible with it by every single feature we implement related to storage.

Btw, we're hoping to extend the current system with concepts such as weight and volume one day :crazyeye:
Exactly. There are many new ideas considering storage system around.
We have not fully agreed which ones we will implement but they will definitely use the new and much better system as a base.
 
I really see no point in keeping the old system. If we need it, rather than fixing it, we should make something, which is more configurable, like multiple warehouses where each yield tells which warehouse it belongs to. People can then make one warehouse for each yield if they really want the old system. We can then also make multiple warehouses, like assigning stone and ore to an "outdoor" warehouse while other stuff needs an indoor warehouse. A "warehouse" for livestock might also make sense.

In short: we should create something better instead of spending time on fixing something we don't really want to use anyway.
 
I really see no point in keeping the old system. If we need it, rather than fixing it, we should make something, which is more configurable, like multiple warehouses where each yield tells which warehouse it belongs to. People can then make one warehouse for each yield if they really want the old system. We can then also make multiple warehouses, like assigning stone and ore to an "outdoor" warehouse while other stuff needs an indoor warehouse. A "warehouse" for livestock might also make sense.
....

I think that would be a corral - the O.K. Corral
 
Well, you could act as a tester and edit GlobalDefinesAlt.xml:
Code:
<Define>
    <DefineName>NEW_CAPACITY</DefineName>
    <iDefineIntVal>1</iDefineIntVal>
</Define>

Replace <iDefineIntVal>1</iDefineIntVal> with <iDefineIntVal>0</iDefineIntVal> and you'll use the old storage system

Caveat: I doubt that it will work correctly since I don't know of anyone how have tested it.

IMHO, the old\vanilla storage system was really silly

Btw, we're hoping to extend the current system with concepts such as weight and volume one day :crazyeye:


Thank you very much! Look, In my opinion, I see the old storage system as imperfect but adequate enough for a series of reasons, but different strokes for different folks. And I´m not arguing either about which one is funnier or something like that, I´m was just asking about how to reestablish that system for my personal use.
 
I´m was just asking about how to reestablish that system for my personal use.
We understood that. :thumbsup:

We just warned you about side effects and risks.
But of course you are free to change it in your private version as you like.

Once we feel it has really become incompatible (and causes real bugs) we will definitely remove this though.
Currently it will most likely simply break / mess up several other features but without a serious bug like a CTD.
 
We understood that. :thumbsup:

We just warned you about side effects and risks.
But of course you are free to change it in your private version as you like.

Once we feel it has really become incompatible (and causes real bugs) we will definitely remove this though.
Currently it will most likely simply break / mess up several other features but without a serious bug like a CTD.



I understand, I thanks for the advice. I like I said before, the work in this mod is amazing and it's truly good to see there's still interest in this game!
 
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