There's this one spot on my map where whales are in range of a settlement, would be neat if there was a niche profession to make use of it. Or maybe make fishermen able to do it?
Would disabling weather help performance? An option for it would be neat, I think my semi-potato might like it.
I can't say this is urgent though because it sounds like it only applies if you build your first colony on a plot without food. I take that is a rare case.
It applies to all colonies built at any time as long as their tile has no inherent food production, such as desert tiles.
There's a FF that gives +2 food to settlements, I haven't gotten that FF this game so I can't check, but the description implies it works differently?
30+ settlements?!!! How do you do that?!!!
Most likely 1 plot radius
Yeah I still want to do a complete rewrite of the transport system. It's not working as well as I would like to see. Either you spend ages setting it up or you automate everything and spam it with the fastest units because the automation isn't good at using many slots. It's a point to point planning with a single type of cargo.
2 plot radius, my capital has 95 pops. Happiness is maintained by a tiny margin, high bell production, taxes caped at 30%, the happiness FF, and a bunch of national wonders.
I read of the shuttle approach to trade automation...
https://forums.civfanatics.com/threads/wagon-train-routing-shuttle-based-approach.382590/
...but couldn't get it to work in both directions as OP seems to have.
Still, it's working quite well. I basically got every single settlement set to import and export everything (thus my terrible 20-30s trade UI load times). Things needed for production (larger buffer if net negative) and domestic market have a minimum value set. Then there's a "shuttle" transport connecting each 2 settlements, set to import everything from one and export it to the other. Doing this thus chains settlements together, then converging at a "Hub" (like the capital). This means instead of having to micro every single settlement's trade, I only need to micro a chain itself, with occasional adjustments to minimum values, the rare manually emergency adding or removing mid-chain, sending things back from the "hub" to the first settlement in a chain (like tools or luxuries for the domestic market, which btw could also be automated by assigning a route and setting max value on the target), or upgrading from "wagons" to "treks".
I have tripled all storage values from buildings though, vanilla is too claustrophobic for me lol.
For natives I've found the easiest solution is to just be a warmonger and wipe out a tribe if/when they start raiding too often. I trade with far away tribes like those near other colonies (sell them guns hehehe), and clear out those near me. It's simple and dumb but makes the game so much easier time-wise.
Think I'm done with this playthrough though, so I'll upload the save as requested for performance tests or such. Feel free to look at the trade setup. Apparently adding units isn't save compatible, so you'll need the included retrofitted XMLs to run it (added a non-replacement first rate /"man-o-war"). I'm finding myself moving onto smaller maps, my 1.5*Huge map size is just way bigger than needed. AIs are also underperforming, I think I'll try to buff their default difficulty or something. Have a look at the hammers graph... 1/3 into the game I got 1st place in score, at which point I probably produced as many or close to all the other 7 colonies combined...
Am also playing with my tweaks as mentioned. Main things are rebalanced ships and instead of pops/ships having an increasing cost, they're 50% more expensive by default but with no increase, so your growth becomes more exponential, though slower to start. Am doing some re-tweaking right now though.