colonialfan
Warlord
@colonialfan:
I have just read your improvements to diplomacy texts.
Well, what should I say ...
SIMPLY FANTASTIC !!!
They are really very atmospheric.![]()
Thanks Ray, I'm glad you liked them.

@colonialfan:
I have just read your improvements to diplomacy texts.
Well, what should I say ...
SIMPLY FANTASTIC !!!
They are really very atmospheric.![]()
I don't like this idea.
Thats ok. Could you give your reasons?Me neither.
(But I really like the idea of having less Mining Specialists. )
I know that this is a game, but can you explain your reasons behind it? If I were a Conv. Native from Village X, where they train for Expert Farmers. I would assume that it would be the Natives themselves that teach the colonist how to become an Expert Farmer. So why wouldn't they train one of their previous own how to become one but a free colonist they would do.Several of us feel, that this is unatmospheric and almost like cheating.
He can.
Simply not at Natives.
He could be educated in schools or become specialst by "Learning by Doing".
Thats ok. Could you give your reasons?
I will just make those changes in a mod. That should be fun and a learning experience.
I know that this is a game, but can you explain your reasons behind it ?
Those are pretty valid reasons for wanting to have those specialists. That is all that I wanted to hear. I don't see anything wrong in explaining your motives behind a decision. You could learn a lot of things if people would do that.I am not sure if this is necessarily about reasons.
I personally simply prefer to leave the other Specialists as they are.
All of them have nice different graphics for example.
(Our Mining Specialists did not.)
Also Silver, Gold, Gems and Salt are pretty rare.
(It felt strange to have separate specialists for goods that rare.)
Also these Specialist could be bought in Europe.
The other ones for Tobacco, Cocoa, ... need to be earned much harder through "Learning by Doing" or "Training at Natives".
This is a very interesting aspect to my opinion and I do not want to loose that.
Both ways would be valid and everybody can do whatever he prefers in ModMods.
I don't see anything wrong in explaining your motives behind a decision.
I appreciate you taking the time to discuss things with a non member of the team. It's just that in my line of work you can't just say yes or no, but you have to explain why. I guess that old habits die hard.So for us, it is totally enough if a team member says "I don't like that." to stop a feature.
(If he explains his reasons, that is great. If he does not, also ok.)
But of course, it is always allowed to ask "Why do you not like that ?".
(But we will not have discussions about "wrong" or "right".)
It's just that in my line of work you can't just say yes or no, but you have to explain why.
A little bit would be fine.
Which values do you suggest ?
I don't know how the Storage Capacity works, but a storage + of 100 each level?
1) why not, I would prefer that natives also can become experts.
2) To my opinion natives should be trainable!
Smart settings for Custom Houses? I never knew Custom House can have a setting, it just sells the excess from each yield...