Tipps and Tricks

My French Jesuit right at the beginning of the game failed to convert a village and was disillusioned, according to the accompanying message.

Instead of being destroyed he lost his faith and, when he returned to the settlement, could no longer become a missionary.

He's still a Jesuit so he now gets a bonus working in the chapel.
 
I don't know how to start a new thread. I am only offered an option to "Reply".
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Anyway, my question is about Indian requests for a Defensive Pact.
When asked, I have no way of checking if it will cause animosity with other natives. I generally turn down the requests for that reason.
How do you deal with those requests?

TIA,
Richard
 
I don't know how to start a new thread. I am only offered an option to "Reply".
---

Anyway, my question is about Indian requests for a Defensive Pact.
When asked, I have no way of checking if it will cause animosity with other natives. I generally turn down the requests for that reason.
How do you deal with those requests?

TIA,
Richard

I'm the opposite. I always say yes, partly to se what will happen and partly because I'm such a cooperative person.

So far Defensive Pacts have always lasted their term without either of us being attacked. My guess is that my fellow pact member thinks better of me, and no one else cares.
 
I'm the opposite. I always say yes, partly to se what will happen and partly because I'm such a cooperative person.

So far Defensive Pacts have always lasted their term without either of us being attacked. My guess is that my fellow pact member thinks better of me, and no one else cares.
I thought if two tribes are fighting, or simply don't like each other, then signing a pact with one of them would tick off the other? Maybe I'm wrong about that.
If the opportunity presents itself, I will sign one with a neighboring tribe. I thought it might provide a buffer between me and other tribes further away. Maybe I'm wrong about that, too.
I really wish I could check the screen that shows their relationships before I had to make that choice. :-(

Thanks for the quick reply, mister cooperative, ;-)
Richard
 
This is a good start for newbies. I'll add a few of my own and go into more details on some of the tips mentioned:

Port Royal

1. Build/buy/obtain a privateer to access this port. Once your ship is there you can buy a pirate frigate and smuggler's ship. Those ships can also access this port.
2. Good place to sell boycotted goods.

Africa.
1. Good place to buy some raw materials for cheap.
2. Boycotted goods in Europe also apply here.
3. Can buy African slaves here.

What am I missing? Why would you want slaves or petty criminals for that matter? I can understand the criminals in the early game for scouts and pioneers but their usefulness is short-lived.
So, why would you ever want slaves, either Indian or African? What's the advantage?

TIA,
Richard
 
So do converted natives and you don't have to worry about them fleeing or negative effects on your happiness.

That is true but it is a question of availability. In the early game slaves are easy to get, either by purchasing or through events. It takes time and effort setting up missions or building monasteries.

Personally I think the fleeing happens a bit too often, but it can be managed by having cavalry or dragoons to catch them as soon as they flee.
 
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Tall or Wide?

I find myself bulking up all my colonies until the populations are well into the 'teens. The capitol usually ends up somewhere between 20- 30ish. If I had turn limits enabled, I'd never get anywhere near being ready for the Revolution-- I'm too busy making tons of gold.

It's around 1600 and I have three colonies. That seems like it's not enough. I'm used to playing single-tier colonies (TAC) and the game moves much faster in that regard. WTP is a very different animal.

What advice can anyone give me about how many cities I should shoot for and how big they should be? I like to play on huge (or bigger) maps at standard speed.

Any help will be greatly appreciated,
Richard
 
Tall or Wide?

I find myself bulking up all my colonies until the populations are well into the 'teens. The capitol usually ends up somewhere between 20- 30ish. If I had turn limits enabled, I'd never get anywhere near being ready for the Revolution-- I'm too busy making tons of gold.

It's around 1600 and I have three colonies. That seems like it's not enough.

1600 *the only city in North America* was St. Augustine in Florida.
https://upload.wikimedia.org/wikipedia/commons/a/a3/Thirteencolonies_settling.jpg
so you are not slow or late but historically well in time.

I'm used to playing single-tier colonies (TAC) and the game moves much faster in that regard. WTP is a very different animal.

What advice can anyone give me about how many cities I should shoot for and how big they should be? I like to play on huge (or bigger) maps at standard speed.

Any help will be greatly appreciated,
Richard

I would suggest to stop seeing your cities as cities, rather than as colonies. Especially on a huge map and a 2plot-city radius, a "city" controls a huge swath of land, that would resemble the size of one of the 13 colonies and not just 1 city.
 
Tall or Wide?

I find myself bulking up all my colonies until the populations are well into the 'teens. The capitol usually ends up somewhere between 20- 30ish. If I had turn limits enabled, I'd never get anywhere near being ready for the Revolution-- I'm too busy making tons of gold.

It's around 1600 and I have three colonies. That seems like it's not enough. I'm used to playing single-tier colonies (TAC) and the game moves much faster in that regard. WTP is a very different animal.

What advice can anyone give me about how many cities I should shoot for and how big they should be? I like to play on huge (or bigger) maps at standard speed.

Any help will be greatly appreciated,
Richard

The way I see it is: WTP sits somewhere between a civ type strategy and an economic city builder.

There really is no right or wrong way. Nobody here is going to defend the AI - it is not much improved from the base game as far as I know, and will never offer much challenge even on highest setting .Having said that, the game (mod) is much more than the sum of its parts. There is a huge scope for playing in different styles with different goals.

It sounds like you have built up cities, and I assume with trade routes (which is fun), but to get the most out of the mod, I suggest doing that on the biggest map with all civs on hardest difficulty, because when you are forced to build a military with limited resources it becomes very compelling.

EDIT: One other thing if you are going to play the largest map: The exe is not large address aware. I can't link it because it is not allowed, but if you google it you can find the solution and it is very easy to fix.
 
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Treasures and Ruins/Burial Grounds

In the past, if a Treasure stumbled upon a Burial ground/Ruin, it was possible to tick off the natives and possibly even start a war!
For this reason, I end up micromanaging my scouts to be sure those paths are cleared so the Treasures don't muck things up.
I would much rather have the scouts auto-explore and be able to send the Treasures to my port colony without that worry.
Have things changed in this mod, or will Treasures still potentially anger Indians by trespassing on their hallowed ground?

TIA,
Richard
 
Treasures and Ruins/Burial Grounds

In the past, if a Treasure stumbled upon a Burial ground/Ruin, it was possible to tick off the natives and possibly even start a war!
For this reason, I end up micromanaging my scouts to be sure those paths are cleared so the Treasures don't muck things up.
I would much rather have the scouts auto-explore and be able to send the Treasures to my port colony without that worry.
Have things changed in this mod, or will Treasures still potentially anger Indians by trespassing on their hallowed ground?

TIA,
Richard

Isn´t that a problem for all units that one sets to go to a certain place and the auto-pathfinder routes on the shortest route over a burial ground, including e.g. units you would have gained from another ruin/burial ground and not just for treasure transports?

IMO the threat of the indians getting upset if a unit (except an Expert Scout) stumbles into/over a burial ground should always be there - it´s not only historical but a major thing in many movies (e.g. when Jeremiah Johnson leads the soldiers across a crow burial ground on a mountain pass as the shortest route across the mountains and from then on is haunted by single indians trying to end his life).
 
Treasures and Ruins/Burial Grounds

In the past, if a Treasure stumbled upon a Burial ground/Ruin, it was possible to tick off the natives and possibly even start a war!
For this reason, I end up micromanaging my scouts to be sure those paths are cleared so the Treasures don't muck things up.
I would much rather have the scouts auto-explore and be able to send the Treasures to my port colony without that worry.
Have things changed in this mod, or will Treasures still potentially anger Indians by trespassing on their hallowed ground?

TIA,
Richard

Treasures cannot enter Ruins/Burial Grounds anymore. So that will not be a problem. Colonists obviously still can trigger the natives.
 
Isn´t that a problem for all units that one sets to go to a certain place and the auto-pathfinder routes on the shortest route over a burial ground, including e.g. units you would have gained from another ruin/burial ground and not just for treasure transports?

IMO the threat of the indians getting upset if a unit (except an Expert Scout) stumbles into/over a burial ground should always be there - it´s not only historical but a major thing in many movies (e.g. when Jeremiah Johnson leads the soldiers across a crow burial ground on a mountain pass as the shortest route across the mountains and from then on is haunted by single indians trying to end his life).

You are right, of course, but that is why I manage the scouts-- to clean up the homeward bound paths.
 
Treasures cannot enter Ruins/Burial Grounds anymore. So that will not be a problem. Colonists obviously still can trigger the natives.
I'm glad to hear that wonderful news!
The other units still pose a "threat" of this happening and would still need to be guided home. At least it is one less thing to worry about ;-)
 
Config File

; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

The above option is enabled by default in the INI file. What effect will it have on performance if I allow File Caching? What is meant in this case by "initialization"? Will it have any effect on WTP load times?

TIA,
Richard
 
Is there a way to save a setup configuration so you can do a re-roll without having to set up all the settings again? I would like the same settings but a different map generated.

Thanks!
 
Is there a way to save a setup configuration so you can do a re-roll without having to set up all the settings again? I would like the same settings but a different map generated.

Thanks!
I had wondered the same and when I started a new game two weeks back I found this file where parts of the settings are saved :

\Assets\XML\GameInfo\CIV4WorldInfo.xml

That would cover the game options at least, but not the opponents you have picked when you re-roll the map.
 
I had wondered the same and when I started a new game two weeks back I found this file where parts of the settings are saved :

\Assets\XML\GameInfo\CIV4WorldInfo.xml

That would cover the game options at least, but not the opponents you have picked when you re-roll the map.
Thanks for the fast response.
Maybe this is something a modder can set up? It would be a wonderful improvement.
 
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