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Trading Posts in Native Villages (similar to Missions) [IMPLEMENTED]

Would you like "Trading Posts in Native Villages"?


  • Total voters
    23
What about an additional function for the trader.
It’s about „giving contaminated goods (pox and other diseases) to the natives.
To be honest, I simply don't like it. :dunno:
(I really can not see the fun considering gameplay for this ...)

"Purposely contaminating Natives" would most likely get a team member veto anyways.
(I really also do not believe that community would want to have it.)
 
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Slaughtering natives with conquistadors is part of the game but this would get a team member veto?! Sorry I don’t understand it. Both happend in recent times and yes it’s cruel. I love Colonization because it reflects a lot of aspects of History, which personally I am very interested in.

you don’t see the fun in gameplay. Let me explain to you: sometimes there are parts in the game where you are not strong enough to combat in fights with the natives and there is no possibility to live friendly next to the natives. This could help you get better chances. Of course it should be well balanced.
 
@Dajory:
My personal problem with this feature is not that it is not historically correct.
I am also not afraid of generally adding controversial aspects since we also added "Slaves" which was heavily discussed.

But generally personal tastes are really different.
I perfectly accept your personal taste and your opinion though.

But for me, this is a pointless feature that does not add fun and almost is an exploit.
(Currently I am the team member volunteering to implement most of the features because the other members work deeper in the code.)

I am simply not interested to invest the effort. :dunno:
And even if another team member would want to do it, I still do not like it and would most likely say "no".
(All other team members have that right as well.)

Every community member can make suggestions and discuss them. :thumbsup:
But the team members can still refuse them. (And only features with a "team consense" will be implemented.)
We also agreed though that we (the team) will not force features into the mod if community majority does not want it.

So it is nothing personal. We simply have a different personal taste. :undecide:
I am just telling you honestly that there is almost no chance that "Purposely contaminating Natives" will be implemented in WTP core mod.
(But of course every modder creating a mod-mod can implement whatever he wants.)
 
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Would it be possible to generate goods instead of gold so that from time to time goods would be delivered to a city nearby or a wagon with goods?

for Goods there are problems, because I could only implement it in 2 alternative ways I do not like:

A) Beaming Goods - which I did not want to do
B) Spawning free Transport Units - which would result in massive amouts of Transport Units in the end

Everything else would get way too complicated for AI.

The current solution was really the best considering reasonable effort and risk / stability and AI.
(And there is already a huge amount of code and XML changes involved for this.)

Maybe one day in the future, this might still be changed. :dunno:
 
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By the way:
One "side effect" of the feature "Trade Post" is that Leader Trait "Capitalist" has become stronger - because it also gives a bonus on Trade Posts.
That was intended though, because I always felt that Leader Trait "Capitalist" was a relatively weak Leader Trait (compared to e.g. "Industrious", "Libertarian", "Enterprising", "Tolerant", ...).
 
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