[We the People] Mod overview


Hopefully this will stop people from experiencing crashes.

Spoiler Changelog :
Version 4.0.2

Changes:
- Loading We The People from the ingame menu now configures Colonization to start We The People by default (no more config setup to avoid starting in vanilla)
- Added setup file to simplify installing the mod (install step 5 only)

Fixes:
- Fixed seemingly random crash when the game tries to display the scattering birds animation on terrain features other than forests (such as storms)
- Fixed transports not being able to unload cargo when barracks are full
 
Hey guys, a couple of questions re automating the transportation of goods.

1) pretty sure in the base game you had the option to leave a certain amount of a good behind. Like I always want to leave 20 furs behind to be turned into coats, but move the excess off for shipping. Can that be done in this mod?

2) In that screen where you initially set up the automation of good A moving between cities Y & Z, it can be tricky to work out what's what. Some of the pictures aren't the same as the good looks elsewhere. Could you guys consider a change that when you hover over a good it's name pops up?

Thanks
 
1) hold the shift key while moving goods into ships, it'll let you input how many to actually move

2) this is a great idea
 
2) In that screen where you initially set up the automation of good A moving between cities Y & Z, it can be tricky to work out what's what. Some of the pictures aren't the same as the good looks elsewhere. Could you guys consider a change that when you hover over a good it's name pops up?
I'm rewriting the entire code for the domestic advisor to make it faster and easier to read and I fix various issues while working on it. This specific page is one I haven't touched yet so it wouldn't surprise me that the quality is lower than the other pages.

I do like this idea, so I implemented it and it will be in the next release.
git log entry said:
Domestic advisor: trade advisor now has "jump to pedia" on the yield column

This means mouseover on the yield icons will have a popup telling what it is and clicking opens colopedia.
Idea proposed by nzcamel.
Congratulation. You somehow managed to get your name in the log. Actually I wrote that like you propose the colopedia link too even through that was my own addon. Oh well too late to change that now... credit thief :lol:
 
1) hold the shift key while moving goods into ships, it'll let you input how many to actually move

2) this is a great idea

Ah but I want to have my cake and eat it too. I want to be able to automate the routes AND have that take into calculation that I want X number of that good left behind.
And I have that expectation, because the basegame had that level of detail in automation 😝

I'm rewriting the entire code for the domestic advisor to make it faster and easier to read and I fix various issues while working on it. This specific page is one I haven't touched yet so it wouldn't surprise me that the quality is lower than the other pages.

I do like this idea, so I implemented it and it will be in the next release.

Congratulation. You somehow managed to get your name in the log. Actually I wrote that like you propose the colopedia link too even through that was my own addon. Oh well too late to change that now... credit thief :lol:
Well..., I'll take it! 😁
Thanks. Lol.
 

A massive update so all the changes are in the spoiler.

Spoiler Changelog :
Version 4.1

Changes:
- New MapSize "Massive" + some new Maps for it
- Reduced generation of Coral Reefs on Ocean
- "Bakery Products" have been renamed to "Provisions"
- Immigration Overhaul (too many Units on Dock waiting reduces Immigration)
- The flag on the Danish Schooner is no longer mirrored
- Buttons to import/export all yields now include more yields
- More background music added
- Changes to when some events will trigger (no spoilers with specifics here)
- Production help text (like mouseover on hammers) now has the leader contribution listed as a standalone line
- Domestic Advisor gained mouseover help text on the production page
- Event help text now informs more about production changes
- Wild Feathers are now used to produce (padded) Goat Hide Boots.
- #427 #820 Build road to location now allows the player to pick which type of road to build
- Readme is now html as that allows index with links to each section
- Savegames will no longer break if more buildings or units are added to xml
- Added more achievements
- #723 Map sizes have changed to avoid black map when zooming out (random maps only, doesn't affect existing savegames)
- Added proper error message windows. Also message windows will no longer show error icon and error sound.
- #813: Button to filter Yields in City Screen to only available ones
- Random map adjustments to terrain and land mass
- Removed source code from releases (mod starts faster). Source code is still available in a separate release zip file
- Added new game speed for builders (slower than Marathon)
- Names of colonies, generals, admirals and ships now support Cyrillic (Russian only, manually entering colony names still has issues)
- City billboards now support Cyrillic without manually replacing GameFont.tga (game restart required when switching to/from Russian)
- Random map generation is now updated to handle new terrains and terrain features in a more balanced way

New Units:
- Added failed native trader
- Seasoned trader
- Eccentric architect
- Prisoners of war (incl. Events to exchange them in Missions / Forts)
- A new unique unit for each European civilization

Graphic updates (new or improved):
- Achievements: 71
- Bonuses: 7
- Buttons: 9
- Units: 26

Colopedia:
- Major improvements

Translations:
- Improved quality of English text
- French translation is being maintained again due to the arrival of a new translator
- Major updates to French
- Significant updates to Russian
- German is still being maintained and is still up to date

Balance:
- Native raids no longer destroys all production
- Cross cost of immigrants now increases slower, but max price has increased
- Slave Overseer and Slave Hunter are now less overpowered
- Town guard is now a bit stronger
- Master carpenters now reqiures a college for education
- Cargo price changes
- Dutch Mercantile trait now provides trade goods in colonies
- French now gets 2 baked goods per colony per turn
- Hemp and flax planters are now available in Europe
- Rebalanced what some of the terrains can produce
- More terrains now produce clay (should reduce the risk of not being able to produce any)
- Corrected Balancing of REF to not get Terrain Defenses

Fixes:
- Goodies no longer spawn on mountain peaks
- Domestic prices are no longer unattractive compared to European prices
- Full barracks no longer blocks civilians and cargo from being unloaded
- Founding fathers will no longer be able to reveal shipwrecks as that would discover the Pacific without going there
- Russian dragoons will no longer have greatly oversized heads in some situations
- Event where servant steals money will now remove money rather than adding them to the player
- Peace granted through a founding father will now have a minimum duration (prevents declaring war the following turn)
- Failed Missionary could not use the school system
- #808: leader traits granding production bonuses to all colonies will now always provide those in all colonies
- Production help text (like mouseover on hammers) will now display the correct numbers
- Taiga no longer prevents pioneers from building farms or plantations
- Danish ship (which?) now has a Danish flag, not English
- Fixed issue where docks could not be built on certain small lakes
- Great general can now join artillery professions
- FF Verrazano now reveals goodie huts
- Fixed a missing ambient sound for Terrains
- Sea animals no longer spawns under ice
- Fixed issue with wool related to storage capacity view
- Fixed issue with Cochineal using wrong Improvement
- #842 Fixed issue caused by cashing of Slave Production Modifier
- Foreign kings offering immigrants will now offer a random unit and not just the same as what other kings offer
- #846 starting a game in another era than discovery will no longer crash the game (still not recommended to start in anything but discovery)
- #854 Buying deep water ships from king without any suitable colony no longer crashes the game
- Fixed issue where construction supplies didn't take up cargo space as intended
- #865 with Construction supplies that could not be loaded on Wagon Trains, Smuggling Ships
- Fixed vanilla bug where AI assumed it could construct all buildings due to a typo
- Attacking smuggler ships no longer reveals their owner
- Fog no longer prevents pioneers from building improvements
- #845 European wars will no longer be able to end right after they started
- Port Royal, not Africa is where new world resource experts can be bought
- #872 Colony screen no longer breaks completely by trying to draw the icon of NO_YIELD
- Carriages can now use ferries across large rivers
- Fixed pathfinding issue where ships would sometimes prefer to go through storms
- Iron Mines, Iron Mills and Peat Pits no longer destroys bogs (ore boosting improvements should not remove a +2 ore bonus)
- #804 Ice lakes are no longer generated in deserts
- Fixed a number of seemingly random crashes caused by selection groups containing a NULL unit
- Citadels ands Bastions will no longer view all units as infrantry
- #874 Automated scouts will now take enemy units into account when moving
- #874 Automated scouts will now stop automation if they are done exploring, hence making the player aware that the scout is available
- Units can no longer move after bombarding a colony
- Fixed (vanilla?) bug where selling to natives increases the counter of what has been sold in Europe
- AI settlers will no longer permanently take up a cargo slot on a ship if it can't find a suitable location to settle
- Ranchers no longer lists domestic requirements, which it doesn't actually require
- #900 Fixed issue where tax increases could cause tax to decrease (only happened with taxes above 60%)
- #902 createAnimalsSea now uses xml settings for sea animals rather than land animals
- Fixed rare issue where Town guard could end up with blue skin

Internals:
- Added wrapper classes to avoid exe and python from calling our code directly (adds modding freedom)
- Complete rewrite of OOS logging to allow savegame to dump all saved data to the log output
 
I'm just starting to play again the mod after 2 years... The amount of work you did guys is insane ! I'm speechless. There are so many new things, especially the goods/ressources. I spent some time trying to understand why it looks necessary to differentiate coal/charcoal/peat (first time hearing of the last one btw) and... yeah it makes sense indeed. The immersion in this historical era feels more real than ever.
It's tough to re-learn all of this though, despites countless hours of previous games in both the original game and Civ IV colonization. But it's part of the fun for me and I guess for most of us.

Nevertheless, I'm a bit worried how this project can be easily understood now by newcomers. Especially the very numerous "double" icons/pictures of resources when that's the first time you see those.

A short example to give you a "noob" point of view : I want to train a scout (a basic and old thing in Colonization) because I know how important exploration can be early. When clicking on a colonist, this possibility does not appear. Before it was always possible very soon in the game because you got a dragoon and then horses available. Now I guess that's because some new resources are still lacking. I go to Civilopedia. Scout page. I see I need 50 "icon", 20 "icon". Ok the 50 looks like horses, but the 20 ones... it took me 15min to find it was "provisions" ^^.

Three reasons for this :
  • icon name does not appear on Civilopedia when hovering on it, you have to guess what it is but in your colony the picture is different (small picture/big picture). When you had like 30 icons to check, it was easy to guess. Now with 99 to check (or 198 more exactly)... first hours are not easy. It's true though hovering on it in your colony displays "required for scouts".
  • nowhere the word "provisions" appear in the Civilopedia entry "scout". It's written horses are required but not provisions. 4.1 Civilopedia (ENG).
  • I'm kinda blind maybe also.
I hope this basic feedback will help you target what stupid details can potentially deter new players to push further. It's very good but also overwhelming at first, as expected.

Big thanks to all for this amazing and free experience. I continue years after years to advertise it each time I speak to nostalgic 1994/2008 colonization players. "You think the game is dead ? Oh you don't know the WtP project then...."
I can't wait to spend again hours and hours to "master" all aspects of this 4.1 version.
 
I see I need 50 "icon", 20 "icon". Ok the 50 looks like horses, but the 20 ones... it took me 15min to find it was "provisions" ^^.
I updated colopedia to add mouseover to as many yield icons as possible. However some of them have technical reasons for not easily add them and I suppose you encountered one of those. Ideally we do a rewrite of the display code for colopedia because honestly it's not that good. It scales poorly to modern resolutions (read: anything other than 1024x768) and the current code has some limitations compared to what we want to display.

Thanks for your feedback. We really need to figure out a good way of displaying what is missing to make certain professions. Settlers is another common issue, which sometimes result in people asking how to found more colonies.
 
So..i download the file from github and extract to mods folder..nothing happens...whatim doing wrong?
 
I'm using the Steam version of Sid Meier's Civilization IV : Colonization with the "original_release_unsupported - Original Release - UNSUPPORTED" beta program (easy, there is only this option for beta). As advised by install instructions.
Also, still in Steam, I'm using this launch option : mod=\WeThePeople-4.1
And my mod folder path is : D:\SteamLibrary\steamapps\common\Civilization IV Colonization\Mods\WeThePeople-4.1
It looks like that :
Capture.PNG

Hoping you'll find something useful for you. This is not the only way to do it.
 
So..i download the file from github and extract to mods folder..nothing happens...whatim doing wrong?
Probably you forgot to run the setup.bat. :dunno:
Simply read the install instructions.txt ... it should explain all that is necessary.
 
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