I am not really sure what you are talking about.Hi! I remember a screen where you could see the total amount of sells by yield.
No, we did definitely did never remove any of our Screens.Was that removed intentionally?
Generally showing total amout of Yields traded would be simple.Any chance to add it again?
No, that just shows your current import / export settings.Maybe was this one?
It is named "imports and exports":
It is not difficult to do.Anyway, if anyone in the team or anyone reading the post finds it interesting and takes some time to implement it, I will be the first one appreciating it![]()
For "Yields Traded" the game currently does not yet differentiate between Europe / Africa and Port Royal.- are only deliveries to Europe counted? Or do delivieres to Africa or Port Royale count against the limit
The System is currently still very simple - I coded it in 30min.Are the quests supposed to be triggered when I buy stuff in Europe?
The System is not yet "smart enough" for that.I would have thought that only selling a good would trigger the "sell more"-quests?
What about rival colonies/natives and warehouse expansion/custom house?For "Yields Traded" the game currently does not yet differentiate between Europe / Africa and Port Royal.
So yes - at the moment they count all.
What about quest progress, does buying in europe work as selling to europe for quest completion?The System is currently still very simple - I coded it in 30min.
It currently just checks all "Trade Transactions".
So yes, it will trigger if you buy as well.
Yes, it counts as well.What about rival colonies/natives and warehouse expansion/custom house?
Yes, it counts as well.What about quest progress, does buying in europe work as selling to europe for quest completion?
I don't mind it working the way it is, may be just changing the text from misguiding to reflect the reality would be nice. I think it wouldn't take much time and may be done by somebody other then you and Nighinggale. I can even point it out:The System is called "Europe Trade Quests".
It currently simply considers all kind of Yield Trades.
@Kendon , @FürstbischofCIV4GameText_Colonization_Events_utf8.xml
TXT_KEY_EVENT_EUROPE_TRADE_YIELD_AND_TARGET_AMOUNT_HELP
TXT_KEY_EVENT_EUROPE_TRADE_YIELD_AND_TARGET_AMOUNT_HELP_BUY
Actually it is the other way around.There is (or was) a mechanic to "save" other european AI nations from getting destroyed early.
Exactly.... my guess is the european AI got protected for the first xx turns ....
See above, you forgot about the "100 turns" condition.~turn 50 conquered the only city of another european AI and it got destroyed/removed from the game ...
1. The "turn threshold" can currently not be configured by XML.
2. The feature does not consider GameSpeed.
I don't mind it working the way it is, may be just changing the text from misguiding to reflect the reality would be nice. I think it wouldn't take much time and may be done by somebody other then you and Nighinggale. I can even point it out:
CIV4GameText_Colonization_Events_utf8.xml
TXT_KEY_EVENT_EUROPE_TRADE_YIELD_AND_TARGET_AMOUNT_HELP
TXT_KEY_EVENT_EUROPE_TRADE_YIELD_AND_TARGET_AMOUNT_HELP_BUY
Other relevant textes look fine with "dominate market" instead of "buy" or "sell".
That is one of 3 Map Options I implemented for existing Maps."Regenerate Terrain Features"
Basically those are (some of) the settings that change a scenario map into a random maps - and vice versa.for scenario maps - like random maps.