Hi! I remember a screen where you could see the total amount of sells by yield. It was really usefull.
Was that removed intentionally? any chance to add it again?

Thanks!
 
Hi! I remember a screen where you could see the total amount of sells by yield.
I am not really sure what you are talking about. :think:
There are Screens for Production, Domestic Market, ... and such, but nothing that showed how much of a Yield was already sold / bought in Europe to my knowledge.

Was that removed intentionally?
No, we did definitely did never remove any of our Screens.
We just added and further improved them.

Any chance to add it again?
Generally showing total amout of Yields traded would be simple. :)
It is just somebody finding the time to do it and make it look nice.
 
Maybe was this one?
It is named "imports and exports":

Spoiler sc :
upload_2021-5-30_4-10-13.png


Anyway, if it was not here, maybe it was an screen in the old '94 colonization. Not sure
but it was nice to see the total sells and the amount of money made on each product. Or the money spent on them.

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 :)

Regards,
 
Maybe was this one?
It is named "imports and exports":
No, that just shows your current import / export settings.
It never showed "Total Yields bought / sold / traded" in the past.

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 :)
It is not difficult to do. :dunno:
But it still needs according time to create such a screen ...

But there are 1001 of these small things currently and only 2 active team members at the moment ...
The rest is taking a break for the summer or plays the new release ...

----

There are endless things like that every beginner modder could do if he would take a bit of time to try ...
The problem is those tasks are not fun - they are quite boring actually because there is no technical challenge but still take time to do it in quality - that is why nobody likes to do them ...
 
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The quests (e.g. gigantic map: Deliver 15000 fur or stone or X as the first):
- are only deliveries to Europe counted? Or do delivieres to Africa or Port Royale count against the limit (e.g. fur has a higher price in Africa). In other words - do I simply have to export 15000 from the New World anywhere or specifically to my own country in Europe?
- the triggers of the quests: Are the quests supposed to be triggered when I buy stuff in Europe?
e.g. I bought salt in Europe as I have not yet found a colonysite with salt available - and the quest to DELIVER 15000 salt was triggered.
I would have thought that only selling a good would trigger the "sell more"-quests?
 
- are only deliveries to Europe counted? Or do delivieres to Africa or Port Royale count against the limit
For "Yields Traded" the game currently does not yet differentiate between Europe / Africa and Port Royal.
So yes - at the moment they count all.
In the future that might change - I created a ticket for that to split "Yields Traded" (and make it speficif for Europe / Africa / Port Royal).

Are the quests supposed to be triggered when I buy stuff in Europe?
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.

I would have thought that only selling a good would trigger the "sell more"-quests?
The System is not yet "smart enough" for that.
It would need more changes in the way the DLL stores data about trade transactions.

----

Again guys, I coded that system in about 30min. :dunno:
For now it works good enough but it might be enhanced in the future.
 
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 rival colonies/natives and warehouse expansion/custom house?

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.
What about quest progress, does buying in europe work as selling to europe for quest completion?
 
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?
Yes, it counts as well.

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The System is called "Europe Trade Quests".
It currently simply considers all kind of Yield Trades.

The original idea was to "dominate the market by trading a specific good".
I did not code any differentiation between "selling and buying".

Maybe in the future I will. :dunno:
At the moment - until I find time and motivation to enhance the system - we will simply have to live with what we have.

-----

See guys, our todo-list (including all the ideas we still have) is endless. :dunno:
We can not take care of everything at once.

Sometimes a System will be simple at first.
Then when we find time we will slowly but surely improve it by iterations.

-----
Spoiler :

@Nightinggale is busy bugfixing and core system programming.
I am busy myself with feature implementation and balancing.

So considering "experienced modders" that is it, there is nobody else who can take care of such things ... :sad:
The rest is supporting with testing and texts and other things they know - but they are no programmers.

Even for graphical support, we currently need to go begging for help to modders we know ...
Give us more skilled and experienced modders and we can make everything happen ...
 
There is (or was) a mechanic to "save" other european AI nations from getting destroyed early. If you conquered their only/last city early on, the AI wouldn't get destroyed/removed but instead just moved around and founded a new colony somewhere else. I don't know how it worked, my guess is the european AI got protected for the first xx turns or it was some game option setting that forced the player to destroy every unit/ship and as long as the AI had at least one unit it didn't get destroyed.

Does anyone know how that worked/works or can give me a hint where to look? I looked through the game settings, GlobalDefinesAlt.xml, and most other .xml setting files and sadly can't figure out where/how it worked/works.

I haven't played WTP since 2.7.1 and now in 2.9 it seems that whatever caused the mentioned AI behavior works different (gigantic marathon map, ~turn 50 conquered the only city of another european AI and it got destroyed/removed from the game even so it had 2 ships on the ocean which just vanished).

Edit: ui, thank you for the change to add the turn option. Thats increadible :)
 
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The System is called "Europe Trade Quests".
It currently simply considers all kind of Yield Trades.
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".
 
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
@Kendon , @Fürstbischof

Could one of you guys take a look?
Thanks in advance. :hug:
 
There is (or was) a mechanic to "save" other european AI nations from getting destroyed early.
Actually it is the other way around.
(Because in Vanilla they would continuously get respawned.)

My old TAC feature allowed other AI Nations to be eliminated.
This is one of the oldest features I had ever implemented - it is about 13 years old ...:crazyeye:

But yes, that is one of my old "TAC" features.
And it is still in in WTP. (It is also activated - meaning AIs can get eliminated after 100 turns)

... my guess is the european AI got protected for the first xx turns ....
Exactly. :thumbsup:

The setting is in GlobalDefinesAlt.xml :
KI_RESPAWN_OFF

If you set it to "0" AIs will always respawn.
Currently it is "1" though, so you can eliminate them after the first 100 turns.

By the way:
I just noticed that I should improve it ... :mischief:

1. The "turn threshold" can currently not be configured by XML.
2. The feature does not consider GameSpeed.

~turn 50 conquered the only city of another european AI and it got destroyed/removed from the game ...
See above, you forgot about the "100 turns" condition. ;)

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However, I will improve the feature for Release 3.0. :thumbsup:
Then you can fully configure it to your liking.
(At the moment you can not configure the "turn threshold".)
 
@Bomber6243

Ok, this here is now implemented. :)
With Release 3.0 you should be able to 100% configure as you like. :thumbsup:

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".

In the lines you mention (259, 2597, 6498 and 6503) the verb used is "deliver". Perhaps "trade", which includes both selling and buying, is a better way to describe how progress is made.
 
Would someone please explain properly:
"Regenerate Terrain Features"
after load a savegame. :confused:
 
"Regenerate Terrain Features"
That is one of 3 Map Options I implemented for existing Maps.
It has absolutely nothing to do with Savegames.

It also has absolutely nothing to do with MapScripts.
(Because MapScripts freshly generate the complete Map anyways.)

It just impacts the way the (Scenario) Maps are generated - when you start a new game with them.
(They either use the things the Map Maker predefined or they regenerate from scratch.)

This is nothing that players really need to know.
It is basically a modders feature for creating Maps.

When you open a Map (by Editor), you will find these 3 settings:
(They did not exist in Vanilla - I coded them.)
  • Randomize Features=true
  • Randomize Resources=true
  • Randomize Goodies=true
Simply do not change them. :thumbsup:
It only makes sense to change / set when you create a completely new Map (as a modder / Mapmaker).
(As I said, that is a modder feature, not a player feature.)

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Ingame (or by just loading a Save) there is no possibility to regnerate Terrain Features.
(At least not yet, because nobody implemented it yet.)
 
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Ok so it is just auto generation (for scenario maps) - like random maps.

Never used randomization. Nor like maps, which includes randoms.

Thanks. :hug:
 
for scenario maps - like random maps.
Basically those are (some of) the settings that change a scenario map into a random maps - and vice versa.
(There are more than those though - e.g. the settings to "randomize" Leaders and Civilizations and also to reset Game Speed, Handicap,...)

Basically before those changes "real random Maps" as we now have in WTP did not exist.
(e.g. Goodies and Terrain Features were always fixed in every map.)

---

Thus we can have "fully predefined (Scenario) Maps for historical accuracy" or also "randomized Maps for a bit surpise and replayability".

These features are much more important than you might realize as a player.
Because you can define specifically for every single aspect of the Map which can be randomized / changed and which can not.

Also the "randomized Maps" will automatically stay compatible with all according XML changes in the mod.
On the other hand "fully predefined (Scenario Maps)" need to get repaired and updated manually with all major XML changes.

Othewise they will at some point become incompatible / not playable anymore and will crash at game start !
That is the reason I hate "fully predefined (Scenario Maps)" - if I do not regularly repair manually they will simply not work anymore.

---

Summary:

This is only important to know for modders that want to create "randomized Maps" that will automatically update to XML changes.
Default settings will create "fully predefined Scenario Maps" - which however will get incompatible over time.
 
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