Im a little confused about this - so what is then the difference in difficulty in between Explorer - Conquistador - Governor?
A lot actually. :)

It affects bascially all parts of the game.
For you: Starting Gold, Attitudes of Natives towards you, taxes, prices in Europe, Founding Fathers cost modifiers, Strength of the King`s Ref, Goodies, ...
For AI: Various modifiers it gets related to e.g. construction, growth, immigration, ...

Just look into:
CIV4HandicapInfo.xml
 
Im a little confused about this - so what is then the difference in difficulty in between Explorer - Conquistador - Governor?
When you play on Conquistador, AI will still play on Explorer.
(Unless you change the AI Handicap in "Custom Games" / "Custom Scnenarios".)

In other words:
For yourself:
Conquistador game settings.
For AI: Explorer game settings + AI modifiers from Conquistador

Again in other
For yourself only your own handicap matters.
For AI its own handicap matters but also what you have chose because that may give it additional Boni / Mali.
 
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This is outdated information. I mean it still works, but starting with 4.0.2 all you have to do is to load the mod once using any approach, including load a mod in the main menu and then the mod will tell Colonization to load WTP by default when no arguments are given.

Great, I haven't tried wtp 4.0.2 yet, now I will.

What are the approaches?
What are the arguments?
Does this method prevent me from playing vanilla?
If I wanted to play vanilla how do I do it?
 
What are the approaches?
What are the arguments?
Technically the mod configures CivilizationIV.ini in my documents to set its own name as the default mod to load. No arguments needed, through if you do give an argument to tell precisely which mod you want to load, then that will take priority.
Does this method prevent me from playing vanilla?
If I wanted to play vanilla how do I do it?
That's easy. You reinstall windows, install Colonization and then you play without the game having any awareness of any mods.

An easier approach would be to start the game and then click "Unload WTP" in the main menu. You can also edit the ini file to make it forget WTP or delete the ini file.
 
That's easy. You reinstall windows, install Colonization and then you play without the game having any awareness of any mods.
Just reinstall windows?
Doesn't sound complicated... xD

An easier approach would be to start the game and then click "Unload WTP" in the main menu
When I unload the mod and go to vanilla I get an error:

WTP-Error-PythonException-1.jpg
WTP-Error-PythonException-1a.jpg


You can also edit the ini file to make it forget WTP or delete the ini file.
I can't find the .ini file in the installation folder, where is it?


I just want to have the vanilla option open, but now I obviously want to keep playing wtp.
 
this file (CivilizationIV.ini) is located in C:\Users\username\Documents\my games\Civilization IV Colonization

why you're getting these errors I can't tell yet.
 
Just reinstall windows?
Doesn't sound complicated... xD
I hope that it is obvious that it was a joke :lmao:
When I unload the mod and go to vanilla I get an error:
The game remembers the name of the last used map script. Since it's not in vanilla, it will report it as not found. Just click ok and continue. The error will go away once you select a vanilla map script, through then it might complain that the vanilla script name isn't found in WTP next time you start that one.

This seems silly, but it's part of the civ4 game engine and there is nothing we can do about that.
 
I hope that it is obvious that it was a joke :lmao:
I assumed it was... :lol:
I was already thinking: reinstall windows...again???? :shifty:

The game remembers the name of the last used map script. Since it's not in vanilla, it will report it as not found. Just click ok and continue. The error will go away once you select a vanilla map script, through then it might complain that the vanilla script name isn't found in WTP next time you start that one.
great, thank you!

This seems silly, but it's part of the civ4 game engine and there is nothing we can do about that.
not at all, you do what you can with what you have and that's a lot.
 
It would be more interesting if an opponent settlements wouldn't show up in the trade window, especially if at war, making it more important to keep scouting at all times, a task even more difficult when playing large maps. That piece of information could be tied to the level of friendship.
This idea might not be a novel one, although I couldn't find posts if presented before (brief search) and I know that even if it adds some depth to diplomacy, it depends on how hard it is to implement it.
 
... it depends on how hard it is to implement it.
Several hours up to a weekend.

I never had any issue with that and will thus definitely not invest the effort required.
(I simply have too many other ideas that I really care about to start working on stuff that I do not care about.)

But if anybody is interested to invest that effort and achieves to actually implement something nice that others will not report as bug, why not. :dunno:
(But honestly it sounds a lot like one of these many community ideas that nobody will ever work on.)

Because settlement trading of course needs to be preserved as feature - e.g. when AI loses a war.
(You may e.g. be able to trade a settlement for peace - and that definitely still needs to be possible.)
 
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I have a couple of comments on the worker hotkeys:

The one that really gets me is country roads being on "R" once you have built a road. I do not see the reason to build country roads rather than plastered country roads, and to have them on the hotkey that has been the primary road key in civ for ever irritates me, as I either need to use the route to function or click a button rather than a key. The simple answer would be to put plastered country roads on the "R" hotkey, but if it was an easy XML change to just take the country roads off "R" so I do not build them by accident I would make it.

The other is lodges sharing the hotkey of sawmills and overriding them. Unless I am missing something, sawmills are strictly better than lodges, yet if I press "O" when I can build a sawmill I get a lodge. It seems if this behavior was swapped, and if I pressed "O" I got a sawmill if I was not adjacent to one that would be easier.
 
Two quick questions about 4.0.2:

1. What is rubber used for? On the handy chart that was put together, it appears to be an end product itself. Is that it?
2. On certain types of terrain, there is a message that it is unhealthy to build a settlement, but the game shows it with a yellow circle as a preferred place to build a settlement. What is the penalty for building a settlement on these spots, and shouldn't the yellow circle not appear?
 
... sawmills are strictly better than lodges ...
No, they are not. :)

Lodges can grow to Lumberjack Camps (after a certain number of turns) which Sawmills can not.
Also Sawmills can not be built directly next to each other but give a bonus modifer on Hammers.

Also Sawmills get no additional Yields from Resources and Rivers and are more expensive.
Lodges and Lumberjack Camps however do and thus in total will give more Yields (Lumber, Hardwood, Luxury Wood) there.

-----

Lodges / Lumberjack Camp is better for Yields (Lumber, Hardwood, Luxury Wood) - especially on Resources.
Sawmills
is better for Hammer Bonus in City but also more expensive and restricted to where to build.

Sawmills are definitely NOT generally better than Lodges / Lumberjack Camp. - Sometimes one is better, sometimes the other.
(It may only seem so at first if you do not dig enough into the gameplay rules of WTP, like e.g. "Growing Improvements".)

e.g. I would
NEVER build a Sawmill on a Bonus Resource - because it will not use that Bonus Resource.
And I would also
never prefer it over a Lodge if I care more about the Yields, than the Hammer Bonus.

Again, remember that a Lodge will eventually become a Lumberjack Camp.
A Sawmill will not ...

------

So you will have to use a mixture which is most efficient. (Something like a 50:50) :)
In WTP not everything is as simple as it seems at first sight ... maybe it is worth digging a bit deeper. ;)

Comment:
The mod is intended to be easy to play, but hard to master.
 
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No, they are not. :)

Lodges can grow to Lumberjack Camps (after a certain number of turns) which Sawmills can not.
Also Sawmills can not be built directly next to each other but give a bonus modifer on Hammers.

Also Sawmills get no additional Yields from Resources and Rivers and are more expensive.
Lodges and Lumberjack Camps however do and thus in total will give more Yields (Lumber, Hardwood, Luxury Wood) there.

-----

Lodges / Lumberjack Camp is better for Yields (Lumber, Hardwood, Luxury Wood) - especially on Resources.
Sawmills
is better for Hammer Bonus in City but also more expensive and restricted to where to build.

Sawmills are definitely NOT generally better than Lodges / Lumberjack Camp. - Sometimes one is better, sometimes the other.
(It may only seem so at first if you do not dig enough into the gameplay rules of WTP, like e.g. "Growing Improvements".)

e.g. I would
NEVER build a Sawmill on a Bonus Resource - because it will not use that Bonus Resource.
And I would also never prefer it over a Lodge if I care more about the Yields, than the Hammer Bonus.


------

So you will have to use a mixture which is most efficient. :)
In WTP not everything is as simple as it seems at first sight ... maybe it is worth digging a bit deeper. ;)

Comment:
The mod is intended to be easy to play, but hard to master.
I had not noticed the difference on bonus/river yields. On non-bonus/non-river tiles the sawmill gives the output of the upgraded Lumberjack Camp, at least for lumber does it not? But now I see the reason why one may build them if one can.

Still, the question remains why have them on the same hotkey? Can "O" ever build a sawmill? Perhaps over an existing lodge, and how frequently should one be doing that?
 
What is the penalty for building a settlement on these spots, ...
It reduces the Health in that City by -1 unless you have counter measures in the City to generate Health. (It is not "that bad".)

shouldn't the yellow circle not appear?
No, because it may still be a plot with a lot of Food or other Resources. Player can still decide what he does.

Is that it?
Yes. It is basically a natural variant of Silver. It was chose for balancing the Terrains.
 
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Still, the question remains why have them on the same hotkey?
Most likely just an oversight when the chain was changed. :)
There is no special reason for it ... not everything may be perfect.

Edit:
Changed "Sawmill" balancing
so it is more different from "Lodge"/"Lumbercamp".
Also I changed the Hotkey of "Sawmill" to: O + Alt ("Lodge" is just: O)
 
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Hi

I have two questions:

1. I have a stable and large stable too, i have 240 horses, the food is i+39 per turn, but i don't get an option to start someone working as a rancher (the expert rancher either), do i need anything else?

2. I have got all the necessary goods for a settler, but the same thing, i dont get the option to create a settler unit for any of the colonists, whats the solution for this?
 
I have a stable and large stable too, i have 240 horses, the food is i+39 per turn, but i don't get an option to start someone working as a rancher (the expert rancher either), do i need anything else?
Rancher and Stables are not directy related in WTP.
Ranchers work on Plots, not in Buildings.

Breeding Horses is an outdoor Profession, not an indoor Profession. Also Breeding Horses does not require Food.
(Remember that you do not play Civ4Col Vanilla, but a massive overhaul that changed a lot of stuff.)

whats the solution for this?
Screenshot, so we see what is actually going on. :)
Also maybe read Colopedia of "Profession Settler".
 
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Rancher and Stables are not directy related in WTP.
Ranchers work on Plots, not in Buildings.

Breeding Horses is an outdoor Profession, not an indoor Profession. Also Breeding Horses does not require Food.
(Remember that you do not play Civ4Col Vanilla, but a massive overhaul that changed a lot of stuff.)


Screenshot, so we see what is actually going on. :)
Also maybe read Colopedia of "Profession Settler".

Thank you for the reply, i checked the colopedia, it writes, that the pasture gives +2 horse (+1 with horse resource) production, does it mean, that basically you can build it with the hardy pioneer anywhere (on flat terrain) near the city? And the horse resource only gives an extra production?
 
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