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Looking at this link, I saw in TIPs that it is possible to "combine" treasures up to a value of 3000. Is this really possible? How do you do it?
When you have two treasures <3000 in a city you should get an extra button that merges them?
 
If this functionality is not available in the game

It is available and you can merge treasures up to 3k gold (normal speed) but the option to merge will only show up when the treasures are in native villages or settlements.
 
This is fantastic, thank you.
It is available and you can merge treasures up to 3k gold (normal speed) but the option to merge will only show up when the treasures are in native villages or settlements.
 
hello,

Quick question, in the new patch it shows in ocean squares a lighter blue spot (several tiles) that changes locations random time, but when i pass the mouse over it, just says its normal ocean, even when i open world builder i cant find what makes those torquoise blue spots... is it some event??
Tks for help.
 
Why is it called "Bakery Products" and not "Flour"?
I originally wanted to call it "Provisions" - because it was intended as Euipment / Supply for Units.
But for some reasons that term was not liked ...
 
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Provisions makes way more sense based on what it does! I was trying to figure out why there was no domestic demand for Bakery Products
It is not always easy to find a consense in a team of 10 people ... so to get something accepted sometimes you take what you get. :)
I wanted to have "Provisions" and made the compromise to call it "Bakery Products" to stop discussions and still implemented the feature I wanted ...

I care for gameplay and actual feature implementation (DLL) and not for naming or tiny details in balancing (XML).
Naming and tiny details in balancing everybody can adjust easily in his private modmod ... so I never argue long about it.

But yes in my private modmod of WTP I would most likely also rename it once I actually start playing the mod.
At the moment I am however neither modding nor playing WTP and thus let the active team decide what it likes to do. :dunno:

Sometimes in a team some people want beef and others want pork - and then endlessly discuss what it is better.
So to safe time it may be easiest to throw it all in a grinder and get some beef-pork-ground-beef that everybody can kind of live with.

-----

That is actually the way a lot of the stuff in RaR and WTP was created ...
Many many times there were compromises found somewhere in the middle.
 
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There is no domestic demand for bakery products? :aargh: :aargh: :aargh:

WTH... :lol: I thought it is - beside the fact that bakery products are ALSO required for the equipment of some troops. :crazyeye::think:
 
... beside the fact that bakery products are ALSO required for the equipment of some troops ...
That is the exact reason why there is no Domestic Demand for it.
Doing so would cause issues for gameplay and AI.
 
From what I can tell, the only building that improves Flax growth is the Plantation.

But Flax only grows on Taigas, and you can't build Plantations on Taigas.

Is it intended that Flax output can't be improved?
 
From what I can tell, the only building that improves Flax growth is the Plantation.

But Flax only grows on Taigas, and you can't build Plantations on Taigas.

Is it intended that Flax output can't be improved?

It is fixed for the upcoming release but if you're comfortable changing it for your game, here's the link on how to

 
Maybe it's a map generator issue (using the included FaireWeatherTweakEx), but not finding any tiles where yerba leaves can be grown. Should be hilly marsh terrain? But all the (many) marshes I ever see are flatlands, while the "wet hills" are always wetland.
 
Maybe it's a map generator issue (using the included FaireWeatherTweakEx), but not finding any tiles where yerba leaves can be grown. Should be hilly marsh terrain? But all the (many) marshes I ever see are flatlands, while the "wet hills" are always wetland.
Yeah, it is an issue with the MapScript - which is why we said all the time to not play it and use the Maps instead.
However it has been fixed already internally in hopefully at some point upcoming WTP 4.1.
 
Yeah, it is an issue with the MapScript - which is why we said all the time to not play it and use the Maps instead.
However it has been fixed already internally in hopefully at some point upcoming WTP 4.1.
Ah, I see, I only read a recommendation to use FaireWeather Ex (instead of other, older scripts) written a few months ago; not a gamebreaking problem anyway. :)

BTW, fantastic work on the mod, captures the great feel of ColDOS while adding so much in the way of options and choices :thumbsup:
 
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