That might be it, thanks a lot!Do you have high domestic demand of these goods in the affected cities?
If the demand is higher than the produced amount, you'll won't get good on storage as they are instantly sold to your citizens.
Regards
XSamatan
No, such a cheat does not exist.Is the game programmed to give them a second crack at those villages as an advantage/cheat?
We never changed it, so it can also not be found in the mod files.Where do I find the start year in the XML files.
<Define>
<DefineName>START_YEAR</DefineName>
<iDefineIntVal>1492</iDefineIntVal>
</Define>
https://github.com/We-the-People-civ4col-mod/Mod/releases - check releases history (16 atm).I've been playing around with the current version for the last few days. While I have enjoyed it quite a bit, it's a pretty steep jump from vanilla to this figuring out all the new stuff. I read a suggestion in another forum to try one of the earlier versions (2 or 3) first with fewer new mechanics and once you get comfortable there to move on to 4. Seems like a good idea. Are the earlier versions available somewhere to download?
Always great to see "new" player. Please ask if you havy any questions.https://github.com/We-the-People-civ4col-mod/Mod/releases - check releases history (16 atm).
But I don't think you need it. Nothing is forcing you to play with absolutely all game aspects to win or have fun. I'm more or less in the same boat and it's refreshing to discover new things during each play. There are tons of new ways of creating value but same old tactics are still ok. I try to not spend too much time on Civilopedia and experiment when I'm unsure. The difficulty could be maybe to check more background things now than before, like culture/health/city law/domestic market. But it's just some threshold to check more or less, nothing crazy. Little action is required. And the general idea is still the same (building what's necessary when it's necessary, constant optimization process, focusing on a path and avoiding distractions). First 50 turns it does not matter. The complexity is also about units needing more different things to be created (I got in troubles several times with this), but it makes sense and you just need to prepare a little in advance, focusing on a few things at first.
It's like the 2 sailing destinations (Pirate/Africa), it's there, it can be really useful but you can also play at any difficulty without using it. It's just more choices, more strategies to experiment later for fun (like going FULL slaves in many little productive raw-product colonies and see what happens ^^).
New goods, new ressources, that's great but you don't need to understand them, or to product them all to generate decent profits. Just more choices and variety. You focus on what you know and you build on it each game a little more.
I'm not sure if the former versions are all available, but as MorphineCol wrote. You can also give the new version a try, the technics somewhat different, but in many ways it is still the same.I've been playing around with the current version for the last few days. While I have enjoyed it quite a bit, it's a pretty steep jump from vanilla to this figuring out all the new stuff. I read a suggestion in another forum to try one of the earlier versions (2 or 3) first with fewer new mechanics and once you get comfortable there to move on to 4. Seems like a good idea. Are the earlier versions available somewhere to download?