Basically a place where carriages can unload their stuff on a ship and vice versa.
You sort of can...

Build a fort at the coast and manually transfer the cargo between ships and wagons (you'll need one free cargo slot on either ship or wagon). Select the cargo you want to transfer and re-load it (key L).

Regards
XSamatan
 
Is it normal to have forrests on savannah or tundra? I don't like the need to cut it down to replant as jungle or taiga for cocoa or red wood
 
Is it normal to have forrests on savannah or tundra?
Yes, they are allowed / configured like that in XML. :thumbsup:
It is also intended to have a bit of diversity.
 
A question about movement. If a unit (e.g. a Native Trader) has a movement of 1 and a square (e.g. a forested grassland) a movement cost of 2 - why is the unit able to continue to move in the next turn?

In my games I have the "end of turn" enabled so I´m somewhat sure that the unit did not spend one turn simply passing through the forest/skipping a turn and continued to move only in the next turn.

Is movement cost only interesting for units that have a higher speed and can move several squares in one turn (e.g. Cavalry, Seasoned Scouts) and for units with speed 1 the movement cost is always 1 so that it can continue in the next turn?
 
A question about movement. If a unit (e.g. a Native Trader) has a movement of 1 and a square (e.g. a forested grassland) a movement cost of 2 - why is the unit able to continue to move in the next turn?
I have been wondering that as well. If the spent movement points counter isn't reset, but instead lowered by the movement points per turn, then spending two movement points will make the unit get stuck for a turn. Perhaps capping movement loss next turn to max one or something.

Example:
A treasure moves with one movement point. The terrain cost one and it moves like it does right now. If the terrain cost 2, then it moves one plot every second turn. If the terrain cost 3, then it moves one and waits 2 turns.

I don't know if I like it because I have a hard time predicting the gameplay impact. It could be dull to get your units stuck all the time. Also the pathfinder would have to be rewritten to take this into account.
 
I have been wondering that as well. If the spent movement points counter isn't reset, but instead lowered by the movement points per turn, then spending two movement points will make the unit get stuck for a turn. Perhaps capping movement loss next turn to max one or something.

Example:
A treasure moves with one movement point. The terrain cost one and it moves like it does right now. If the terrain cost 2, then it moves one plot every second turn. If the terrain cost 3, then it moves one and waits 2 turns.

I don't know if I like it because I have a hard time predicting the gameplay impact. It could be dull to get your units stuck all the time. Also the pathfinder would have to be rewritten to take this into account.

I thought the pathfinder already does look for the path that takes the least time, preferring open terrain and flatlands to mountains, hills and forests, so taking terrain movement cost into account?

I noticed it only because the 1-movement-units seem to beeline on most ways - instead of taking a detour around mountains and forests because they would take longer to go through them instead of around. Only that they don´t take longer to go through as it´s always 1 turn / 1 square.
 
I had an event that the winter in Russia was very cold and people were all really cold.
So the selling prices of furs and coats in Russia are higher for 30 rounds.

So far so good, but I didn't noticed when the event started or when it will be over.
Is this information somewhere be shown?
 
So far so good, but I didn't noticed when the event started or when it will be over.
Is this information somewhere be shown?
No, the Event Log is simply not able to display all the possible game relevant information of the WTP Event System.
The Event log is still as it was when we adapted the original really feature poor Vanilla Event / Tutorial System.

Somebody would have to invest the effort to exand / improve the Event Log for all the uncounted things that our WTP Event System could do.
Since there are always thousand more important tasks and the WTP Event System itself continously gest expanded this may never happen though. :dunno:
 
have few issues about scouting. first one is what are the percentages for bonuses you get from goodies because with 3.0 i seem to get overwhelmingly only treasure money or exp or very rarely some castawa but for example what the chance for a fountain of youth etc..? second question is why so rare to get seosoned scout last game i had to clear the large map only with regular scouts cos they dont upgrade to seosoned and dont immigrate also...
 
have few issues about scouting. first one is what are the percentages for bonuses you get from goodies because with 3.0 i seem to get overwhelmingly only treasure money or exp or very rarely some castawa but for example what the chance for a fountain of youth etc..? second question is why so rare to get seosoned scout last game i had to clear the large map only with regular scouts cos they dont upgrade to seosoned and dont immigrate also...

If you really want a Seasoned Scout you can take the Founding Father John Marquette. He provides a unit of Seasoned Scout and gives a bonus to what you receive from the natives and goody huts.
 
.... but for example what the chance for a fountain of youth etc..?

The Unique Goodies (that are really powerful) now all have a "minimimal turn" to become available.
Also the list of Goodies has been "increased" overall. But we also massively added new Unique Goodies.

This also decreases chances of each single Unique Goodies a bit.
(This was necessay or it would have flooded Unique Goodies and thus totally unbalanced the game.)

Summary:
In total there are many many more Unique Goodies than before.
But they will simply be available later in game.

Comment:
If you were used to get "Fountain of Youth" in turn 5, this is not possible anymore.
Saving and Loading will also not help with that. You need to play until it becomes available in the list.
 
hey this is little modding question: what do i have to do to add promotion to a ship at game start in CIV4CivilizationInfos.xml file??
 
hey this is little modding question: what do i have to do to add promotion to a ship at game start in CIV4CivilizationInfos.xml file??

It is not possible like that to just add Promotions for "game start".
CIV4CivilizationInfos.xml does not allow to add Promotions of Units there.

XML is simply not a "script language" and by far not a "programming language".
You can not implement "new game logic" with it, just configuration.

You only have these choices:

1. Program a Python Script that adds the Promotion to the Starting Units at game start. (By far the best solution)
2. Give all Ship Types used as Starting Units (Unit Types) that Promotion as "Default Promotion". (Probably not what you want because every Ship of that Type in the game will have it)
3. Create "Dummy Ships" (as Unit Types) that are just used for "Starting Units" and assign them in CIV4CivilizationInfos.xml. (Probably also not what you want because it is really ugly workaround and lots of effort.)


Summary:

If you want to do something like that, programm it as a Python Script that is e.g. called at game start by an Event. :thumbsup:
Everything else is just "pure ugliness" and trouble, messing up your mod. (You will also need to merge your XML every time we update the mod.)
Simply never try to "program" in XML - that is not what it is intended for. (e.g. CIV4CivilizationInfos.xml is not intended to give Promotions at game start.)
 
@darklurkers

Not XML but more quick: world builder.
Simply add the promotions to the exact ships.
If you save the map as WBsave then that is permanent even when you start a new game on that map (untill next update in the mod).
 
have few issues about scouting. first one is what are the percentages for bonuses you get from goodies because with 3.0 i seem to get overwhelmingly only treasure money or exp or very rarely some castawa but for example what the chance for a fountain of youth etc..? second question is why so rare to get seosoned scout last game i had to clear the large map only with regular scouts cos they dont upgrade to seosoned and dont immigrate also...
rather strange, as I mostly gain 1-2 scouts early in each game by visiting native vilage with free colonist scout.
 
I agree that the fountain of youth and seasoned scout goodies have become rare to non-existent in 3.01. I can still upgrade regular scouts with plenty of exp points but the seasoned scout upgrade doesn't happen. And I haven't seen the fountain of youth either.
 
. And I haven't seen the fountain of youth either.

Guys, how often should we write that Unique Goodies now have a "min turn":

The Unique Goodies (that are really powerful) now all have a "minimimal turn" to become available.
Also the list of Goodies has been "increased" overall. But we also massively added new Unique Goodies.

This also decreases chances of each single Unique Goodies a bit.
(This was necessay or it would have flooded Unique Goodies and thus totally unbalanced the game.)

Summary:
In total there are many many more Unique Goodies than before.
But they will simply be available later in game.

Comment:
If you were used to get "Fountain of Youth" in turn 5, this is not possible anymore.
Saving and Loading will also not help with that. You need to play until it becomes available in the list.
 
I agree that the fountain of youth and seasoned scout goodies have become rare to non-existent in 3.01.
It depends on the "Type of Goody Hut" as well.
There are now "Goody Huts" (especially the ones defended by Humans Enemies) that give mostly Units as rewards.
So depending on the "Type of Goody Hut" only rewards that make sense immersively are allowed.

You will e.g. not find the "Fountain of Youth" in a "Camp of Hostile Criminals".

Otherwise see here:
(It does happen.)
rather strange, as I mostly gain 1-2 scouts early in each game by visiting native vilage with free colonist scout.

Summary:

The "Goody System" now simply works and feels different.
Different Types of Goodies (with specific rewards), Unique Goodies have min turn thresholds, ...

We know that and it is working as designed. :)
 
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In the city screen in the list of goods is a line "Total = 0" below every good. What does that line display?

e.g. in the picture Total Whalefat = 0?
Spoiler :

upload_2021-7-2_19-33-53.png

 
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