what is the advantage of using the "expert settler" unit instead of using any unit in the settler profession? Because this new unit produces less food than a simple expert farmer. Can someone explain this new functionality to me?

your MOD is a very good job. I liked it. congratulations
 
What is the advantage of using the "expert settler" ...
It is slightly better than the normal "Free Colonist" to start with.
Otherwise it is just a "workaround" to have the possibility to
  • "Place a fully equipped Settler by Worldbuilder"
  • "Have a fully equppied Settler immigrate in the queue in Europe"
  • "Being able to buy a fully equppied Settler in Europe"
All of that is only possible if you have a dedicate Unit (i.e. Expert) for that Profession.
(Summary: It was a gameplay mechanic decision to introduce it to have the 3 features above.)

-----

Otherwise the "Expert Settler" also uses Learning by Doing like e.g. the "Free Colonist" and can become a better expert as well.
Any "true expert" is generally better if you are really looking for that specific expert.

True Experts > Expert Settler > Free Colonist

-----

In other words the "Expert Settler" is just a slightly better version of the "Free Colonist".
(Everything the "Free Colonist" can do it can do as well, but it produces a bit more food.)

Use it if you get it for free in Europe and otherwise maybe rather equip Experts you really need with equipment needed for having Profession "Settler".
(Because as you may have noticed it is the only Profession able to found a Colony. The "Expert Settler" Unit is no where mandatory for it.)
 
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I unchecked the independence (victory) setting during game creation because I thought that it would disable AI winning the entire game if they got Independence before I did. I wanted it to be like 1994 colonization where I can take my time declaring independence even if other nations got theirs first first. I once lost a WTP game this way and it was surprising. All that work for nothing!

But then I read the TAC manual and found out unchecking that setting means I can't declare independence anymore? Is this true in WTP?

I also read that unchecking all those victory settings means there's no time limit. Is this true in WTP as well?

In short, I want to take my time to fight the King and not lose when the AI gets Independence first.

Thanks.
 
Please do not create a new thread for every small question. :)
Use this thread:
[WTP] Quick questions

In that thread I will also answer such questions, but not in "one question threads" like this. :thumbsup:
(So please repost your question there.)

Sorry, but posts like this really clutter our forum.
Thanks for your understanding. :)
 
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where I can see the requirements, min.turns, for each type of bonus for the different types of "Goody Huts" in this MOD. It is in CIVILOPEDIA?
 
where I can see the requirements, min.turns, for each type of bonus for the different types of "Goody Huts" in this MOD. It is in CIVILOPEDIA?
The "Goody Huts" have no min. turn requirement, but the Goodies they can trigger have.
The Goodies are not listed in Colopedia, because that would totally spoiler all surprise.

to clarify:
Gooy Huts and Goodies are 2 totally different things.
One is e.g. an "Ancient Ruin" (Goody Hut) the other one is e.g. "Small Gold" (Goody).

Also the "min turn requirements" only account for Unique Goody Events.

----

The only place you can read the "min. turn requirements" for Goodies is in the XML that configures them. (Civ4GoodyInfos.xml)
It will not really help you however, because there is still randomness and no determinism.

The "min. turn requirement" of a single Unique Goody might e.g. be 40 but:
  • It might still only be triggered in e.g. turn 56 (randomness of Goody Events)
  • There is not just one "Unique Goody" (each of them being balanced with different setting)
  • It might get triggered by another Player without you noticing (since it is unique only one player can get it)
----

Summary:

There is really not much "prediction to be made" with this.
(Which thus also makes save scumming pretty tedious.)

If you want to take a look anyways, check the XML. :thumbsup:
 
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I unchecked the independence (victory) setting during game creation because I thought that it would disable AI winning the entire game if they got Independence before I did. I wanted it to be like 1994 colonization where I can take my time declaring independence even if other nations got theirs first first. I once lost a WTP game this way and it was surprising. All that work for nothing!

But then I read the TAC manual and found out unchecking that setting means I can't declare independence anymore? Is this true in WTP?

I also read that unchecking all those victory settings means there's no time limit. Is this true in WTP as well?

In short, I want to take my time to fight the King and not lose when the AI gets Independence first.

Thanks.
 
Is this true in WTP?
Yes it still is.
If you uncheck Victory Condition "Independence", you no player can declare Independenc anymore and thus there will be no War of Indendence.
(I want to change that but it is very low on my priority list.)

Is this true in WTP as well?
You only need to uncheck the Victory Condition "Score Limit after Turn Limit" to deactivate turn limit.
You could leave all other Victory Conditions activated if all you want is to deactivate the turn limit itself.
The game will be "endless" until one Nation achieves a Victory by other means according to the Victory conditions set.

In short, I want to take my time to fight the King and not lose when the AI gets Independence first.
Sorry, but you will not be able to fight the King if you deactivate Victory Condition "Independence".
You simply will not be allowed to declare Independence.

------

Summary:
If you deactivate all Victory Conditions, well the game is endless but there is no way to achive any Victory of course.
Also you have deactivate the game feature "War of Independence" as well.

------

Tip:
It sounds like you want to deactivate all other Victory Conditions, but leave "Independence" ON.
 
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Thanks for the clarification. So in other words, my game is worthless now. I think there should be a new setting where you can still win (by beating the king) even if the AI declares independence first. Just add another setting just like the 'use old founding fathers rule' setting. Probably low priority like you said.
 
So in other words, my game is worthless now.
Well, if you want to fight the War of Independence at the end, then yes.

I think there should be a new setting ...
As I said, it is on my "list" - since pretty much 10 years now. :dunno:
Maybe in 10 more years when I implemented everything else ...

Just add another setting ...
This "just" is about one full weekend of modding. ;)
There is a lot of other stuff I could do with that time.

Probably low priority like you said...
Exactly. :)
 
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Seeing land units recruitable in Port Royal, which pirate ships will be able to carry them?
 
Seeing land units recruitable in Port Royal, which pirate ships will be able to carry them?
Good question. :thumbsup:

Need to check if Smuggling Ships can carry Units or not. :think:
(It has been quite a while since I really played myself the last time.)

If it can not, maybe we will simply change that.
(Need to properly think that through though.)

Otherwise "Plains" is still an alpha version so a lot of things can still change.
(If necessary we could still introduce some more ships from here.)
 
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Can someone tell/point me to a list of what the 0s and 1s in the "Game Options" section of the "colonization.ini" file control? (The first 0/1 sets this checkbox, the 2nd... etc. There are 22 in total.)

Thanks!
 
Can someone tell/point me to a list of what the 0s and 1s in the "Game Options" section of the "colonization.ini" file control?
I guess, you are talking about this here. :)
(Your sequence may look a bit different than mine, see below.)

Code:
; Game Options
GameOptions = 00001000010000000000001

Simply answer:
"colonization.ini" also tries to store your player preferences from the last games you played.
Those 0s and 1s are the settings of your last "custome game" (or the default settings set in your last "play game".)

Thus:
If you would mess with that all you would do is mess up your prefered game setings ingame.
Next time you change them ingame the 0s and 1s in the file would look different anyways.

Summary:
Do not touch it and do not worry about it. :thumbsup:
Change your game settings ingame and everything is fine.
 
Thanks for the quick reply!

That is exactly what I am talking about. Unfortunately, my last custom game settings do not seem to get saved. The map preferences (size, game speed, etc.) seem to stick, but the check boxes for things like reload random seed, enable world builder, and victory conditions do not.

Is there a way to have all the custom game fields save to a default? (in particular the check boxes)

Thanks!
 
You could also simply open this XML and change the default settings:
CIV4GameOptionInfos.xml

That way the settings you want will be saved as "default" for sure. :thumbsup:
 
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