To prevent raids on cities and lose gold and construction progress because of this, build forts around cities:old::smoke:

You mean the distinct building on the map, not the city fortification, right?
In what distance does a fort on the map draw raiding natives to it, away from a city? e.g. if I go defensive could I draw the indians away from several of my cities with strategically placed 1 fort like a lantern that draws moths´? Or is 1 needed within the 5X5 city limits to draw natives away from that city?
 
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To prevent raids on cities and lose gold and construction progress because of this, build forts around cities:old::smoke:

I basically put my city on top of their village, because... I just liked spot and wanted game to be a bit more spicy, than normally.
But this basically means - there's no option of me building fort between my city and their village, because they are next to each other. But does it actually "attract" them? In this case I could build it around their village..

https://imgur.com/a/SVUZVH5

Or is it just, that they can't "pass" through fort, if they have bad intentions? Because they can stand in same tile as my units, even if they have bad intentions :c I already tried that.


I anyway plan on attacking them, quite soon enough, so I will get rid of problem that way : p
 
@Buffalo Soldier Indians normally offer to give you the land for free and abandon the village in such situations. Did you reject them multiple times?
 
No, they never proposed me to give away land in this game. I think big part must come to relations. In this game those surrounded Indians absolutely hate me.
In last game I had situation, when Indians gave me their land, but I had "cautious" relations.
 
You mean the distinct building on the map, not the city fortification, right?
yes, I meant forts that are not built in the city, but on the map.
But this basically means - there's no option of me building fort between my city and their village, because they are next to each other. But does it actually "attract" them?
there must be at least one tile between the fort and the natives village, otherwise it cannot be built.
and yes, the forts attract natives who are going to participate in the raid on the city.
 
Guess this question is in wrong forum but anyways.... I have a feeling that if you get great land to expand on you have crappy colonsists in europe (indendured servats etc), when crapppy land you get proper units in europe (scouts/pioneers/preachers). Just my feeling or is there any AI down below?
 
Just my feeling or is there any AI down below?
No sorry, that is just "Murphy's Law". :lol:
(Such a logic really does not exist in the game.)

The queue in Europe is pretty much random.
(It does not check your starting position or anything like that.)

The only thing it cares about is "game turns".
(There is a weighting which Units it will prefer to generate.)

Early on:
"Mostly Workers / Explorers"

Later in game:
"More Manufactures"
 
I am wondering about the location ships return to after sailing back from Europe. It seems like they always return to the initial spot. Sometimes it would be nice to have them return to the spot they left from. Is this possible?
 
I am wondering about the location ships return to after sailing back from Europe. It seems like they always return to the initial spot. Sometimes it would be nice to have them return to the spot they left from. Is this possible?
If you use the "Sail to City" option in Europe they will not always arrive in the Starting Plot.
They will arrive in the closest Europe Plot of that City instead.

They will only arrive on the statrting Plot if you simply use "Sail to the New World" all the time.
(Because it is most likely the closest Plot to your colonies - at least statistically.)

Summary:
Chose the right option and you will get the right result. :thumbsup:
 
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It would be possible to create a mechanism to save a specific tile (since, being in the "sail to europe" area and already explored) to serve as a reference point and then have the ship from the europe screen (F2) appear in the specific tile marked on the map.

something like sail to "point A", and then have that point marked in coordinates (X=120 , Y = 43).

this would be interesting when you have sea currents on the map, so that ships appear near a desired point. Or when the player wanted a specific point on the map, to take troops, trade with a specific tribe, take units such as missionaries or scouts to a more urgent area (near the AI for example).

the ability to mark these "points of reference" could be the unique power of one of the ships, perhaps the caravel as it is an exploration ship.

I think about 3 or 5 of these points would be enough for the human player's interests.
 
as you explore the east and west parts of the edge of the map, you discover access tiles to europe. and on the screen of Europe it becomes possible to select a specific square of the ocean on which the ship will appear. yes, its length will be several tiles, but there is such a possibility.
 
It would be possible to create a mechanism to save a specific tile to serve as a reference point ...
Yes and such a feature even already exists in another mod. (DoaNE)
We just have to port it to WTP which is more difficult than it sounds.

It is much more effort to port it than you might think.
(It might be much less effort to create a new solution from scratch.)

Summary:
If one of us ever has time to do it, it might be done.
It is currently really low on the priority list though.
 
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as you explore the east and west parts of the edge of the map, you discover access tiles to europe. and on the screen of Europe it becomes possible to select a specific square of the ocean on which the ship will appear. yes, its length will be several tiles, but there is such a possibility.
That is correct as well. :thumbsup:
(You can decide in which area of the Map you want to arrive.)
 
Hello, tried to search but couldn't find any.., anyone knows what the difference is between Faireweather and FairweatherTweakEx mapscripts?
 
FairweatherTweakEx
"TweakEx" is the better / most updated one.
(Simply ignore the other older one.)

The other old one should actually be removed now.
(We had just kept the old one in case we would find bugs with the new one.)
 
Is there a specific reason why these 6 tiles on Americas Gigantic are impassable, while all the adjacent tiles are not - or is it a bug?

impassable-tiles.png
 
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