How do you manage trade routes for domestic market? I have set them up as "50 import", with other producing cities marked as "export auto". However, one of my cities got completely overwhelmed with goods exceeding "50" and overflowing the warehouse. I use Treks mostly, and it looks like they may make the problem worse. All my transports are fully automated.

 
Is there a way to disable autofocusing on the previously selected unit after you exit from city screen? I frequently have to find a good city destination for units, and with the unit selected, I will go through a few cities and see if there is a place for them. However, upon exiting from the city screen (by pressing Esc or clicking EXIT), map viewpoint is moved to the selected unit, frequently to the war away point, and it makes everything harder.
 
Is there a way to disable autofocusing on the previously selected unit after you exit from city screen?
Just do not select it before you start looking at City Screens. Then when exiting the City it should not jump to the Unit. (Not 100% sure though, just try it.)
Also you can cycle within City Screens (arrows to the top) and do not have to exit and go back in all the time.
 
I remember when i start WTP, (2.8), there were

- GOODY_RUMORS_EL_DORADO
- GOODY_RUMORS_FOUNTAIN_OF_YOUTH
- GOODY_RUMORS_PIRATE_TREASURE
- GOODY_DESERTED_SHIP

Now with 3.0.1, they do not appears anymore in the game.

May it be possible, for personnal customization, i modify any XML of something to make them appears again ?
 
Now with 3.0.1, they do not appears anymore in the game.

They still do, but there have been some major changes to "Unique Goodies". :)
(Don't worry you are not the first to ask this - a lot of our players wondered about it.)

To simplify:
We wanted to get rid of players triggering "Lucky Strike - Game Won" at turn 1.
(It was explicitly requested as well by community since it made the game too easy.)

Thus every single "Unique Goody" has a "min turn setting in XML" to prevent it from happening too early.
(They are however all still valid to appear later in the game and will do so.)

Read here if you want to have more info.

By the way:
Please use our "WTP Quick Questions" thread next time.
(It was explicitly made for questions like this to avoid single question / single answer threads.)

----

Summary:

They are stil there but work a bit differently - because it was in fact to heavily "Win by RNG at turn 1".

Especially in an MP-game this was heavily game breaking for the others.
Also we wanted to make the game a bit more challenging in SP-game as well with that change.

By the way:
There are also many more of them now so it is really better that they have a "min turn". ;)
(Most likely you will not trigger every single one during a single game though.)

---------

If you want to you can edit CIV4GoodyInfo.xml.
(Simply change the values to your personal taste.)

e.g. you could change for specific Goodies:
<iMinTurnValid>50</iMinTurnValid>
(Goody becomes valid to trigger after 50 turns.)

to this here to allow it to trigger at game start:
<iMinTurnValid>0</iMinTurnValid>
(Goody becomes valid to trigger at game start already.)

It is up to you. :dunno:
 
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I’ve never had an unique goodies since I played 3.0.1.
So I thought it had been removed.
I make the change you sais, and it works now. I get a caravel ; thx ray :-)

Please use our "WTP Quick Questions" thread next time.
ok

Especially in an MP-game this was heavily game breaking for the others.
i dont play MP but i undersdant how it may heavily game breaking for the others
 
I’ve never had an unique goodies since I played 3.0.1.
Maybe you had not played long enough. (Especially in Marathon it could have taken a while.)
Also it is possible that theoretically other AIs got them before you. (They are not called "unique" for nothing.)

However:
I have halfed the values for "min turn" now in my last commit. Maybe they were set a bit too high for "small" / "normal" Mapsize.
(I had configured the values to be "midgame content" for "large" / "huge" / "gigantic" Mapsize on Gamespeed normal.)
 
Also it is possible that theoretically other AIs got them before you. (They are not called "unique" for nothing.)
that’s what I said to myself, which would explain why sometime some AI have progressed well

Is there a way to check which unique have been used? (massage, file ...)
 
Is there a way to check which unique have been used?
Yes, every Unique Goody Event leaves a message in Event Log of every Player, since it is a "Global Event".
(But it can get really long after 100 turns.)

Something like "... has discovered the Fountain of Youth. Immigrants rush to the Dock ..."
(Each Goody Event has another message of course. So you need to know the text to look for.)

However there is no filter like "Show me all Unique Goodies found."
(There is no attribute that flags "message types" so they can also not be filtered.)

----

Summary:
It is possible to search for specific message in Event log if you know the message to search for.
It is tedious though and probably not worth the time to do so.
 
I use WB to test my XML modifications. So i see the message for each unique goodies.

And i dont remember to have saw any of thoses messages since i play 3.0.1

With such settings, is it possible that i dont see the message from an IA that get a unique goodies in the even log ?
Unrestricted Leaders/Permanent Alliances/New Random Seed on Reload/Random settlement areas of Natives/No variables hidden/ Remove World Builder
(Civilization Traits, Tolerant \ Leader Traits, Libertarian, Sophisticated)
Revolutionary (Hardest) Difficulty
FaireWeather
Huge world size
Temperate Climate
Low Sea Level
Discovery Starting Era
Normal Game Speed

Edit: with those settings, what is the value of <iMinTurnValid>9</iMinTurnValid> ? is it 1492+9=1501 ??
 
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with those settings, what is the value of <iMinTurnValid>9</iMinTurnValid> ? is it 1492+9=1501 ??
It is not months / year.
It is really "game turns".

------
<iMinTurnValid>9</iMinTurnValid>

On GameSpeed "Normal" : 9 turns after starting turn (GameSpeed Modifier is "100%" -> multiply with 1)
On GameSpeed "Marathon": 27 turns after starting turn (GameSpeed Modifier is "300%" -> mutliply with 3)
 
  • Alternative B) Spawning within City Radius / Cultural Radius of Europeans not allowed (as with this change)

This is a great solution.

That animal spawn mechanism always got really annoying lategame. I know I'm an outlier on this, but on the biggest or second biggest map setting and with marathon speed I regularly got to the point where animals spawned almost every 5 turns inside the city plots of around 10 or more citys. And while it was great that they get ported away the next turn, I still had to go into every city and manually reassign the pop working on the plot -> that literally got me to the point sometimes to not even want to load a long going save anymore.
Just an explanation why I really love that change.

Animals can still walk into Cultural Radius but not walk into City Radius.

Just nitpicking, unless you changed that now: Animals can't walk into european cultural radius (I'm quite sure of that for every version since 2.7 until 2.9)
 
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Animals can't walk into european cultural radius (I'm quite sure of that for every version since 2.7 until 2.9)
Really? Thought I had implemented them to just not be able to enter City Radius. :think:
But well, it has been around 13 years ago now that I had implemented this in TAC ...

I am getting old and cannot remember every little piece of code I wrote anymore ... :old:
It is time that some new young modders now take over and start implementing all these features ...

----

I will check however and if it is not already the case I will just forbid "European City Radius" and otherwise allow "European Culture Radius". :thumbsup:
(It should be really easy to do to change the logic to that if I have in fact not already implemented it like this.)
 
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@raystuttgart

Animals can't walk into european cultural radius (I'm quite sure of that for every version since 2.7 until 2.9)

This is true. Even on Plains branch, animals are unable to enter colonial nation's cultural borders - not just city radius - unless they spawn near the colony.
 
This is true.
Ok, I have fixed / changed this now. (see this commit)
Animals can enter European Culture Radius but are still blocked from Euroean City Radius.
 
first to say: You all inside the WTP / former RAR-Team) did and do a fantastic job by modding WTP so far for all that years :)
So a heartly THANK YOU to all of You first :)
I hope this is the right place, I dont't want to open a new thread just for this.

After "some" long break I'm actually playing again around again with the current 3.x WTP-version.
There is a lot of stuff anyone willing to do CAN adjust in the xml files for personal taste or just for trying out things easily.
Keeping the right game balance is another question and is not an easy task however.

"Quick question " about personal Modding OR as something You would consider putting it on the offical wishlist for later Versions.
(
short idea: a Job/Profession for units capable to choose professions inside a city in the military branch buildings (SPECIALBUILDING_WALLS) to produce directly military points for the founding father like you can do it with "hammers" in the building type SPECIALBUILDING_HAMMERS

or
how to implement getting Founding fathers "military points" FATHER_POINT_MILITARY by personel in military buildings inside a city woking the same way it works with FATHER_POINT_POLITICAL and the Yield_BELLS ?
Or is there an "easier" way to implement this without adding stuff to the dll ?
Or ist this just all nonesense and a game breaking idea ^^ ?

Idea so far:
YIELD_MILITARY_EDUCATION : YIELD outpout for the profession "PROFESSION_MILITIA_DRILLING" or whatever naming fits good :)
adding the profession to the military buildings we already have ingame.
for not getting these points for free, it may get a consumption yield also, maybe YIELD_FOOD or something fits good to keep it simple.

OR advanced:
the weaponssmith may get a third profession besides blades and muskets for producing some "military consumables", which means introducing another new YIELD also neded space in the goods list (or a derivate of "hammers" /"bells" / "culture" /"health" which are all none-tradeable ,none-transportable yields)
OR there is a second profession to choose in the building type SPECIALBUILDING_WALLS to produce those consumables.


Some of the code I tried the dirty quick way , but it seens it needs compiling a new ddl as the error messages says
<!-- Produce Military Points by city military buildíngs - begin in CIV4YieldInfos.xml, of course it needs its own TXT entries finally -->
<YieldInfo>
<Type>YIELD_MILITARY_EDUCATION</Type>
<Description>TXT_KEY_YIELD_MILITARY_EDUCATION</Description>
<Civilopedia>TXT_KEY_YIELD_MILITARY_EDUCATION_PEDIA</Civilopedia>
[...]
<Icon>,Art/Interface/Buttons/Unit_Resource_Colonization_Atlas.dds,8,16</Icon>
<HighlightIcon>,Art/Interface/Screens/City_Management/Colonization_Yield_Highlight_Icon_Atlas.dds.dds,4,16</HighlightIcon>
<Button>,Art/Interface/Buttons/Unit_Resource_Colonization_Atlas.dds,4,16</Button>
</YieldInfo>
<!-- Produce Military Points by city militarty buildíngs - end -->


<!-- Produce Military Points by city military buildíngs - begin in CIV4FatherPointInfos.xml-->
<YieldPoints>
<YieldPoint>
<YieldType>YIELD_MILITARY_EDUCATION</YieldType>
<iPoints>5</iPoints>
</YieldPoint>
</YieldPoints>
<!-- Produce Military Points by city military buildíngs - end -->

To ceck it out qickly ingame, I added a new profession derivated from PROFESSION_STATESMAN and let it perfom in the SPECIALBUILDING_BELLS like it worked very good for the YIELD_CULTURE for example ^^.
OF course the apropriate building type shound be finally SPECIALBUILDING_WALLS
However as I tried to introduce a new Type of YIELD it wouldn't work this way.

I don't know, if You like to consider this a feature for some future versions of the offical WTP or not, however I would be glad, if anyone could give me a hint how to implement this feature properly :)
Or is this just an insane idea ? I would't get bad feelings, if someone would comment it as a bad idea at all ^^
 
You all inside the WTP / former RAR-Team) did and do a fantastic job by modding WTP
Thanks, we always appreciate nice feedback. :)

-----

@bookaneer
Adding new Yields
is currently only possible by DLL modding / programming.
(You e.g. need to program AI so it knows what to do with it.)

I have an old concept "Military Accademy" that e.g. creates Yield "Military Training".
(It is buried under a huge pile of more important concepts though.)

There is no way to add new game logic / completely new game features by XML modding only.
(XML is no programming language. It is just configuration for logic already existing.)

-----

if anyone could give me a hint how to implement this feature properly
You need to learn programming / DLL modding and then take a look how we introduced all other new Yields in the code.
(Learn from existing examples in the DLL logic, XML and Python.)

You would also need to learn how to edit GameFonts (and for a Plot Yield also ressource_icons_ea_64).
Those are really very tricky to edit. (Much more difficult than e.g. simpel buttons.)

Additionally you would most likely need to program Python for the Screens.
(e.g. City Screen or Advisor Screens - unless you are really lucky.)

It is massive amount of effort also for XML if you want to make all the balancing properly.
Configuring the balancining of Units, Professions, Buildings, ...
(Maybe even Founding Fathers and Traits.)

-----

Summary:
Adding a new Yield is one of the most difficult tasks in modding Civ4Col and I have never heard of a beginner modder even trying.
(It goes way beyond XML and also includes programming DLL, graphical modding and most likely also Python for the Screens.)

But of course, you can try to learn all that stuff. :thumbsup:
It is just not like "Here is a short answer and all is done".
 
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OK, first of all: Thank You very much for your detailed answer :)

@ It is just not like "Here is a short answer and all is done".

That's not what I really believed as an reasonable outcome :smoke:
I was afraid it would be not easy to do (for anyone, not just for me), but I hoped it would be a little bit easier, as You describe it now :D

I'm aware that just editing xml stuff is not "programming", but I hoped, with already existing game logics it would be not such an amount of work. :rolleyes:
(e.g: there is already a similar system: politic founding father points, one of the given options is getting them by city production "bells" with apopriate buildings and professions.
making a new profession for an already existing building type seems not so complicated, I tried this by an alternative statesman profession which seemed to work fine (for the player).
I'm also aware, that "teaching" the AI to USE a new profession actively is another thing.
For now, I just will keep on doing or looking up for more "little" things which help me to understand how things work ingame.
AND honestly: I apriciate PLAYING the game primarily, editing / moding is 2nd. This may change, but for now I'm more into the gaming aspect :D
 
I have Settlers that aren't able to found cities. Am I missing something? Doesn't matter if it's a non-prepared Settler or Prepared Settler, I'm not given the option to found a city. I can't find anything in the Civilopedia that says I'm missing some pre-req to found a city. Screenshot attached. I've founded a city on the tile before in a previous save of the same map, so I know it *can* be a city. I also can't found a city on a different tile in the same iteration of this game.
 

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