So it is not true that you can 'hide' your guns, horses etc. in wagon trains?
In Vanilla and some very old mods you can use that trick. (Because they use primitive "Vanilla REF algorithm".)
But it is not possible to hide them for TAC / RaR / WTP. (Because they use more advanced "NetBandit REF algorithm".)

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No, not true. We closed that exploit more than 10 years ago in TAC already.
You cannot hide Weapons / Horses / Cannons / Blades from the algorithm.
(But you could configure the algorithm by GlobalDefinesAlt.xml to ignore them if you want.)
 
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So I can have hundreds of cart filled with ore right?
Yeah you could do that if you want to. That would not influence REF at all.
Also the amount of gold itself does not influence REF either.
 
Hi together,
I'm new here. Thx alot for this great mod. I recently took the game out of the shelf and played 2 rounds of TAC before I realized there are even newer and bigger mods. So many new things, its amazing.
Anyway there is one old feature that I didnt manage to work again and one new concept that I can't figure out. I'm using the german version, be tolerant with my made-up translations if they are incorrect :)

1. Traderoutes: Espacially with even higher production and so many more trade goods I really need to work out the automization. In tac I just assigned the route with the symbol on the wagon or ship and chose a good with source and destination and the confirmation at the top.
This works here as well, with one problem. The vehicle doesn't start. It just goes in the waiting mode, in the city screen it has the traderoute symbol, but doesn't start.
If I then manually transfer any good which was in my list from the colony to the vehicle it immediatly fills up the rest and starts as intended. After arriving at the destination it unloads but does not return back and sleeps again.
I tried basically all combinations with the gouvernor in both colonies with the import/export options, also auto-trading, nothing works/ has the exakt same problems.
Maybe there is one thing that prevents the transport - the storage capacity of the destination city has exceeded, but thats basically allways going to happen with my first harbour/tollhouse city.

2. Monastery (or is it cloister?): I can't get this to work. No matter if I put it inside the colony tiles or outside. Working on the tile or sending a missionary, nothing happens or changes. No change in crosses or any converted natives..
Thx in advance and keep up the great work!
 
2. Monastery (or is it cloister?): I can't get this to work. No matter if I put it inside the colony tiles or outside. Working on the tile or sending a missionary, nothing happens or changes. No change in crosses or any converted natives..
Thx in advance and keep up the great work!

Try to place the monastery inside native territory near to their large cities. The more native unites roaming around the higher the chance of converting.

Regards
XSamatan
 
hi)
2. Monastery (or is it cloister?): I can't get this to work.
they should be built on the "paths" along which the natives often walk (even beyond your cultural boundaries) and place a missionary there. but not every native passing by will become a convert (this does not happen often). if you have a good relationship with the tribe, they will bring gifts more often. and if the relationship is bad, then the raid parties passing by will calm down.

1. Traderoutes: Espacially with even higher production and so many more trade goods I really need to work out the automization...
...This works here as well, with one problem.
I haven't played TAC and vanilla, so I don't know how trade routes were set up there. but somewhere here on the forum, I described how to set up trade routes for the current release.
if you don't find it, I'll try again.
 
I have not followed the WTP development much in the past months and so I am surprised by the huge increase in resources and finished products to a total of 3 x 32 = 96 (compared to the original 16) commodities.

1. Are there any plans to increase to 128 commodities once some other game mechanics like food variety, health and population growth, triangle trade, military logistics, ammunition and supplies, east asia Trade, etc are implemented? I guess you won't want to delete some of the newly created commodities and production chains if additional goods have to be added for new features.

2. Will it be possible to sort the 96 commodities in the colony/trade screen? Some of the goods are essential like food, building materials (lumber, stone), tools, muskets, horses, etc and you want to have them all together in a fixed position, e.g. left side of the 3 rows, to easily find and not have to search them. Other goods are probably also best grouped together (horizontally or vertically) like weapons, resources and their finished products, production chains in same building ...

3. The transport system with 1-6 cargo slots was designed for the original 16 cargo types. Will the cargo system be changed to a Patrician/Port Royal style where more than 6 cargo types can be loaded and only the sum of all goods is limited by cargo capacity or will the ship models be adjusted to have more cargo slots, e.g. galleon to have 12 or 18 cargo slots instead of 6?
Alternatively there could also be the option to create convois/fleets of several smaller ships grouped together to increase number of cargo slots per "unit".

4. Will the settlements receive more (upgradable) warehouse storage to reflect the increase in resources and (demanded) goods?

5. It's hard to find a complete list of all 96 commodities in the respective thread.
What about following goods :
- bricks, marble, (sand ->) glas, colored glas (additional building materials for fire proof buildings, modern houses, churches and palaces)
- copper, tin, bronze, steel (metals for different tools and weapons)
- sulphur, saltpeter, gunpowder (ammunition)

- amber
- incense (mediterranean, near east trade)
- ivory, exotic animal hides (african trade)
- tea, chinaware (porcelain), silk (east asia trade)
- opium, medical herbs (medical supplies)
- vegetables, citrus fruit, salted fish, ...

- molasse, sugar (products of fresh sugar cane in a sugar mill, molasse is a resource for rum), see https://en.wikipedia.org/wiki/Colonial_molasses_trade

(Notes on Sugar Plantation Economy :
To realistically implement sugar plantations, african slaves should be the only type of workers to efficiently work sugar cane fields due to malaria, tropical climate, deseases and hard work causing a very high mortality rate. European plantation owners actually "wasted" slaves for sugar production and permanently had to buy new slaves to replace the wasted ones. AfaIk natives and europeans had probably twice the mortality rate
and half the efficiency compared to african slaves. (AfaIk in some early english colonies about 50% of indentured servants on plantations died within the first year(s) due to hard work and disease.)
This could be implemented by assigning african slave fixed to a plantation where they work for e.g. 10 turns and then die, other type of workers would probably already die after 5 turns and produce only half the yield per turn. Ethnic origin as well as slave status would effect yields for plantation workers. Slave trade would only work with slaves not becoming more expensive with each bought slave since sugar prices are limited.
AfaIk there were no native expert sugar planter before the 1st Colonization game. Sugar cane plant was brought from the mediterranean region to the americas.)
 
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Prices for colonists and units in europe increase with each purchase from the menu probably without limit. At some point it will be cheaper to buy food in europe for population growth than purchasing a new free colonist.

Will there be a cost recovery mechanism for colonists and units so that after a while costs go back to the base value, e.g. reduce the additional costs by -10% per turn?
 
Just hurry colonists from the docks instead and there's no price increase. This is arguably an exploit (and yes, I did teach this trick to the AI to help it a bit)
That is what I usually do ... and I rather ask my king for discount units instead of purchasing them from europe menu.
However all this makes the purchase menu for specialists almost completely obsolete because the player is better off if he never uses it except for buying ships.
So my question was : will it be fixed so that you can purchase from the menu without accumulating permanent penalties for the rest of the game?
A temporary increase in costs may be rational, but the unlimited permanent increase soon becomes unrealistic.
 
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That is what I usually do ... and I ask my king for discount units instead of purchasing them from europe menu.
However all this makes the purchase menu for specialists almost completely obsolete because the player is better off if he never uses it except for the ships.
So my question was : will it be fixed so that you can purchase from the menu without accumulating penalties for the rest of the game?
I don´t see that as a fix. Prices for ships and specialists are supposed to go up when you buy them in Europe. After all you require and search for very specific job descriptions then. Taking what already stands on the docks, ready to sail with whoever wants to take them, even if coincidentally it sometimes is an expert, is something different.
 
I don´t see that as a fix. Prices for ships and specialists are supposed to go up when you buy them in Europe. After all you require and search for very specific job descriptions then. Taking what already stands on the docks, ready to sail with whoever wants to take them, even if coincidentally it sometimes is an expert, is something different.
If you purchase in 1500, those purchases still affect costs in 1800, that is 300 years later ... this is not like the job market or ship market works.
 
If you purchase in 1500, those purchases still affect costs in 1800, that is 300 years later ... this is not like the job market or ship market works.
It is - if you not only look at yourself as a player, but see the demand of the AI players and Europe itself, too. Should become even more expensive over time due to inflation from bringing lots of gold and silver to Europe which historically caused manpower shortages and a bancrupcy for Spain during the achtigjaarige Orloog/30years war. However those who have to flee due to having the wrong religion and who are drawn by the crosses produced in your colony are usually far cheaper.
 
It is - if you not only look at yourself as a player, but see the demand of the AI players and Europe itself, too. Should become even more expensive over time due to inflation from bringing lots of gold and silver to Europe which historically caused manpower shortages and a bancrupcy for Spain during the achtigjaarige Orloog/30years war. However those who have to flee due to having the wrong religion and who are drawn by the crosses produced in your colony are usually far cheaper.
I am not speaking about inflation.

The problem is that different actions to achive the same result lead to different world status.
- buy 10 indentured servants from the docks and prices for indentured servants stay low
- buy 10 indentured servants from the menu and prices skyrocket and affect the price of indentured servants on the docks as well, so for the rest of the game you no longer can hurry cheap indentured servants on the docks.

Each purchase via the menu in europe screen adds a permanent cost increase penalty both for the menu as well as the docks. So the best strategy is to NEVER purchase from the menu if you want to keep prices low on the docks. And this makes the specialist menu in Europe almost obsolete.

Inflation on the other side would be a general cost increase affecting all prices based on the amount of gold, silver and treasures brought to europe in relation to european economy and population. So you pay more but you should also receive more money for your other sells to europe as long as you not flood the market. With increasing population in europe and increasing economy (affected by your colonial trade) towards industrial revolution, the inflationary aspect should become less significant.

Lots of the silver from the Spanish Empire actually went to east asia to buy exotic goods there which could then be sold in the colonies or europe.
see https://en.wikipedia.org/wiki/Manila_galleon
 
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Will there be an option to free slaves at will?

In current game you buy slaves, give them 2 food per turn so they do not starve and let them work for you without paying a salary, which causes unhappiness and sometimes desertion or revolt.
I would like to do better than historic people and free slaves, give them 2 food per turn and the standard salary (0 $) so that they can happily join my colony and work for me like all other colonists.
 
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about slaves: this will not happen, otherwise the whole meaning of this game unit is lost. especially since the mechanics of gaining freedom through hard physical labor already exist.

about the prices for units in Europe: this is a good game mechanic that restrains the total purchase of any units by the player. otherwise, with the strong desire of the player and his ability to trade, the second and subsequent colonies can be founded exclusively from specialists. from this interest in the game will only decrease. summary - there is no point in turning off the increase in the cost of units in Europe.

Just hurry colonists from the docks instead and there's no price increase. This is arguably an exploit (and yes, I did teach this trick to the AI to help it a bit)
by the way, @devolution, now I understand why I see so many civilian AI units moving aimlessly around the map between colonies. your cheat for AI is to blame for this) I think this opportunity needs to be somehow reduced, at least by half.
 
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