I meant it like A) "beating all other Europeans" - as you basically eliminate all competition.
I know that it`s not the point of the game and I hadn`t tried it before. Usually my playstyle is very different, I just thought to try something different.

I might even play on and build up the economy more, it`s going to be a different experience without any rivals. :king:
 
I sense that RAYSTUTTGART is rightly a bit exasperated with people like me who keep making suggestions about improving the victory conditions, or such. If I was part of the team that had done all this brilliant, uncompensated work to invent this mod, I would feel the same way. Maybe there should be a different thread, such as "Suggestion Box", in case there are any people who might be tempted to put in the work to bring some of these suggestions into reality. It would at least de-clutter this particular, 40 page and counting, thread.
I don't know if I want WTP 'improved'. The amount of time I spend playing it now is embarrassing.
 
you can create this topic yourself and suggest what you are interested in. but also you must understand that:
- not all your desires someone wants to fulfill
- even if someone wants to do it, it takes time, but modders are already busy
- you can try to do it yourself and suggest to the team to implement it in the mod
 
I've read that I'm supposed to be able to sell treasures that I bring into town via a button (since it's the start of the game and I don't have a ship for it), but I can't find that button on the treasure unit menu. Is it just an RNG thing until the king decides to ask?
 

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Turkeys add 3 food and spawn on grasslands, usually forest or light forest but sometimes open grasslands.

To make best use of the food bonus, players should clear the forest and build a farm. But we already have Corn and Potatoes (and closely-related Pumpkins) as farmable, temperate food bonuses. It makes me wonder why we need Turkeys as yet another.

Interestingly, Turkeys provide more food than Corn and Potatoes (which only add 2 food), which is strange for a foraged resource compared to two of the most important staple crops in history.

If the Turkey bonus only takes effect when the forest is present, they would behave similar to bananas and coconuts, which need their jungle. Just like players need to build a cocoa farm to exploit jungle food bonuses, players would have to build a trapper camp to get more food out of turkeys. Although the trapper camp doesn't need it, it adds another dimension to the improvement. The Turkeys tile can now serve a dual-purpose, allowing quick shifts between furs or food production. And it makes sense: turkeys need to be hunted.

The forest's food debuff would counteract the stronger yield. A trapper camp on a turkey would yield an extra 2 food on a full forest or 3 food on light forest, making it comparable to a regular farm or large farm. But an Expert Farmer can get even more than they can get out of a farm.

The only, biggest problem I foresee is the two types of forest. A light forest is better for food, but there is no way to manually regrow light forest after losing it. Would players be incentivized to chop their full forests in hopes of light forest growing back naturally?
 
If I remember correctly, in a future release Turkey will only give the bonus resource "feathers". it will be used as one of the components for the manufacture of one of the goods. You can read about it in the Yields forum thread.
 
A few suggestions/questions.

1) Max city level depends on number of "citizen houses"?
For example:
Upgrade from city "max level" 1 to 2 need 10 wood.
Upgrade from city "max level" 2 to 3 need 20 wood.
Upgrade from city "max level" 3 to 4 need 30 wood.
...
Higher upgrades may also need stone and/or bricks(?).
City can grow population normally, but cannot hold active population above (actual) "max level".

2) Different types of food?
Grain, fish, meat, fruit, vegetables, dairy, ... ?
Works like normal food (sum of them) but more diversity gives bonuses to health and hapiness.
For example:
Only 1 type of food = -1 health, -1 happiness.
2 types of food = normal stats.
3 types of food, +1 health, +1 happiness.
...
Different types of food should be consumed proportionally to amount on stock.

3) New city grow mechanics?
New citizen appear when food is enough (standard mechanics) and also when at least half of city good demands is satisfied (on domestic market).

4) Fort Royal can allow to hire "bandits"?
Special land units with hidden nationalities. They can attack enemy land units and transports and steal it. Weaker than regular army. Must use pirate ship with ability to transport units to transport them form Fort Royal to continent.

[sorry for my bad english :| ]
 
1) Max city level depends on number of "citizen houses"?
Already discussed and rejected, mostly due to the enormous effort to implement this with the current Building System.
(Also it woud be problematic to visualize it in UI and even more problematic to teach this to UI.)

2) Different types of food?
Also already discussed and rejected. Mainly due to the fact that we have no more space in City Screen for more Yields.
(In "New Hope" we now have already 99 tradable Yields. More is simply not reasonable.)

3) New city grow mechanics?
Already in work now in "New Hope".

4) Fort Royal can allow to hire "bandits"?
Already implemented in "New Hope".

-----

Otherwise please wait until we actually publish current internal "New Hope" aka upcoming Release 4.0.
A lot of stuff has happened in the last 2 years compared to public Release 3.0.1 which you most likely play.
There is little point on discussing based on a completely outdated release.
 
I'm not sure if i should post such things here or in github. I just do it here now ... :)

I can build a windmill on a plain tile but it gives no bonus. Should not be, right?

Windmill 01.png
Windmill 02.png
Windmill 03.png


Olivetree on hill/scrubland gives less olives (8.10) than hill/plains (10.80) without any tree. Is there a reason for this?
Olives 01.png
 
I can build a windmill on a plain tile but it gives no bonus. Should not be, right?
That was a balancing bug of the Improvement that is fixed now.
It was never be supposed to be built on Flatlands, just on Hills.

Is there a reason for this?
Yes, because it is also a balancing bug that is fixed now.
Olive Trees were never supposed to be placed on Flatland, just on Hills.

Edit:
Did you place Olive Trees manually on Flatlands?
Because considering its XML it should never be placed there.

Alternatively it could be a bug in the map - then we need the XY-coordinates.
(The XY-coordinates can be found by using "SHIFT"+Mouseover.)

----

By the way:
Can we please not start a new thread every time we have a small questions or small bug?
All that this will end in is that I have to ask an admin to merge it in another thread ... just causing overhead.

We e.g. already have those for things like this:
 
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That was a balancing bug of the Improvement that is fixed now.
It was never be supposed to be built on Flatlands, just on Hills.


Yes, because it is also a balancing bug that is fixed now.
Olive Trees were never supposed to be placed on Flatland, just on Hills.

Edit:
Did you place Olive Trees manually on Flatlands?
Because considering its XML it should never be placed there.

Alternatively it could be a bug in the map - then we need the XY-coordinates.
(The XY-coordinates can be found by using "SHIFT"+Mouseover.)

----

By the way:
Can we please not start a new thread every time we have a small questions or small bug?
All that this will end in is that I have to ask an admin to merge it in another thread ... just causing overhead.

We e.g. already have those for things like this:
It was an autogenerated map. The olive trees are on a hill. But on the hill next to it, there are no olive trees, but the yield is greater.
Should actually be the other way around.
 
Should actually be the other way around.
It was a misconfiguration and is fixed in this commit since "Olives" are supposed to just grow on "Fertile Plains".
(The balancing has changed so often that sometimes there are small bugs in XML.)
 
Hello, thanks for all your efforts ive been playing WTP mod for over 1.5k hours. In my new game I kind of hit a promotion cap? My units gain experience also the great general but i can not promote units anymore unless i use a great general on an unit. Is there a cap on promotions? Thanks for the response in advance
 
Is there a cap on promotions?

There are 2 things:

1) A check if there is still a valid Promotion available - but considering the amount of Promotions we have that should not be an issue
2) And there is the check for Experience needed which is exponential, so i.e. a Unit with Level 10 would need 101 XP to get another Promotion

int iExperienceNeeded = getLevel() * getLevel() + 1;

I very highly suspect that you have a problem with 2) and thus it feels to you like you hit a "cap".
Your Unit is so extremely leveled that the amount of XP it gets for the next level ist just so high.

To answer your question:
No, a "cap" does not exist.
 
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Thank you for your answer. It seems like suddenly the game autopicks the promotion instead of letting me pick it, I found the gameoption and changed it works fine now :))
 
Hi, I have a NSIS [1] file for creating an install exe, it's working pretty good on the New Hope branch, including the tbb files. I have the steam version and was wondering if someone who doesn't have the steam version could confirm if their version uses the same registry key? This is easy to check in a console.

reg query "HKLM\SOFTWARE\WOW6432Node\Firaxis Games\Sid Meier's Civilization IV Colonization"
For me that outputs:
HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Firaxis Games\Sid Meier's Civilization IV Colonization
installdir REG_SZ D:\Games\SteamLibrary\steamapps\common\Civilization IV Colonization
DEFAULT_LANGUAGE REG_DWORD 0x9
1: https://nsis.sourceforge.io
 
@codiac
I have the really old CD version of 2008.
(I am old and still used to install all my games in C:\games\)

This is what I get:
HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Firaxis Games\Sid Meier's Civilization IV Colonization INSTALLDIR REG_SZ C:\games\Colonization DEFAULT_LANGUAGE REG_DWORD 0x7 HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Firaxis Games\Sid Meier's Civilization IV Colonization\1.00 HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Firaxis Games\Sid Meier's Civilization IV Colonization\1.01

Also see attachment:
CMD.JPG


@Nightinggale:
Wasn't there already some discussion about having an installer? :think:
 
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HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\2K Games\Civilization IV Complete\Sid Meier's Civilization 4 - Colonization
InstallPath REG_SZ C:\GOG Games\Civilization IV Complete\Civ4Colonization
DisplayVersion REG_SZ 1.0
Digital Distribution REG_SZ GOG
That's what I can find. Oddly enough I can't find the steam version despite it being installed :confused:

The existing (unmaintained?) updater does find it through so I looked through the code
PHP:
var uninstall = Registry.LocalMachine.OpenSubKey(@"SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall");
if (uninstall==null)
{
    _addLog("Can not get registry key");
    return "";
}
foreach (var subKeyName in uninstall.GetSubKeyNames())
{
    var subKey = uninstall.OpenSubKey(subKeyName);
    if (subKey?.GetValue("DisplayName")?.ToString() != "Sid Meier's Civilization IV: Colonization") continue;
    return subKey.GetValue("InstallLocation").ToString();
}

@Nightinggale:
Wasn't there already some discussion about having an installer? :think:

I will say that I wouldn't mind an installer, which doesn't trigger all the security in windows about unsigned code, hence dangerous code. It shouldn't be dangerous to run, but windows doesn't know that.
 
Hello guys. I have immensely enjoyed WTP and decided to poke around in the new build. I know that it isn't ready for playing, but since it can be downloaded, curiosity got the better of me.


But I cannot get New Hope to work


I reset my steam version to original_release_unsupported

I made a shortcut to the mod via the steam launcher

I downloaded New Hope from here https://github.com/We-the-People-civ4col-mod/Mod-1/tree/New_Hope

I copied tbb.dll and tbbmalloc.dll from "Project Files\tbb" to the directory where Colonization.exe resides.

When I try to launch the game I get a bunch of XML Error messages starting with:

There are more siblings than memory allocated for them in CvXMLLoadUtility::SetVariableListTagPair Current XML file is: xml\Terrain/Civ4FeatureInfos.xml

Apologies if this is not the right place. I don't expect support for a mod that isn't even in beta. I have no problem waiting for the finished version.
 
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