... have tundra hills ...
Goats are only available on the 4Terrains below, but NOT on Tundra.
(e.g. If you check Colopedia of Tundra you will see that there are no Goats.)

Simply check Colopedia in such cases. :)
(e.g. Terrains.)


Marsh, Wetlland, Taiga, Shrublands
Spoiler :

Civ4ScreenShot0000.JPG
Civ4ScreenShot0001.JPG
Civ4ScreenShot0002.JPG
Civ4ScreenShot0003.JPG

 
I was looking at the Colopedia for goats, and that says tundra.
Spoiler If we are doing screenshots ;) :
3oPLx4S.jpg
That is the problem with the "handwritten texts" ... they are outdated fast or people mix up something. :)
Information that is generated is always accurate to the XML ... that is why I always only look at those.

But I will adjust the text. :thumbsup:
 
The other is hardwood, available from ancient northern forest, dense forest and mangrove. I can find no dense forest or mangrove, there is one region with a few tiles of ancient forest and a couple of other tiles around the map away from any food. This is needed for most ships, so is quite important.

Currently it is still better to use the (Scnario-)Maps.
The MapScript still needs to be improved.
I have started a game on the Scenario map Western Hemisphere Standard and there is much the same issue with hardwood. There is quite a few tiles of ancient northern forest in the north arctic regions, but no hardwood anywhere else on the map as far as I can find.

The other standard size Western Hemisphere map (at the bottom of the list, called just Western Hemisphere IIRC) did not work for me.
 
Western Hemisphere Standard
"Standard" maps are extremely small for this mod to allow good gameplay.
Only few people in community still play such small maps anymore - the mod is just not really balanced for it. :dunno:

Generally however if somebody feels that maps need to be improved or even wants to help himself to improve them
please discuss with @Mr. ZorG or @ArchdukeLiet because those 2 team members are in charge of our maps currently. :thumbsup:
 
"Standard" maps are extremely small for this mod to allow good gameplay.
Only few people in community still play such small maps anymore - the mod is just not really balanced for it. :dunno:

Generally however if somebody feels that maps need to be improved or even wants to help himself to improve them
please discuss with @Mr. ZorG or @ArchdukeLiet because those 2 team members are in charge of our maps currently. :thumbsup:
Thanks, I shall try bigger maps next time. In civ 4 I usually avoid larger maps for performance reasons, but this is blindingly fast in comparison so it may well be fine.
 
Thanks, I shall try bigger maps next time. In civ 4 I usually avoid larger maps for performance reasons, but this is blindingly fast in comparison so it may well be fine.
We have invested massive amounts of work to improve performance in our mod. - This is not Vanilla.
So even "Gigantic Maps" which are 4 times larger than anything you will see in Vanilla and most other mods should still work fine.
They may take a while to generate, but ingame - due to e.g. Multi-Threading and many other performance improvements - performance should be fine.
 
phenomenal new release of the mod! i'm amazed you guys have managed to keep up development after all these years!

one of my favourite features of WTP is the ability to return founding fathers from a defeated enemy to the selection pool. however, a nagging issue i have always had is that by the time i can kill an opponent who has nabbed some good early ffs like john smith, the other civs already have well-developed point-generation economies and scoop them up before my next turn starts. is there any way to force an ff selection round the same turn i defeat an enemy, before allowing the other ais to take their turns? i've been trawling through the event info xml but can't find anything related to it.
 
Hi,

First of all thank you for the release, good to see this great mod still active.

Second a few questions about setting up a a game.

1) Is there a way to set up a game without european oponent, when i tried to do that i got a message indicating that there will be one regardless

2) does playing without events impacts tax rate events too ?

3) is tax deducedfor local market ?
 
1) It should be possible to play a Custom Game without Colonial AIs

--> If you get a message that is just a warning of something "unusual". You can ignore it.

2) No, it just affects the Story Events and Quests in Python.

--> Tax rate DLL Diplomacy Events are not affected.

3) No, Domestic Market is tax free.

--> That is the main reason to use it.
 
Thank you for the quick replay. I always play without the AIs as i don't like the ff-grab game :D. But i guess it is just me :). Would be happy to include them otherwise but never find a way (modding or otherwise) to limit ai / duplicate ff for each nation.
 
Is there a way to improve the yield of rapeseed on non-bonus plots? It seems it only grows on flatland taiga, and you cannot build plantations on that.

Also, I think the link on the text "rapeseed" on the rapeseed oil f12 page goes to olives.
 
I am getting a slightly inconsistent yield display between the popup over the worker and the popup over the "warehouse" display. I have one slave working cutting logwood, and these are the two popups:
6LiCkaz.png
1wTILqT.png


I am not sure what the right maths is. I THINK I am getting 17 per turn so the warehouse display is right, and the maths is the 1st sum below.

> (8*1.5)*(0.25+0.07+0.1+1)
[1] 17.04
> (8)*(0.5+0.25+0.07+0.1+1)
[1] 15.36
 
The second Mouse Over Window needs to be improved. :thumbsup:

It says 8
Then it says + 50% <--- But it does not consider it correcty in the formula.

So yes, 17 is correct. :)
I will fix it at the weekend.
 
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Then it says + 50% <--- But this nere is not considered in the List below.
According to my maths, it is considered in the "Total Logwood" calculation but it is considered wrong. It is the 0.5 bolded below.

> (8)*(0.5+0.25+0.07+0.1+1)
[1] 15.36
 
it is considered in the "Total Logwood" calculation but it is considered wrong
Yes you are correct, the formula for the 2nd Mouse-Over needs to be corrected. :thumbsup:
 
Is there a way to improve the yield of rapeseed on non-bonus plots? It seems it only grows on flatland taiga, and you cannot build plantations on that.
That was already reported on discord and is already corrected internally in the current development version. :thumbsup:
 
Also, I think the link on the text "rapeseed" on the rapeseed oil f12 page goes to olives.
@Tucker8 Could you please check the next days and if necessary correct? :hug:
 
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