I tested it but didn't encounter this issue. If you still have the save game, please provide it and I will ask the dev team to look into it.Another thing, Seaports have High Tech Semi-Products which have not been invented yet:
[MOD] Future World v1.1
- David
- Community and Marketing Manager at Enlight
- Posts: 10462
- Joined: Sat Jul 03, 2010 1:42 pm
- Has thanked: 78 times
- Been thanked: 233 times
Re: [MOD] Future World v0.5
- Stylesjl
- Mod Expert
- Posts: 903
- Joined: Sun Oct 29, 2023 4:01 am
- Location: Sydney, Australia
- Has thanked: 63 times
- Been thanked: 90 times
Re: [MOD] Future World v0.5
Here is an example game: I also noticed that in some cities such as Gatesville some of the Industrial Seaports are completely empty. Not sure if that was supposed to happen or not.
- Djohaal
- Mod Expert
- Posts: 14
- Joined: Wed May 15, 2024 12:34 am
- Has thanked: 1 time
- Been thanked: 7 times
Re: [MOD] Future World v0.5
Certainly not intended on my part. The only thing I touched seaports was blacklist all new techs from being imported, which also doesn't seem to be working in your game. 
EDIT: Updated to 1.0
Changelog:
- further tightened market balance
- All new black background pictures for base game products
- Some assorted adjustments

EDIT: Updated to 1.0
Changelog:
- further tightened market balance
- All new black background pictures for base game products
- Some assorted adjustments
- cantdownloadit
- Community Contributor
- Posts: 1056
- Joined: Sat Aug 30, 2014 12:14 pm
- Has thanked: 13 times
- Been thanked: 30 times
Re: [MOD] Future World v1.0
the seaport issue happens quite often, usually find most products in first city and none in later ones. but its more noticeable the less products you have imported/more ports you have importing
-
- Mod Contributor
- Posts: 219
- Joined: Thu Apr 28, 2016 5:20 pm
- Has thanked: 20 times
- Been thanked: 3 times
Re: [MOD] Future World v0.5
FYIDjohaal wrote: ↑Wed Jun 12, 2024 1:50 am Certainly not intended on my part. The only thing I touched seaports was blacklist all new techs from being imported, which also doesn't seem to be working in your game.
EDIT: Updated to 1.0
Changelog:
- further tightened market balance
- All new black background pictures for base game products
- Some assorted adjustments
FutureWorld.txt still has version set to 0.5.......I just changed it to 1.0..........

- Djohaal
- Mod Expert
- Posts: 14
- Joined: Wed May 15, 2024 12:34 am
- Has thanked: 1 time
- Been thanked: 7 times
Re: [MOD] Future World v0.5
Fixed it. Thanks for the heads upalpha117 wrote: ↑Thu Jun 13, 2024 6:40 pmFYIDjohaal wrote: ↑Wed Jun 12, 2024 1:50 am Certainly not intended on my part. The only thing I touched seaports was blacklist all new techs from being imported, which also doesn't seem to be working in your game.
EDIT: Updated to 1.0
Changelog:
- further tightened market balance
- All new black background pictures for base game products
- Some assorted adjustments
FutureWorld.txt still has version set to 0.5.......I just changed it to 1.0..........![]()

-
- Posts: 14
- Joined: Tue Feb 05, 2019 1:24 pm
Re: [MOD] Future World v1.0
Will you be releasing the source for this as well? I'd like to play with both this and REALWORLD
- David
- Community and Marketing Manager at Enlight
- Posts: 10462
- Joined: Sat Jul 03, 2010 1:42 pm
- Has thanked: 78 times
- Been thanked: 233 times
Re: [MOD] Future World v1.0
The new version 10.0.23 now includes the Future World mod in the mod auto downloader.
- Attachments
-
- FutureMod auto download.png (722.55 KiB) Viewed 2981 times
- Stylesjl
- Mod Expert
- Posts: 903
- Joined: Sun Oct 29, 2023 4:01 am
- Location: Sydney, Australia
- Has thanked: 63 times
- Been thanked: 90 times
Re: [MOD] Future World v0.5
This is fixed in the latest version now.
--
Consumer/Industrial Seaports are still empty when too many of them are used relative to the available products (i.e Industrial Seaports in 7 cities need at least 112 industrial products to be completely filled up, calculated from 4 per seaport X 4 per city X 7 cities). Perhaps it might be better to remove excess seaports instead of having them as empty?
- cantdownloadit
- Community Contributor
- Posts: 1056
- Joined: Sat Aug 30, 2014 12:14 pm
- Has thanked: 13 times
- Been thanked: 30 times
Re: [MOD] Future World v1.0
from what ive seen as supplies stop and start they may eventually be used, but i only use 1 seaport per map anyway