Resource overflow bug info

Rob (R8XFT)

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I just want to get something straight about resources and the resource bug.

According to Pounder's tutorial, the total number of resources you can have in a game must be a multiple of 32; furthermore, there can be no more than 10 luxuries in the game and the combined amount of luxuries and strategic resources can be no more than 32.

I am in no doubt that Pounder is correct.

However, I'm sure I've read elsewhere that as long as all of your luxury and strategic resources is in the first 32 slots and that there's no more than 10 luxuries, you can max at any number you like.

In my mod, I'd like to have 10 luxuries, 22 strategic resources and 10 bonus resources. Using Pounder's method means that I'd need to have 22 dummy resources, which I'd prefer not to do (I like a clean and relevant civilopedia). As far as anyone knows, considering the second method, if I order it 10 lux, followed by 22 strategic, followed by 10 bonus, will the overflow bug be conquered or not?
 
I think that thread has wrong info - that's what I was discussing in posts 2 and 4. I believe your okay with any number of bonus resources as long as strategic and luxury combined do not exceed 32.
 
Thanks for the reply, MeteorPunch. I think that Pounder's solution works, but am querying if it is the only solution. Looking back at this thread, embryodead states this:
Solution to this problem is to place bonus resources in places 1-11 and 33-43, while strategic and luxuries in places 12-32. It's a bit complicated but it works and doesn't affect the game in any way. Oh and if you have more than 43 resources, then there is really no solution, I think ;).
 
However, I'm sure I've read elsewhere that as long as all of your luxury and strategic resources is in the first 32 slots and that there's no more than 10 luxuries, you can max at any number you like.

In my mod, I'd like to have 10 luxuries, 22 strategic resources and 10 bonus resources. Using Pounder's method means that I'd need to have 22 dummy resources, which I'd prefer not to do (I like a clean and relevant civilopedia). As far as anyone knows, considering the second method, if I order it 10 lux, followed by 22 strategic, followed by 10 bonus, will the overflow bug be conquered or not?

You do not have to make civilopedia entries for the dummy resources, for one; they are not even assigned to any terrain type.

This is an example of what can happen without multiples of 32:

Let's say you have 32 strat/lux's in positions 1-32 and all the rest 33-42 are bonus.

A civ gets a luxury resource in position 16, the game counts to 48, you only go to 42, the game continues the count at the top and position 48 becomes position 6 and the strategic resource in position 6 will be the Phantom Resource.

You have to have dummy bonus resources from 43-64 to avoid the Phantom Resource problem.
 
I've just realised that if you don't link to a civilopedia entry for the resource in the editor, it doesn't appear there.

Problem solved then!
 
I've done some extensive testing this morning and I think that I may have to dispute cornplanters findings.

MeteorPunch, you are right in saying that keeping the strat/lux's to a max of 32 and making them the first 32 allows you to add as many bonuses as you like with out issue.

My finding earlier with the luxuries being counted by row seems to hold true for strategic resources as well.

If you don't have all your strat/lux resources in the first 32 positions then it seems that the only rule is to count columns of 32 resources and have only one strategic resource or luxury resource per row.
 
In my mod, I'd like to have 10 luxuries, 22 strategic resources and 10 bonus resources. Using Pounder's method means that I'd need to have 22 dummy resources, which I'd prefer not to do (I like a clean and relevant civilopedia). As far as anyone knows, considering the second method, if I order it 10 lux, followed by 22 strategic, followed by 10 bonus, will the overflow bug be conquered or not?

You should have no problem.

I tested the second method (42 resources) extensively this morning with your exact configuration (22S/10L/10B) and it works fine. I could make it fail (got phantom resource) easily buy putting a second strat/lux in one of the rows. I started with 42 resources and also added several additional bonuses without issue.

Some of what I did:
I made a biq with four cities, one unconnected. One strategic resource was given to the unconnected city and 31 strat/lux resources roaded into the other three cities. All had the appearance prerequisites set to none, so they would all show up.

As expected 31 strat/lux resources appeared in the connected cities and one strategic resource appeared in the unconnected city.

As a proof to confirm a failure could be generated, I changed the configuration of the biq to move the 31st and 32nd into the 33rd and 34the position and gave the unconnected city those resources. Two phantom resources showed up in the unconnected city as expected (horses and iron).

Sorry for the confusion, I will never quote someone elses work again, no one disputed it and it seemed like so much work to recreate.
 
So.... bottom line, if you follow this pattern, you will be alright?:
First 10 or less lux
next 22 or less strat
(Or can you have up to 10 lux, and no more than 32 strat\lux?)
then as many bonus as you like

This pattern needs to be the order the resources are added to the BIQ as well as the physical ordering of the resource icons in the resources.pcx file?

I currently have 8 lux, 24 strat, and 36 bonus resources, totaling 68. Will this work, and if so what do I have to do to make it so? Just order them to both the pcx and biq in this order? THis was my understanding...
 
So.... bottom line, if you follow this pattern, you will be alright?:
First 10 or less lux
next 22 or less strat
(Or can you have up to 10 lux, and no more than 32 strat\lux?)
then as many bonus as you like

This pattern needs to be the order the resources are added to the BIQ as well as the physical ordering of the resource icons in the resources.pcx file?

I currently have 8 lux, 24 strat, and 36 bonus resources, totaling 68. Will this work, and if so what do I have to do to make it so? Just order them to both the pcx and biq in this order? THis was my understanding...

The only reason people are putting a 10 limit on the luxury resources is because of the display limitation, default is 8 lux displayed and with the change I made to the city screen you can get 10 display. If you really had to have more than 10 lux, that is okay as log as you don't have more than 32 combined strategic and lux. Just be aware that not all the lux icons will be displayed, there is no limitation on the number of strategic icons as the window expands as the number grows.

It doesn't matter which order you put the start/lux resources in. Just have no more than 32.

You don't have to order the pcx in any order and not all the icons in the pcx have to be used. It is just a picture you are selecting to work with your entry.

If you are building from scratch, keep all your strat/lux entries in the first 32 entries.

If you already have strat/lux's past the 32nd entry, then just be sure to only have one strat/lux per row, see my tutorial for row explanation.
 
Is it possible to control which resources get ghosted? For instance, if you have 33 strat/lux resources, does a city that is connected to Resource 33 automatically get Resource 1 in ghost form, or does the game create a ghost resource at random? If I'm reading this correctly, you could use this bug to simulate a black market by having certain resources (e.g. drugs) show up in cities that aren't connected to them. (I might not be reading this correctly).
 
Is it possible to control which resources get ghosted? For instance, if you have 33 strat/lux resources, does a city that is connected to Resource 33 automatically get Resource 1 in ghost form, or does the game create a ghost resource at random? If I'm reading this correctly, you could use this bug to simulate a black market by having certain resources (e.g. drugs) show up in cities that aren't connected to them. (I might not be reading this correctly).

You are right and someone did suggest it before.

Black market or inefficient markets: maybe towns connected by roads get fresh fruit and towns not connected by roads get rotten fruit.:)
 
You are right and someone did suggest it before.

Black market or inefficient markets: maybe towns connected by roads get fresh fruit and towns not connected by roads get rotten fruit.:)

Sweet deal. Ghost resources still provide the same effects as the real thing, yes? I had planned to include cannabis and poppies in my mod, which decrease shield production but are necessary prerequisites to certain improvements and wonders, and if this works I can also get a fairly realistic portrayal of a futile "War on Drugs" going.

Moderator Action: If you want to discuss the futility of the War on Drugs, do it in Off Topic. I don't think it's interesting for the topic here.
 
I was just repeating info I've heard from others about this, but never tested any of it. Pounders work in making guides and confirming all the details now through testing helps everyone out. :goodjob:

Maybe this could be exploited to be able to trade seafood with strat/lux resource that actually is out at sea.
Having strategic sea resources would be very nice.

Sweet deal. Ghost resources still provide the same effects as the real thing, yes? I had planned to include cannabis and poppies in my mod, which decrease shield production but are necessary prerequisites to certain improvements and wonders, and if this works I can also get a fairly realistic portrayal of a futile "War on Drugs" going.
I like this idea because I'm anti-"War on Drugs," too, but it might be more complex and annoying to deal with other repeating resources just so one can be ghosted. Not saying it can't be done, it probably can somehow, but cannabis, hallucinogens, alcohol, and entheogens can be decent luxury resources depending on the scenario if you want to do things the easy way.
 
Not saying it can't be done, it probably can somehow, but cannabis, hallucinogens, alcohol, and entheogens can be decent luxury resources depending on the scenario if you want to do things the easy way.

I assume that you are promoting the use of said currently illegal drugs to members of the forum?
 
timeover51... did you bother to read his entire post? Also this thread is not concerned with drug opinions but rather Resource overflow bug info.

MeteorPunch: I like this idea because I'm anti-"War on Drugs," too, but it might be more complex and annoying to deal with other repeating resources just so one can be ghosted. Not saying it can't be done, it probably can somehow, but cannabis, hallucinogens, alcohol, and entheogens can be decent luxury resources depending on the scenario if you want to do things the easy way.
 
...but it might be more complex and annoying to deal with other repeating resources just so one can be ghosted.

Oh. So the bug ghosts resources at random, not based on whether there are two strat/lux in a particular row (i.e. positions 1 and 33 out of 33 total strat/lux)? I was hoping ghosting was more predictable than that, but if not it's just a stone cold bummer.
 
I assume that you are promoting the use of said currently illegal drugs to members of the forum?
Just in game, if it makes sense for a scenario. :)

Oh. So the bug ghosts resources at random, not based on whether there are two strat/lux in a particular row (i.e. positions 1 and 33 out of 33 total strat/lux)? I was hoping ghosting was more predictable than that, but if not it's just a stone cold bummer.
I don't understand how this works exactly, I was just saying that an easy alternative would be using luxury resources normally. Like you're saying though, if it's not random than this technique could be used in cool and interesting ways.
 
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