Cities on an island receiving trade with no trade ability ??

tom2050

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Sorry, title is incorrect, although it happens on various islands recieving trade that don't have the ability also, same as explained below.

Ok, I am trying to figure out why this is happening. Perhaps I am overlooking the obvious. For an example, I am referencing WW2 Global scenario. In this scenario, airports and harbors provide NO trade routes. So building one does not bring in trade.

Here is the city of Salisbury in Africa, the citiy has no ability to bring trade in over air or sea (it has no buildings at all), and has no roads built around it at all, so should only have the resource that it is sitting on, which is Ivory.

TradeBug1.jpg

TradeBug2.jpg

Yet somehow, it has Ivory and the strategic resource Gold. This is impossible as far as I know. This happens in many other cities across the map, which are in similar situations as this one. Anyone have any ideas as to what could possibly be causing this? I would assume it is a bug, I have searched the forums but could find nothing on this specific situation. Any ideas?

There is no ability to actually trade with other nations except in the situation of pre-placed wonders with trade ability (done to speed up loading times). This city has no wonder, and no buildings. I have checked the editor, and found nothing which would be causing such a thing. I am building a scenario, and have encounted this problem, and need some info for resolution if anyone can assist.

Thanks!
Tom
 
If this is indeed a scenario better ask in the thread where you found it?

I have no idea...
 
Well, it doesn't just happen in this scenario, it happens in a few others (I'd have to see if I can remember which ones). The WW2-Global thread is not visited much anymore, so I am attempting to see if anyone has a general idea as to what may cause this. I can't figure it out... Perhaps I will delete the city and replace it, and see what happens. Perhaps just a scenario bug.

Tom
 
Alright, I believe I have discovered the cause of this bug. Apparently, if you 'ADD' additional natual resources into the game, then adding one type of resource MAY cause other resources to be available to that city (even when they have no way to obtain them).

In the above example, when I removed the Ivory from the city, then the gold resource also disappeared. I am going to try to determine if there is any pattern to this bug, or why it happens.

In essence this could be useful... if you do not want to use trade routes (airports, harbors since they slow loading times), you could use this bug to supply resources throughout whole empires, even on different continents, or small islands. It is a stable bug, since it doesn't just 'show up'. If the impossible resources show up, they stay there and are available like normal.

Although it is also annoying, since this is what I am trying to avoid doing, and will have to be careful with who gets what resources (to make sure bogus resources don't appear).

UPDATE: further tests show that the bogus resource doesn't have to even be on the map to be available in a city. I created a resource called 'Australia' which I have not placed anywhere, and some British cities in Africa suddenly have this resource available (which is impossible, since it's nowhere on the map, and these cities are not connected to anything, or trade routes). The resources they did have available was 1 IRON, and they have available 1 AUSTRALIA and 3 IRON! (from the bug)

Removing that 1 IRON, and then they had no resources at all (which is correct). Strange oh so strange :crazyeye:

Tom
 
SOLVED (I believe)...

Cities that are 'sitting' on resources may receive extra resources that the city has no access to (or even resources that are not available anywhere on the map). This seems to only happen when the resource is on the city tile itself. Quite strange, but by removing resources from the city tiles and placing them elsewhere has so far solved this problem.

As it also appears that it happens if a scenario has over a certain number of resources in it. Although the editor allows large numbers of added resources, the game can't handle them properly, and from the looks of it, over 21 (?) resources causes them to start being duped.

It was shown that (e.g.)
1. When I added resource Germany (#27 on list), game would also include Rubber (#6 on list)
2. When I added resource Africa (was #30 on list), game would also include Wines (#9 on list)
3. When I added resource Libya (was #31 on list), game would also include Furs (#10 on list)

Well, you can see the pattern here...

So whenever a city had one of the added resources (seems above the #20 resource range), the game would start adding whatever resource is in place 21 spots back in addition to the new one.

# of resource is referring to in the editor on the natural resources page (starting with #1 Horses, and going from there).

Note: Bonus Resources don't seem to be able to create/or add to this problem...

Tom
 
Ahh, I didn't seem to see those threads when I searched around. What I started to do, was move all the strategic/luxury resources to fill the initial "good" spots. Then place bonus resources after (since those seem not to have any impact. Of course, that meant having to replace ALOT of resources on the 330x300 map (hundreds and hundreds of them, not fun!)... so I stopped. I'm glad you gave that thread, with embreo's workaround, I now understand the overflow problem you mentioned, and can make sure the overflow hits a bonus resource instead of a lux/strat.

Thanks for the info!

Tom
 
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