civ advance based resource

If it requires a certain overnment and you change governments, then, yes, it will stop working. I'm not sure how it is regarding resources.
 
Yes. In my scenario I have "Heir" (King auto-produced by the Palace) and "Captured" units, both "trade-able". The only thing - "heir" costs much more than "captured", so such a "gift" makes AI very happy.

Wow that's awesome. I was under the impression that ONLY the default capture unit can be traded from the capital.

So BOTH the default capture unit AND the unit that is in position 1 in the unit list can be traded?
 
If a building's resource requirements are no longer met it will stop spawning units. IIRC it's the only building effect that's suspended.

:wow::wow:

So the building's resource requirements are necessary for construction of the improvement and for bulding of units; it doesn't check the resource requirements of the units being built by the improvement.

If an improvement's resources are not met, it stops building units, but if specified it'll continue to provide culture, or production, i.e., shields?

If resources subsequently become available, will it begin unit building anew?

This opens up doors, man, DOORS!

:scan:
 
Moosezilla, that's the trick. The unit becomes "trade-able" when unit icon has index 1 (counting from 0) in the units_32.pcx file - where's worker initially placed. And that's why I mentioned this in my reply. So, you can have 10 units with icon index = 1 and they all will be "trade-able".
Also, any captured (Editor: General Settings -> Default Captured Unit) unit is "trade-able", no matter what's the units_32.pcx icon index (tested, I'm sure).

1 more mandatory requirement for units trade - unit must be in the capital.

Wow just re-read this properly. So you can actually have any number of trade units as long as they all share the second units_32 entry. That's an amazing discovery.
 
In this Apr 2004 thread:

Building required units

Zurai replied:

Originally posted by RegentMan
There should be units that can only be built in cities that have certain improvements. For example, to build a tank, you need oil and rubber and a tank factory city improvement. I think it'd add another strategy to the game.

You can *almost* do this in C3C. Create a building, call it "Tank Factory". Requires Oil and Rubber. Have it cost whatever shields, upkeep, pollution, etc you feel is neccesary. Then, check the "produces units" box, select Tank, and select an appropriate number of turns (3?). Finally, remove the ability for any civ to build a Tank normally.

There's a few holes with this, for example:
You will produce tanks forever, even if you lose access to oil and/or rubber. You can somewhat mollify this by making the Tank Factory require very high maintenance - 10 at least. That way it's a short term investment.

It's impossible to upgrade these units unless you make the advanced form buildable normally. In other words, your Tank Factory tanks would be Tanks forever and not Modern Armors unless you didn't use the Tank Factory method for Modern Armors. You can get around this by letting them be buildable without a Tank Factory, but greatly increasing their shield cost. That way, you can still upgrade them (or build them without a factory), but it will probably be more efficient to build the factories instead of the units.

I'm not certain whether the Tanks will come out Conscript, Regular, or Veteran. I havn't managed to build Statue of Zeus or Knights Templar yet, to see how it works.

Then there's these other issues:

AI doesn't build wonders/improvements?

What tempts AI to build city improvements?

It would seem that failure to adhere to the rituals stipulated in the Prophecies of the Sacred Scrolls per the Book of Pythias, there will be issues...

Keeping Resources in Check (No Phantom Resources)

Avoiding Phantom Resources in unconnected cities:
Example, if a unconnected city has a strat/lux resource in position 25, a phantom resource will appear in that unconnected city assignning it from position 57 or 89 if they are not bonus resources. Position 25, 57 and 89 make up one row. If position 57 or 89 were a strategic or luxury resource then they would appear in the unconnected city and would be usable even if it hasn't been discovered yet in your game.

Phantom Resource to unconnected cities will give that unconnected city a resource that it may not have and probably shouldn't have, you may not have even discovered it yet, but it will be usable...
 
So, you can have 10 units with icon index = 1 and they all will be "trade-able".
Also, any captured (Editor: General Settings -> Default Captured Unit) unit is "trade-able", no matter what's the units_32.pcx icon index (tested, I'm sure).


I thought that when multiple units used the same icon(I mean the exact same slot in the file) on the units_32, then there would be a glitch where the actual icon used for a particular unit would shift to the next one in line and then every unit after that would have the wrong icon in game. Am I remembering this wrong or is this no longer an issue in C3C?
 
Not on C3C. Remember tha, as posted above, you can clone a unit.

Or, also, in the Firaxis-made Sengoku scenario, all the Daimyo/Shougun units have the same units32 file.
 
In this Apr 2004 thread:

Building required units

Zurai replied:



Then there's these other issues:

AI doesn't build wonders/improvements?

What tempts AI to build city improvements?

It would seem that failure to adhere to the rituals stipulated in the Prophecies of the Sacred Scrolls per the Book of Pythias, there will be issues...

Keeping Resources in Check (No Phantom Resources)

You can get round the problem of having to have the advanced armor buildable by giving it the king flag. However, this sometimes results in the unit being renamed after your civilization's leader.
 
I thought this by Zurai in 2004 was gospel:

You will produce tanks forever, even if you lose access to oil and/or rubber. You can somewhat mollify this by making the Tank Factory require very high maintenance - 10 at least. That way it's a short term investment.

Until WildWeazel stated:

If a building's resource requirements are no longer met it will stop spawning units. IIRC it's the only building effect that's suspended.

I downloaded the last official patch, i.e., 1.29f, in 2003. So this can't be a patch fix. The two are diametcially opposed, hence my response to Wolfshade; unless Zurai was wrong.
 
1.29f is not a Conquests patch.
 
You be correct - I didn't see that one - CivIII Conquests patch v1.22 I pulled down Sep 2004.

So Wildweazel would indeed be correct; what Zurai stated was subsequently patched.

That PTW patch isn't applicable for Civ III Conquests version of PTW lite, right?
 
I think it's included with Civ III Complete.
 
Wow just re-read this properly. So you can actually have any number of trade units as long as they all share the second units_32 entry. That's an amazing discovery.

Hey wolfshade, I tried to get this to work but couldn't. I made a simple test and assigned warrior, spearman and Archer the units 32 index 1 and also made them have no required tech, put one of each and a worker in my capital, had a road to another AI capital. I could trade the worker as usual but not the Warrior, spearman or archer.

What am I doing wrong?

Sorry if this is too off topic but it did come up in a response to the question asked so hopefully okay.

EDIT: I just tried changing the default capture unit to spearman instead of worker and now I can't trade anything not even the worker.

EDIT: no other requirements for units to be traded? Like no attack/defense? Need a particular flag or lack of a particular flag?
 
I hadn't seen Wolfshades comment about the unit_32.pcx file untill now, but it strikes me as incorrect. Since it is well documented that captured units (in the General Settings page) are the ones who can be traded, why would there also be an independent effect from the icon number of the individual unit? This seems even more unlikely, since the index doesn't have any other effects besides what shows up in game.

:hmm:
 
I hadn't seen Wolfshades comment about the unit_32.pcx file untill now, but it strikes me as incorrect. Since it is well documented that captured units (in the General Settings page) are the ones who can be traded, why would there also be an independent effect from the icon number of the individual unit? This seems even more unlikely, since the index doesn't have any other effects besides what shows up in game.

:hmm:

This has always been my understanding too but I sincerely hope that wolfshade is correct because it would open up a lot of possibilities. He did say he had tested it.
 
OK, just more info on the situation with units to trade.

Pre-conditions:
I use extended units_32.pcx.
Icon #1 (counted from 0) = Heir.
Icon #N (don't remember) = Captured (unit).

Default captured unit (Editor -> General Settings) = Captured (unit).

In result, I can trade/demand both Heir & Captured units, but they must be in the capital.
 
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