Default Money Resource

GIDustin

Emperor
Joined
Nov 11, 2001
Messages
1,392
Location
Spearfish, SD
In the General Settings tab, you can select a Default Money Resource. According to the help file, this resource will appear on all goody hut squares after they are gotten. I actually found a use for this, BUT it doesnt seem to work. Is this a bug that just hasnt been reported since no one uses it or are there scenerios that have gotten this to work?

GIDustin
 
*In the voice of someone else*

Hmmm, well, You do need to set terrain for the resource to appear in. You have done that havent you?

*In my voice*

No, I forgot, but even then it doesnt appear.

*In someone else's voice*

Well, you see. It only appears when you get gold from a hut, despite what the dern help file says

*In my voice*

Oh ok, I tested your theory and it works. Thanks, um, me.

This goes to show that the help files need updating. :p

GIDustin
 
Eerie. I was looking at something in the editor this morning and was thinking to myself "I wonder if anyone's ever used this money resource thing" So I ran a quick test myself. I tried 3 different resources (strat, lux, bonus) with huts on 4 different terrain types (grass, hill, plain, jungle) where all 3 resources could only appear on one of those four types (jungle). In one test the strat res appeared on jungle and plain, in the second test, the lux res appeared only on the hill, and in the third test the bonus res appeared only on the grass. They seemed to show up randomly, but I didn't even think to correlate it to what came out of the hut, so your explanation for the appearance being linked strictly to getting money from a hut makes sense.

By my tests, though, the terrain on which a resource is allowed in the editor is meaningless so perhaps you could create a resource which shows up on no terrain type when the map is generated and only pops up from random huts.
 
I am glad you tested that. At first I thought my resource wasnt appearing because I didnt have any terrain selected. Then I learned the gold thing. So now I guess I can change the terrain back because I dont want this resource to appear randomly, but only from huts.

GIDustin
 
Yes, yes, YES!! I've been wondering about this but kept forgetting to ask about it.

So GIDustin, what cool new use have you found for this feature? It sounds like you could do some intriguing things with it, but I can't come up with any at all.
 
First, I must set up my firewall to prevent flames. :p

ok I made a "slave" unit, that required a minor tribe (credit goes to someone other than me) and it is a worker without half the abilities. This is the capturable unit (you get slaves when you capture other peoples workers) They cannot do all the things a regular worker can, so you must convert them to regular workers. As slaves, however, they require no support. So you can get slaves by capturing enemy workers. ALSO, after you clear a village (hut) of its wonderful gifts, the tribe that lived there still remains in the form of a strategic resource. Using this resource, you can BUILD new slaves. The slave unit is obsoleted with some kind of emancipation tech by the regular worker. I named the resource "A Minor Tribe". I used this name because 1) it was suggested by the original holder of this idea and 2) naming the resource "slaves" doesnt make sense in the modern age when they really arent "slaves" anymore.

On another note, the tech for obsoleting slaves is required for era advancement. No way to sneak past it with cheap no-support workers . . . AND since they lack key abilities (airfield, radar tower, terraform) you have a reason to upgrade them later.

However, now that I have tested this in game with the news I gathered in the above posts, I have run across a severe problem with my plan. It appears that if you take away ANY worker ability from a worker unit, it no longer has the "terraform" tag. No big deal right? Actually, it is. If the "worker" cannot "terraform", it CANNOT be automated, EVEN IF the "automate" tag is set. :(

So that is (was) my plan. Hope you enjoyed it. :)

GIDustin
 
First, I must set up my firewall to prevent flames.

ok I made a "slave" unit, that required a minor tribe (credit goes to someone other than me) and it is a worker without half the abilities. This is the capturable unit (you get slaves when you capture other peoples workers) They cannot do all the things a regular worker can, so you must convert them to regular workers. As slaves, however, they require no support. So you can get slaves by capturing enemy workers. ALSO, after you clear a village (hut) of its wonderful gifts, the tribe that lived there still remains in the form of a strategic resource. Using this resource, you can BUILD new slaves. The slave unit is obsoleted with some kind of emancipation tech by the regular worker. I named the resource "A Minor Tribe". I used this name because 1) it was suggested by the original holder of this idea and 2) naming the resource "slaves" doesnt make sense in the modern age when they really arent "slaves" anymore.

On another note, the tech for obsoleting slaves is required for era advancement. No way to sneak past it with cheap no-support workers . . . AND since they lack key abilities (airfield, radar tower, terraform) you have a reason to upgrade them later.

However, now that I have tested this in game with the news I gathered in the above posts, I have run across a severe problem with my plan. It appears that if you take away ANY worker ability from a worker unit, it no longer has the "terraform" tag. No big deal right? Actually, it is. If the "worker" cannot "terraform", it CANNOT be automated, EVEN IF the "automate" tag is set.

So that is (was) my plan. Hope you enjoyed it.

GIDustin

I allready did that, about 2 to 3 months ago.:p
 
The exact same thing? I wanted to do my plan above but the fact that you cannot automate your workers MAY mean the AI wont be able to use them seeing as the AI and automation is the same coding .. . ..

GIDustin
 
Unfortunately you need to give the worker all the worker abilities in order to select the Terraform AI. Without it the AI will not be able to use the worker.

However, it may still be somewhat workable if you set it up so that the 'slave' unit upgrades to a normal worker. I don't know if the AI is smart enough to figure out it needs to upgrade it's slave units to normal worker units, though.
 
In my scenario, I dissallowed it

GIDustin
 
Originally posted by Kal-el
yes, if they are set to "join city" in the units tab>worker jobs section.

But isn't the population added to the city the same as the units population cost?

I assume this unit would not cost population to build, so it wouldn't add anything to the city regardless of the 'join city' ability.


GI,

How about 'Subjugated Tribe' for the resource.
 
Just wanted to add that thanks to a post by Padma in the Newbie thread quoting an old post by Mike B. about goody huts. the relationship between the hut having to give gold to get the money resource to appear is clarified:
Gold:
*The tile must not have any type of resource or luxury on it.
This also answers my unstated question of what happens if there's already a resource. Since a resource-free square is a prereq for gold popping from the hut, the money resource is guaranteed to appear on a previously resource-free square.
 
Money resource works fine, but there are 3 rules:

1. The resource has to be available to the terrain type upon which the Fortress lies.

2. There is no other resource on that tile either currently or later (The game may have already decided that rubber will appear here when the tech has been researched).

3. If you have given the default money resource a tech prereq., you must research that prereq before the resource will appear. I have noticed on numerous occassions where once I research the proper tech to utilize the default money resource, several of them appear where once there was barbarians....

:sheep:

-Justin
 
My testing contradicts your #1; my tests were conducted on PTW 1.21f US and the money resource showed up on terrain it was not supposedly allowed on every time -- on what versions have you tested to come up with that requirement?

If you read carefully my previous post, you will see that the rules for gold from a hut and GIDustin's contention that the money resource only shows up when you get gold from a hut combine to give a requirement similar to your #2.

As for #3, it is good of you to state that explicitly. Given the way resources work in general, I had assumed such but it is nice to see confirmation.
 
For # 1, I just know that I originally had a lot of problems getting this to work at first, and once I made the resource available to all land terrain they went away. I have not tested this side of it beyond that. Currently I am using PTW 1.14, But when I was setting up this part of my mod I was either on the last Civ3 patch or the first PTW patch - things may have changed. I will do some more testing on this one, as you have now made me curious.....

For # 2, I was basically confirming your position, adding that there may also be an undiscovered resource already there preventing the appearance of the DMR. I have seen this play out to where I killed a hut, and the DMR did not appear. Once I discovered (for example) Iron Working, Iron appeared on that same tile. I just happened to notice it as it was right next to my capital. The only thing I have NOT tested here is what happens if Iron was on tile X, then relocated to another tile. Then you take a hut on tile x. Do you get the DMR? :confused:

For #3, no problem. Wasn't sure everyone would assume that.
 
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