Distribution of resources in C3C is TOTALLY different (details)

I appreciate your analysis into this matter my friend. I shall now proceed to further investigate the minute changes of C3C. That will be all.
 
Originally posted by meelek
While it may well ruin the randomness of the generation of luxuries, does anyone have any idea as to an approximate ratio value that would be needed in order to return the number of luxuries generated back to their PTW values?

In PTW you got 4 to 8 luxuries. All you can do is set a fixed value. Assign ratio of 100 to all luxuries, you should get 6 each, which will give the overall value of PTW (keep in mind that will get less bonus resources).
 
Not that it's a really big issue, but couldn't you then just assign a ratio to the bonus resources that would keep them in their C3C quantities - I realise that this would pretty much flood the map with resources, but it would function as a work-around for those who wanted the best of both worlds wouldn't it?:satan:
 
This would imply that there is a limit to the number of bonus resources that the game can place, and that it is affected by the number of strategic and luxury resources. If you have too many of the latter, it could virtually eliminate the space available for bonus resource allocation. Has anyone done testing on how many resources the game can support now (and optimal ratios) if you want bonus resources to stay at, say, a minimum of 3 sources each?
 
Who looks deep enough into the recesses of the forums to find threads like this to respond to, anyway?

(That was rhetorical.)
 
Cuivienen said:
Who looks deep enough into the recesses of the forums to find threads like this to respond to, anyway?
People that were here a long time ago but were away and remember stuff like this and have subscribed to the thread.
(That was rhetorical.)
Damn.

Anyways, I haven't noticed a problem with this. If anything, it makes the game easier, since it's easier to deny the AI resources.
 
Thanks for all the work. I personally did not like that the strategic resources dropped so much, but so many posters have said they liked the change.

I'm going to make the changes this week and play a couple of epic game to see how I like the adjustments.

Again, thanks for all of your work.

:goodjob:
 
I'm playing my first C3C game, and am glad to know that it's not just my imagination that there are almost no resourses. (I'm modern age, and am thinking about going to war to get coal to make railroads--that's pathetic).
 
I have a question: If you make your own map and place a few resources on it, can new occurrences of a given resource pop up, if you have set the appearance ratio value high? For example, if I placed 1 iron on the map, and set the appearance ratio to like 1000 or something, would a lot of new irons start popping up on their own, or would there be only 1 iron throughout the whole game (that just gets relocated every time it's depleted)?
 
The game doesn't create new resources, it moves them around. So if you create a map with just one iron in it, then that iron will move around when it depletes from it's current tile. But new tiles don't just get created.
 
The game doesn't create new resources, it moves them around. So if you create a map with just one iron in it, then that iron will move around when it depletes from it's current tile. But new tiles don't just get created.
Oh, I see. Then that creates problems for the scenario I'm working on. Thanks for the response! :)
 
Zefyrinus, if you are going to place resources in a scenario, you need to first generate a map with the parameters that you desire in the editor, and determine that it is what you are looking for. If you wish to add resources, add them after generating the initial map and resources. Based on some testing that I have done, the information given in the initial post is still accurate. The other way to make sure you have additional resources is set a large number of possible players in the initial scenario parameters, and then generate the map and save it. When you get to the player starting screen, when you choose who you will be, set about half of the possible opponents to None, which then makes sure that all civilizations will have adequate resources.
 
Ah no, I'm making a mod with a realistic map, and it happens to be that that part of the world (Oceania) is very poor on some resources. I was counting on that the game would add new instances randomly so there would enough. But now I have to come up with some other solution.

Btw, can resources be depleted even if they're not within any civs borders? What about if there's a colony on it?
 
I believe that a resource has to have a road on it before it's eligible for depletion. In or out of borders doesn't matter.
 
A depletable resource can only deplete if it appears in city boxes, that is where the game is checking.
So a resource can be roaded, but if that road doesn't lead to any city, it cannot deplete. And if it's outside borders with no colony on it, it would also not deplete.
 
I believe that a resource has to have a road on it before it's eligible for depletion. In or out of borders doesn't matter.

A depletable resource can only deplete if it appears in city boxes, that is where the game is checking.
So a resource can be roaded, but if that road doesn't lead to any city, it cannot deplete. And if it's outside borders with no colony on it, it would also not deplete.

Aha, thanks! :) Then I might be able to solve the problem.
 
A depletable resource can only deplete if it appears in city boxes, that is where the game is checking.
So a resource can be roaded, but if that road doesn't lead to any city, it cannot deplete. And if it's outside borders with no colony on it, it would also not deplete.

I'm pretty sure it just needs a road on it to be depletable. Don't remember where I read it, it was here somewhere.

Of course, it was years ago, so I may be misremembering the post I read.
 
Almost a similar story from me. I believe it was a post by Anaxagoras that told me the game checks city boxes.
At the time I responded by saying that the editor states that the chance of depletion is not influenced by use, so I thought to see a contradiction there.
Then MAS responded by saying that in this case, by 'use', the editor meant that it didn't matter how many swordsmen you built from that iron resource. So he seemed to back up Anaxagoras' statement.
That's more or less all I can tell about my 'sources'.

Sometimes people say that a resource needs to be 'hooked up' to be eligible for depletion. It could be that other people are misinterpreting this by thinking it just needs a road, while actually it needs to be available to towns/cities. I can't be 100% certain, though.

I think I'm actually going to test this. Adjusting the disappearance ratio in the editor to a very high figure and then comparing a merely roaded resource to an actually hooked up resource and see what's happening. Stay tuned!
 
I tested: a resource needs to appear in a city box to be eligible for depletion. I'll show the test in a seperate thread, or perhaps in the war academy, if that seems appropriate.
EDIT: link to this test.
 
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