strategyonly
C2C Supreme Commander
@strategyonly
Did you build a Copper Smelter or an Iron Smelter?
They were NOT available??
@strategyonly
Did you build a Copper Smelter or an Iron Smelter?
Looks like the mine is not in the city radius.They were NOT available??
Looks like the mine is not in the city radius.
@strategyonly
Is there a Copper Mine building available to build?
Well if you can build it then its needed for the Smelter. And in turn the smelter will make ingots, which the "Smith" will require along with a Forge or Foundry and thus will produce "wares".
Ore (resource) -> Mine (building) + Smelter (building) -> Ingot (resource) -> Smith (building) + Forge/Smelter (building) -> Ware (resource) -> Building and/or Unit
OK i get it, but it doesn't say i need a Copper mine building to make a smelter??
What do you mean? It says so in your picture. "Requires Copper Mine" in red.
Copper mine YES, Copper Mine Building NO??
Hmm looks like TB needs to convert the Hero units too. They still have the old system.
And to answer your question, DH has been asking em to redo the metal processing for awhile now. However it took me awhile to figure out how exact I would do it. So last week I redid all the buildings and wonders while TB did the units.
There are now 3 types of metals; "ore", "ingots" and "wares".
Ores - These are the map resources and use the same tags as the original resources had. They were renamed to have the name "Ore" attach to them so they would not be confused with the other 2 types. Note that city vicinity buildings and corporation buildings still use them.
Ingots - Ingot are the processed material of the ore. they are made from Smelters which require an ore resource to be in their city vicinity. However there are ore types of ingots than there are ores. Such as Bronze, Brass and Electrum Ingots that ate made by combinations of ingots.
Wares - Wares are the metal products that are used in everything from tools, weapons, pipes, utensils, nails, etc. They are made by the "smith" buildings and require an ingot plus a Forge or Foundry. This fixes much of the trade problems we had with the vicinity buildings. While trading ore won't help you trading ingots or wares will. Wares have filled the old role of most unit and building requirements. Including making units or buildings faster. There are some exceptions such as Gold Ingots in Fort Knox and World Trade Center, but for the most part everything now requires wares.
While this is now a longer process to get metals it does allow for more resources to be traded and thus 1 iron ore resource could become 10 Iron Wares. Thus supplying all the region with the resource needed to make units and buildings.
3) new cities wont have the population needed to support the building.
But free at tech will put the mines in every city because it does not do the vicinity check either.
Where's it give it for free?
<Engage "Talks to a four year old" mode> If you are going to use the "Free at Tech" tag on the "Copper Mine" building then all new cities will get the "Copper Mine" building not just the ones with copper in the vicinity.<Disengage mode>![]()
Smelters are terrifyingly polluting buildings, or at least they should be (from an Industrial Era standpoint). There should be very few of these and they should be heavily damaging to the environment. Thus, I disagree they should be free in any way.
Perhaps we're overreaching to make these buildings free. Sometimes I feel that it takes away from the game to have so many auto-build processes. I know that's an unpopular view but its how I feel.