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I need Uranium and copper!

crome64

Chieftain
Joined
Mar 4, 2003
Messages
5
Hey all.Urianum And Copper Has SUCH a High demand in my game and it even dosent exist in the terrain types in the civilopedia.How do i get it ? (Once i was told it was a rare CITY resource.I have 13 cities and no uranium and copper!)I have civ2 gold mp.Pls helo0
 
You won't find them as a terrain types.They are trading commodities.

In your city screen it will say "supplies" and "demands".The supplies are what you get when you build a caravan or freight.Ie a silver caravan or a wine freight etc.

Copper is around at all times in that there are no pre requisits for it to appear.Uranium as a commodity will not appear until a certain tech is discovered(something nuclear..maybe Fission).You may need a certain terrain type in the city radius as well..such as a mountain.Can't remember exactly.It appears so late as to be a non factor most times.
 
I think I read somewhere here that Uranium may be triggered by the Manhattan Project.. :hmm:

Also, check the supply and demand of AI cities, if they demand something one of your copper-demanders supply and they supply copper, then it is highly likely that you can get a copper route. I know that is a bit confusing so here's an example:

# Nineveh, your city, demands copper and supplies gems.
# Bonn, AI, demands gems and supplies copper.
# Send a gem caravan/freight from Nineveh to Bonn, a copper-gems trade route should be established...
 
It's not the manhattan project, just a tech, I believe Nuclear Fission or Nuclear Power. Once Uranium starts to appear, it doesn't stay available for long, so check F5 often and when you see one, build it.

Copper is pretty common somewhat earlier as far as I can remember, but gets replaced by Oil later in the game.
 
From what I've read, Demand and supply of Uranium are both triggered by Nuclear Fission. Demand for Uranium is tied to the number of techs you have and grows exponentially so once you start demanding it, it will rapidly show up lots of places, although demand is reduced somewhat in smaller cities.

Supply of uranium is very tricky. It's mostly tied to two conflicting factors - various crappy terrains (Desert, tunda, glacier, mountains, hills and one that's not too bad...rivers) and city size. You have to have the right balance of a city that has enough of those crappy terrains (but not so many that other commodity supplies overwhelm it) but still can support enough citizens. In short, it's really hard to come by Uranium supply (but you already knew that!).

(By the way, don't think I can figure this stuff out myself. Credit goes to Samson and Solo!)
 
Thaxs all for the help, it seems to be about the Fission tech.I have beem using cheat mode and got all techs and stuff.So could that change anyhting?
 
I read someone had discovered that the demand for Uranium increases with Manhattan Project, but as Duke said, it doesn't trigger it.:)
 
according to samson's research, SDI and Nuke plant in city both increase demand for uranium, but he says nothing of Manhattan. Not sure if they just didn't test for it, or if they definitely showed it to have no effect.
 
Here's Samson's thread on calculating Supply and Demand:

http://apolyton.net/forums/showthread.php?s=&threadid=67754

Supplying Copper depends on having Hills & Mtns in city radius, plus being on an even "continent" number. There is a bug in both the Copper and Dye calculations. Uranium supply is as mentioned above, enabled by Nuclear Fission. Number of techs possessed also is a factor. There are also formulas for Demand as well, which favors large cities and having NucPlant and SDI.
 
I want to declare this and all future threads and my account closed because do=ue to the lousy 4GB Hdd i got, i cant hold much no longer, civ2 has to go.
 
I find this discussion fascinating and I have certainly learnt something. But I have up to now found supplying actual demand to have marginal effect (OCC apart). Would some kind person say whether the idea is to
1. Increase your score in a won game, or
2. Actually improve the chance of winning, or
3. Simply take pleasure from this part of the game.
 
I think that for a number of players, the answer is 4, all of the above. -- For some players, exploring (exploiting) trade increases the “score” by gaining the techs sooner, thus achieving those gains sooner and getting the benefits of an earlier or greater victory. In fact some players have played on difficulty levels beyond deity, and successfully due to the gains from trade.
 
I'd say 2 is probably the least of those since winning or losing is probably not in question for most people around here after the first couple cities are built. However, there is a lot of effort put towards meeting certain self-imposed challenges: Friendly Competition in the GOTMs, La Fayette's Scenario challenges, OCC (even size 1 OCC), Early landings, High scores/HoF games, Deity+1, or just building a nice big fat civ when you already have enough to crush the AIs. With one hand, people are dissecting the game to learn more efficient strategies, while on the other hand, we put up more obstacles for ourselves to make the game more of a challenge and to test ourselves. That mostly fits with your #3 with a twist - we take pleasure in becoming more efficient and overcoming challenges previously thought unattainable.

And for the original comment...delivering to a demand city can make a huge difference in the trade bonus. I believe Uranium is a 300% bonus which helps both gold and beakers. If you can have a demanded Uranium delivery between 2 fat cities, you can get thousands of gold and beakers from one freight.
 
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