Resource Placement Reference

RidetheSpiral23

C2C Map Team
Joined
Feb 28, 2012
Messages
389
I would like to make up a list of where all the resources should be placed in an accurate manner. Judging from the thread of Acularius' GEM map (which I love the new version of) there seems to be some concerns about this topic currently.

Everyone please feel free to start discussing what you think should be changed and feel free to use Acularius' GEM map as reference as his is the most up to date.

I will start making up the list in my second reserved post later tonight when I'm not working! Also, it might be a good idea to make up a list for Civilization placement?
 
Here is a list of all the map resources ...

- Almonds
- Amber
- Ancient Relics
- Apples
- Bananas
- Barley
- Bauxite Ore
- Beavers
- Bison
- Camel
- Carbon Dioxide Ice*
- Clam
- Coal
- Coco
- Cocoa
- Coconuts
- Coffee
- Copper
- Corn
- Cotton
- Cow
- Crab
- Deer
- Dates
- Diamonds
- Donkey
- Elephants
- Figs
- Fine Clay
- Fish
- Flax
- Geodes
- Geothermal Energy
- Geothermal Sea Vent
- Gold
- Grapes
- Guinea Pigs
- Helium 3*
- Hemp
- Henna
- Horse
- Incense
- Indigo
- Iron
- Jade
- Kangaroo
- Kava
- Lead
- Lemons
- Llamas
- Lobsters
- Mammoths
- Mangoes
- Marble
- Melons
- Methane Ice
- Murex
- Mushrooms
- Natural Gas
- Obsidian
- Oil
- Olives
- Opium
- Papaya
- Papyrus
- Parrots
- Pearls
- Peyote
- Pigs
- Pistachio
- Platinum
- Pomegranate
- Potatoes
- Poultry
- Prickly Pear
- Prime Timber
- Pumpkins
- Quantonium Crystals*
- Rabbits
- Resin
- Rice
- Rubber
- Rubies
- Salt
- Sapphires
- Seals
- Sheep
- Shrimp
- Silk
- Silver
- Spices
- Squash
- Stone
- Sugar
- Sulphur
- Tea
- Tin
- Titanium
- Tobacco
- Turquoise
- Uranium
- Vanilla
- Walrus
- Whales
- Wheat

* = Space Resource
 
It is actually always a concern. :D
Most of the time it is whether or not I'm forgot a resource.

If we could keep Hydro's post up to date with dates and and changes, that would be superb for probably ALL the map makers here.
 
Yeah I think it would be a good idea to keep it updated. I'll work on the list tonight since I'm off tomorrow. Would you guys prefer doing it by are (e.g. Ireland: sheep, lead, fish..) or by civ (e.g. Romans: stone, marble, fish, cow, etc..)?
 
With all the map resources already neatly in CIV4BonusInfos.xml (or are some not in there) has anyone thought of writing a small program that runs over a .CivBeyondSwordWBSave file and then report a count for each bonus and missing bonuses (i.e. resources)?

Because the program would always use the actual xml file for the resource it would always stay up-to-date. Should be easy to filter manufactured resources out by only looking at those that have yields.

Let me know if something like that already exists or if there are any problems that I've overlooked. Otherwise I will start writing it.
 
With all the map resources already neatly in CIV4BonusInfos.xml (or are some not in there) has anyone thought of writing a small program that runs over a .CivBeyondSwordWBSave file and then report a count for each bonus and missing bonuses (i.e. resources)?

Because the program would always use the actual xml file for the resource it would always stay up-to-date. Should be easy to filter manufactured resources out by only looking at those that have yields.

Let me know if something like that already exists or if there are any problems that I've overlooked. Otherwise I will start writing it.

Sounds like a great idea. However, don't forget that C2C has its own save format to promote compatibility across versions. I haven't looked explicitly at worldbuilder saves, but since they vector (I'm pretty sure, though not 100% certain) through the same save routines, this will apply to them also. As such you'd have to write such an app using the CvGameCoreDLL.dll from C2C as its map-model (which I presume is what you'd intend anyway, rather than writing your own save parser or anything??).
 
Sounds like a great idea. However, don't forget that C2C has its own save format to promote compatibility across versions. I haven't looked explicitly at worldbuilder saves, but since they vector (I'm pretty sure, though not 100% certain) through the same save routines, this will apply to them also. As such you'd have to write such an app using the CvGameCoreDLL.dll from C2C as its map-model (which I presume is what you'd intend anyway, rather than writing your own save parser or anything??).
Worldbuilder saves are an entirely different format, consisting of plain text. So it is not influenced by the changes to the binary format in C2C and it is considerably easier to write a program like Samin suggested.
 
Worldbuilder saves are an entirely different format, consisting of plain text. So it is not influenced by the changes to the binary format in C2C and it is considerably easier to write a program like Samin suggested.

Exactly, this will only work for Worldbuilder saves (i.e. scenarios?). It's really just something small that I want to use for a map I'm trying to make and I thought maybe that could be interesting for others too.

Well here is the first version that I just slapped together in an hour or two :P
http://lotgw.de/dev1/civ/Civ4ResourceScanner.zip - always be cautious when you download something from an unknown source, feel free to run malware checks but I didn't put anything in there ;)

To use:
1. Click the "Choose" button in the top right corner -> select the mod folder (e.g. Beyond the Sword\Mods\Caveman2Cosmos)
2. Click the "Choose" button below -> select the map file (a .CivBeyondSwordWBSave)
3. Click the "Start" button

It currently only shows missing resources (based on YieldChanges, so gems show up)
Plus it shows placed resources that should probably not be placed.

Regarding gems, they currently show up because they still have YieldChanges entry (all 0). Could I base the decision what a map resource is on the entries of TerrainBooleans, FeatureBooleans and FeatureTerrainBooleans instead - i.e. when neither has any entries for a bonus it shouldn't be placed on the map? Another option would be to get rid of the useless (leftover) YieldChanges on gems - but the other way (via the boolean lists) might be better for future compatibility. Currently when a bonus has YieldChanges but no entry in the Booleans lists, it will show up in the "Missing" list but be marked as "(not generated)"

Also if some resources show up in the wrong section let me know. If an error occurs, it would be very helpful if you could send the whole text in the detail section via PM.

It should only require .NET 2.0 which should be installed by default on every computer that doesn't run Win98 anymore. It's compiled x86 but I currently don't have access to a 32bit Windows so I can't test that right now - should work fine.
 
I think Philip and myself (and anyone else who may have helped) are on top of this now.

Just keep me posted if any more additions are added.

Also, Hydro, is it your intention to further break down spices into actual resources such as pepper, cinnamon and vanilla? (Just to name a few off the top of my head)
 
I think Philip and myself (and anyone else who may have helped) are on top of this now.

Just keep me posted if any more additions are added.

Also, Hydro, is it your intention to further break down spices into actual resources such as pepper, cinnamon and vanilla? (Just to name a few off the top of my head)

Possibly in the future if we get/make resource graphics for them. Spices the map resource may get changed to Cinnamon if more types were made.
 
Depends on what time-frame the resource placement is.

Generally your best bet is Pre-Columbian, but when dealing with an Eurasian map that doesn't deal with North America you might be better off using modern day sources.

Really depends on the scale of the map you are dealing with.
 
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