Resources Placed in an Order?

I always thought it was the Number of Strategic and or Luxury Resources that caused the Ghosting regardless of any other Factors and I have reproduced the Ghosting Problem in Tests if more than 32 S & L Resources were used concerning connected buildings.

I Tested the Un-connected Buildings by placing #33 (Marine Recruits) in one Building and #1 (Tools) in another Building.
The Other Three Un-Connected Buildings had No Resources at all and No Trade or Roads were placed to connect the 5 Un-connected Buildings at all.

The Un-connected Buildings that had No Resources remained the same with No Resources but the Buildings that Had #1 (Tools) or #33 (Marine Recruits) had Both Resources...Ghosted.

The Connected Buildings did Not have any Ghosting that had #1 (Tools). #33 (Marine Recruits) was not Ghosted to them.

Apparently, the Ghosting does not affect the Buildings that are connected if the resource is placed in a Building that is Not Connected. In this case, it only affects the Unconnected Buildings that have either #1 or #33 and only affects those Two Resources.
 
Well, that's how it works - unconnected cities with S/L resources that are 32 places away from another S/L resource in the BIQ.

To fix the above ghosting it's enough to switch #33 and #32 though to get the "safe" order, dummy blocks are not necessary after all, at least in this case.
 
I agree with your analysis embrydead... however, in my game I changed a Bonus Resources to the last Resource to bring the Marine Recruits to #32 Strategic Resource then added that Bonus Resource again to the end. That corrected any possibility of any problems... even though it was not a problem in the game due to the ay I add the resources.

Bottom Line... Not worth trying to add any more Luxury or Strategic Resources more than 32 in My Opinion... regardless of any "work arounds :)
 
Well, that's how it works - unconnected cities with S/L resources that are 32 places away from another S/L resource in the BIQ.

So, to sum up for everyone, wouldn't the 'safest' and easier option be to order your resources s/l, bonus, s/l, bonus, etc?

Or did I once again completely miss everything?
 
So, to sum up for everyone, wouldn't the 'safest' and easier option be to order your resources s/l, bonus, s/l, bonus, etc?

Why? You'd get ghosting all over with anything above 16 S/L.

The safest way is still the same - put all S/L in the beginning, so that no math is needed to figure out the proper order.
 
Why? You'd get ghosting all over with anything above 16 S/L.

Please tell me you meant we'll get ghosting with anything above 32 S/L resources, not 16.

Not to :deadhorse:, but there does still seem to be some confusion here. Modzilla currently has some ghosting, so I am reworking the resources. At this point I am about 95% sure this will work:

Total Resources: 58
First - Luxuries: 4
Second Strategic: 28
Bonus: 26

They will be added to the biq in the order of Lux, then Strat, then bonus.

I am pretty sure this will work, with a bit of extra room to bump the bonus resources up to 32.

The only thing I am not too sure about is what will happen if I add an extra, 33rd bonus resource (resource #65). Would this cause an issue, or require dummies?

It doesn't really matter for my mod, as I won't go over 32 bonuses, but I am curious about all the rules here.

As far as this discussion from earlier goes:
Quote:
Civs A, B, and C start off with Tech A, which allows resources Strat\Lux 1-32 and bonus 65 - 96. Civs D, E, & F start off with Tech B, which allows resources Strat\Lux 33-64 and bonus 97 - 128. The techs are not tradable. Would this cause any issues?
This simply doesn't work - ghost resources appear even if you don't have the tech required to see them.
I guess if ghosting DID occur here, I wouldn't care. If Strat resources 1 - 32 only benefit Civ A, and 33-64 only benefit Civ B (via separate tech trees), then it wouldn't matter in terms of gameplay if they ghosted so long as this was a strat not a lux resource. There would be display inaccuracies, but that would be it.

Either way, I am now capping S/L at 32 and putting them up front, and capping the bonuses at 32 and putting them in the back.
 
Please tell me you meant we'll get ghosting with anything above 32 S/L resources, not 16.

I'm sorry, that was a reply to wolf_brother, and concerned the idea to place resources intermittently. If you do it right, it is of course 32.

Not to :deadhorse:, but there does still seem to be some confusion here. Modzilla currently has some ghosting, so I am reworking the resources. At this point I am about 95% sure this will work

[...]

The only thing I am not too sure about is what will happen if I add an extra, 33rd bonus resource (resource #65). Would this cause an issue, or require dummies?

At this point I'm not sure what will happen when you add the 65th resource - possibly it will start cycling. But the order you outlined above should work just fine.

I guess if ghosting DID occur here, I wouldn't care. If Strat resources 1 - 32 only benefit Civ A, and 33-64 only benefit Civ B (via separate tech trees), then it wouldn't matter in terms of gameplay if they ghosted so long as this was a strat not a lux resource. There would be display inaccuracies, but that would be it.

That's a very good point - even though normally unavailable resources are made visible when ghosted, if they are useless for a given civ then you can technically have way over 32 strategic resources! It may look confusing, but won't affect the gameplay (the harmless ghosted bonus resources look confusing already).
 
Yes, so the bottom line is... if you have 32 strategic and luxury resources, place them in the first 32 spots, and all bonus' afterwards... and you should have no problems. If you do have some type of problem, then add enough placeholder bonus resources until you have a multiple of 32.

I take it, this summary is still the way things have always been and remain? Any news? :sad:
 
Let me make this reeeeeally simple. I have 32 strategic resources followed by 32 bonus followed by 32 luxury followed by 32 bonusfollowed by 32 Strategic followed by 32 Lux followed by 32 Bonus

32 S
32B
32Lux
32B

It doesn't work. I still get phantom. What is wrong with this. How do I make this work?
 
I re-read the thread again, and it was initially thought that doing it the 32 strat/lux, 32 bonus, 32 strat/lux, 32 bonus method solved the bug, but it was found by CornPlanter's testing, that it does not solve the ghosting problem.

V_C is right... seems we are all stuck with only 32.

Thanks TOM. I thought I was going :crazyeye: . Not what I really wanted to hear, but I can accept that.
But can we still add all the Bonus resources we want?
 
Yep.

Also, if you were to use two resources only for the purpose of building improvements which require one of said resources to be in their radius, then with a bit of trickery, you could have more than 32!
 
Yep.

Also, if you were to use two resources only for the purpose of building improvements which require one of said resources to be in their radius, then with a bit of trickery, you could have more than 32!

Virote, could you elaborate on this a little more?
 
Certainly.

The problem with the resource overflow bug is that it gives a city with access to resource n access to resource n+32 as well (and each subsequent n+32 after that), whether or not it should have access to n+32. This means that any units, improvements and wonders available with resource n+32 will be available to a city with access to resource n alone. This much you know.

But, what if the only things available to both resources n and n+32 were improvements/wonders with the "requires resources in radius" flag? ;)

E.g.
Oracle of Delphi resource in resource slot 32. Required by Oracle of Delphi wonder to be in radius, and nothing else.
Alexandria resource in slot 64. Required by Great Library and Great Lighthouse wonders - again in radius, and again, required by nothing else.

Technically, any city connected to either and not the capital (I think that's the case), will have access to both, but because the resource is physically not in the radius of both on the map at the same time, it should mean that the Oracle can only be built in Delphi, and the Library and Lighthouse can only be built in Alexandria. Thus, although the bug exists, in this instance, it actually has no real effects :)
 
well, but one would still be stuck with 2 resources of the strategic or luxury resource type when doing that. It would be great if one could make a building require a bonus resource as 2nd prequisite... but that (yet) doesn't work.
 
well, but one would still be stuck with 2 resources of the strategic or luxury resource type when doing that. It would be great if one could make a building require a bonus resource as 2nd prequisite... but that (yet) doesn't work.

Could you rephrase? I don't follow you...
 
I posted the following summary in tutorials, I figure it keeps coming up, and this thread may be sometimes hard to find.

Rules:
1) Maximum of 32 combined strategic and luxury resources.

2) You have to have total resources be multiples of 32.
Example, you have 32 strat/lux, followed by 64 bonus. Total 96 resources.

Avoiding Phantom Resources in unconnected cities:
Example, if you have a strat/lux resource in position 25, a phantom resource will appear in an unconnected city assignning it from position 57 or 89 if they are not bonus resources.

If you don't have 96 resources in this example, if you only have 88 resources assigned, then the position 89 will actually be position 1 and the strat/lux resource in postion 1 will be a phantom resource to unconnected cities (giving that city a resource that it may not have and probably shouldn't have, you may not have even discovered it yet, but it will be usable).

The game checks all multiples of 32 past the strat/lux resource and continues counting at the top again. If you can't assign exact multiples of 32 resources, fill in the unused positions with filler bonus resources that aren't assigned to any terrain type.

You don't have to have all your strat/lux resources in the first 32 positions, as long as all increments/decrements of 32 are bonus resources.
Example: If you have a strat/lux resource in position 33, then you must have a bonus resource in position 1 and 65.



Thanks to CornPlanter for all his hard work on this, I am merely trying to post a summary.


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