Scenario Trade Question

BadKharma

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I notice alot of scenarios feature an "international" port and or an "international" airport to limit the number of cities that have trade connections to speed up load times. My question is from what I have seen these are small wonders and if you capture an enemy city with one you lose it and break the trade chain so what I was considering is making these improvements rather than wonders that require a special resource be available in the city radius in order to build that way when you capture an enemy city on a different continent you can build the int port or airport and have access to the resources on the new land mass would this work in the same way to decrease load times? Also would this make those cities with this resource more valuable to the AI so that the AI would target them? Also then would islands be required to have an airfield (not airport) on them to be "connected" and able to build units requiring resources that you have but not on those islands?
 
As long as you don't place these key resource too liberally, it will help load times. As for the AI, I wouldn't have too much hope though, maybe help the poor thing and place a VP location there as well if you want it to go after the city.

Now, small-wonders will be gone when captured, and so will any improvement generating culture, but great wonders and improvements without culture will survive being captured and the the trade links will remain.

I didn't know airfields counted for air trade connection (it is a very long time I played a normal civ game, and my civ time is always spent in an ancient or fantastic setting - no planes there :)), but if it is the case, interesting! But caution, these will slow down loading times as well...
 
Ok........so small islands ard pretty much out of the loop if you eliminate conventional trade ie harbours and airports by editing their allow trade ability and only giving that ability to an international variety.
As long as you don't place these key resource too liberally, it will help load times. As for the AI, I wouldn't have too much hope though, maybe help the poor thing and place a VP location there as well if you want it to go after the city.
Well I am planning on limiting them it is for a scenario so I can control the resource placement interesting that the AI only worries about victory points and doesnt take resources into account.
 
pinktilapia said:
Yes, like I wrote, it just need help (lots of it!) ;)
Are you sure you posted that in the correct thread?
 
Wow Takhisis be nice ;) Ok I think I have things figured out pretty much lots of resource changing though lol but what fun is it if you dont have to rewrite the Civlopedia.
 
Badkharma said:
Wow Takhisis be nice ;)
I´m nice and cuddly. Wanna bet? :p
 
BadKharma said:
Too bad Firaxis wont update the AI and editor that is all we really need for Civ3 to be perfect.

What's that? If you know C++, and don't want a nice, familiar, easy-to-use (once you get the hang of it) editor, then go buy (Drum roll, please...)

CivIV.

Ack. It would be fun if you could change just some slight things with the editor and the AI... Land Transports, Workers with one or two actions, units that can be captured without the Preq. tech being known, the unit being available to that civ, and the unit not a "Flag Unit" to name a few of the problems there...

Oh well, a guy can dream...a guy can dream...
 
Virote_Considon said:
What's that? If you know C++, and don't want a nice, familiar, easy-to-use (once you get the hang of it) editor, then go buy (Drum roll, please...)

CivIV.

Ack. It would be fun if you could change just some slight things with the editor and the AI... Land Transports, Workers with one or two actions, units that can be captured without the Preq. tech being known, the unit being available to that civ, and the unit not a "Flag Unit" to name a few of the problems there...

Oh well, a guy can dream...a guy can dream...

Actually I would have to also buy a new computer along with the game and I dont know C++. Also I prefer the graphics in Civ3.
 
BadKharma said:
I notice alot of scenarios feature an "international" port and or an "international" airport to limit the number of cities that have trade connections to speed up load times. My question is from what I have seen these are small wonders and if you capture an enemy city with one you lose it and break the trade chain so what I was considering is making these improvements rather than wonders that require a special resource be available in the city radius in order to build that way when you capture an enemy city on a different continent you can build the int port or airport and have access to the resources on the new land mass would this work in the same way to decrease load times? Also would this make those cities with this resource more valuable to the AI so that the AI would target them? Also then would islands be required to have an airfield (not airport) on them to be "connected" and able to build units requiring resources that you have but not on those islands?
yes, i did this exact thing for TCW. specifically, i made one SW that allowed for trade. however, it wouldn't reak the trade chain if you captured an enemy city that had it.

it may a case where you already had that SW in another city and when you captured the enemy city w/ the trade-allowing SW, it didn't remain b/c you already had it (?) of course, this is a guess...

making them city improvements instead of a SW would work so long as you had the specific resource w/in the city radius as you had explained. however, the more of these types of city imp's you have, the longer the AI will 'think' about their trade routes and the longer you'll have to wait in between turns ;)

yes to your question about the islands. you'll either need a city imp/wonder that allows you to 'import' the reqauired goods...or...you'll have to have that required resource somewhere on the island.

i'm thinking that by "airfield" you mean "airbase" (as a terrain improvement). these have no bearing whatsoever on trade and resources i think...

hope that helps!
 
Thanks el justo yes the problem is if it is a small wonder and you allready have one it disappears thats why I was wondering about making them improvements requiring a resource rather than a SW.
you'll either need a city imp/wonder that allows you to 'import' the reqauired goods
this sounds interesting is that the same as having a harbour or is it something else?
 
it's the "Allows Sea Trade" or the "Allows Air Trade" flags in the editor :)

you can also make more than one SW which would allow for your situation.

plus, you can check this flag for as many city imp's and wonders as you's like.
 
OK I thought maybe there was something else...........yes the main reson I want to change things is to decrease turn times and have improvements that produce vetran units but not trade. I wont need alot of trade improvements so hopefully turn times should be pretty quick.
 
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