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Strange mines on flood plains

Grille

panel insect
Joined
Dec 19, 2002
Messages
2,709
Location
Kiel, Germany
Seems to be a bug:
Some strange worker has built mines on flood plains. (I had a few shift-a'd).
I know for sure that this flood plain near Elephantine was terraformed by global warming.
There's another mined flood plain near Hlobane.
However, the mines were useless (no shield bonus).
 

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I suppose it was a plains square in the beginning? The worker mined that, global warming hits, transforms it to desert, but as it is by a river, it turns into a flood plain square. The mine just sits there. QED. It's logical, from a game-engine point of view.
 
Originally posted by mrtn
I suppose it was a plains square in the beginning? The worker mined that, global warming hits, transforms it to desert, but as it is by a river, it turns into a flood plain square. The mine just sits there. QED. It's logical, from a game-engine point of view.

Well, I think it's not logical since terrain improvements get destroyed by transforming.
Maybe this rule doesn't apply to flood plains (that were formerly mined plains), because these mines have no benefit, i.e. they are useless anyway.
The downside here is that shift-a workers won't build irrigation there.
 
Hellallota irrigation there. Size 20 should be all thats needed. Why not mine the res that isint needed?
 
:hmm:
Don't know.
I had a little problem with triangles in this game... dirt constantly stole toasts away. :mad:
So some "bonus" food wasn't that bad for WLTKD. :)

Maybe I like a large, fertile population. :D

On a side note: On small maps, it can be annoying when there are three UN candidates, so it's better to own UN and be territory or/and population leader. However, here I restricted myself to win culturally only. Just to spice things up, I also enabled diplo/ss victory: let culture latecomers like Babylon, Greece, Persia have a slight chance of winning the game... :lol: ;)
 
I had a little problem with triangles in this game...

Beginning at size 13, every extra citizen makes one pollution triangle. That is why you don't want to go over size 20 until you get Mass Transit.
 
Yeah, but I have to admit that I'm somewhat lazy when it comes to micromanagement. I try to improve every tile before railroads come up manually, then I put about 50% of workers on shift-a. Eventually I change some improvements later, but I really don't control growth. I'll try out next game. :)
However, as I said above, I have often had that 3 UN candidates scenario which is pretty annoying on small maps (or w/ few civs left only on larger maps), because every candidate will vote for his own, so no majority possible. Then it's good to have the largest population (if you aren't leading in territory), as the ai won't limit to status 20.
But well, as for the original intention to post the screenie: I've never had the *luck* to get flood plains by global warming, so I was really surprised about the mines there. Normally, irrigation & mines disappear by downgrading. I guess irrigation would have gone away.
 
in my games, the global warming doesnt effect the infrastrucure
 
Mine was vanilla civ3. Each time a tile gets downgraded, irrigation respectively mines get removed (not roads or railroads).
 
I got an idea:

You where mining, but then WHILE mining, global warming struck, then you finished the mine that turn or next turn or whatever.
 
That's exactly what I was guessing. But AFAIK workers that are ordered to build an improvement will abort a job immediately when global warming hits that tile, even if they got just one turn left. (So I mentioned the *strange* worker - thought about a bug here)
Now I think that mines/irrigation will only be removed by global warming when you would get a benefit from that improvement - compared to the non-improved tile.
 
Also automated workers won't make a mine on a plain... :hmm:
 
Right. They won't. So I got confused about that mine - having on mind that mines/irrigation will always be removed by downgrading. Why was the mine there?
I know for sure that the shown tile was a plain tile before.
Conclusion: The mine must have stayed.
 
Oh hey--you have a GREAT core! (noticed IW city too :))
 
Actually, the IW city was that one that ranges into Roman (red) territory in the north. There was once my only source of coal and I started building IW with about 40 turns for completion (the FP got ready in the neighbouring city in the south a few turns later, speeding things really up). Of course, that (formerly only) source of coal disappeared two turns later. :( Fortunately, IW was already ordered. :)
But the core was indeed great: 4 of the shown cities are actually (as the screenie was taken) in the top5 (Bab's capital interferes on #2 w/ Leo's, Copernicus, Hanging Gardens and another wonder - GW IIRC). I was able to build Collossus, Sistine, Bach, Smith, Newton, Magellan, US, ToE, HD, UN (plus *owning* Sun Tzu, Pyr, G. Lib.) until the screenie was taken, w/o leader rush (I got only one before 1700AD, forming an army). Never had such a fine game on emperor w/ Zulu; all other civs here, even the Babs, were in awe of Zulu culture before around 1000 AD.
IMHO the Zulus are the most difficult civ -if you don't impi-rush-, their traits are the worst (or I don't use them well), but I guess no civ will prevent my cultural victory. :D
Ok, ok, I stop here my spammy never-ending-story-telling now... :lol:
 
nono I enjoy hearing about youyr game :)
 
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