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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-General > Resource Preservation in the Late Game
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jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:37
  Old Post 22-03-2005 17:49
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Resource Preservation in the Late Game Support Apolyton, buy GURPS/ Alpha Centauri

This idea may always have been (1) blindingly obvious to everyone but me or (2) wrong which is why I'm posting.

In the late game, when workers are otherwise basically done with their work, should roads on resource tiles be pillaged at the end of each turn to prevent resource exhaustion?

I'm thinking particularly of cases where you have one oil or one uranium.

Does leaving the resource without a road each turn really solve the resource disappearance problem?

Aramis is offline Aramis
Prince
Not where I was tomorrow, nor will be yesterday.
Dec 2002
time: 23:37
  Old Post 22-03-2005 18:09
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IMHO the disappearance of resources has nothing to do with roads or whether they are being worked. Look in the editor under resources and you'll see a disappearance ratio number. That's the chance each turn that the particular resource will "disappear" (it will actually turn up somewhere else on the map). Some, like horses, will never disappear. Others, like uranium, have a higher chance of going away.
You can edit this number if you're making a mod.

Tall Stranger is offline Tall Stranger
Warlord
Northern Virginia
Nov 2002
time: 00:37
  Old Post 22-03-2005 20:03
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Actually, I think (and I'm sure someone will correct me if I'm wrong here) that a resource will only disappear if it's connected to a road network.

If that's the case, I guess you could pillage the road every turn to preserve it. Interesting idea. I never would have thought of it. (Of course, most of the time, by that late in the game, I have an empire large enough to pretty well ensure that a single disappearing resource doesn't hurt me.)

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:37
  Old Post 22-03-2005 20:55 Visit joncnunn's homepage!
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Resources not connected to the network will not disappear.

But the only resource I really watch out for disappearing is Iron and all I do is wait to connect it the first time until I'm about to start using it.

Later on, I'd just be very likely to declare war on someone if my only supply of resource gets relocated.

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:37
  Old Post 22-03-2005 21:50
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Yes, but if you are in a human game instead of an AI game, declaring war may not be an easy solution.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:37
  Old Post 22-03-2005 23:11
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Lose 30 kilos (of popups)

I thought I had tested this once, but perhaps not.
Make a new scenario, edit the disappearance ratios to be really low (2 to 10). Put it into Debug mode, start it up and watch the unconnected resources move about (or not).

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:37
  Old Post 23-03-2005 04:45
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I tried the test I suggested above, it appears that undiscovered or unroaded strat. resources do NOT become exhausted.
I did NOT test to see if disconnecting the road makes it ineligible (yet). I think, from a programming standpoint, that pillaging the resource tile would be the way to check. It would be much easier to program "is there a road/colony/city on the tile" compared to "is it connected to a city."

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:37
  Old Post 23-03-2005 14:28
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Re: Resource Preservation in the Late Game Put an end to popups!

quote:
Originally posted by jshelr
In the late game, when workers are otherwise basically done with their work, should roads on resource tiles be pillaged at the end of each turn to prevent resource exhaustion?


From memory, by the time the late game comes around and I yell "hurrah, I don't have to MicroManage all those Workers anymore!!!", I sure as hell ain't gonna start pillaging resources and re-railing them each turn just to prevent the RNG from taking away my Iron

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:37
  Old Post 27-03-2005 09:48
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Put an end to popups!

In order to fix resource problems, I doubled the appearance ratios and and dissappearence ratios are zero...they never go away, and there is plenty off them...

True, it is difficult to cut opponents from resources, but then again, you're never out yourself...more or less, I have made strategic resources more like bonus resources...

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:37
  Old Post 27-03-2005 17:06
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Re: Re: Resource Preservation in the Late Game Support Apolyton, buy Alpha Centauri

quote:
Originally posted by Aqualung71


I sure as hell ain't gonna start pillaging resources and re-railing them each turn just to prevent the RNG from taking away my Iron


How about your oil?

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:37
  Old Post 27-03-2005 18:41
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quote:
Originally posted by Tall Stranger
Actually, I think (and I'm sure someone will correct me if I'm wrong here) that a resource will only disappear if it's connected to a road network.

If that's the case, I guess you could pillage the road every turn to preserve it. Interesting idea. I never would have thought of it. (Of course, most of the time, by that late in the game, I have an empire large enough to pretty well ensure that a single disappearing resource doesn't hurt me.)

Wouldn't matter anyway. IIRC once a source has been roaded (wether you've discovered it or not), it disapperrance flag will be tagged. Pillaging won't "unflag" it.

MattPilot is offline MattPilot
Warlord
Tulsa, OK
Dec 2003
time: 05:37
  Old Post 27-03-2005 22:52
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I don't know about you guys, but when a resource disappears in one of my games, it just reappears in the same spot.


wierd, huh?

but then again, i do only play tiny & small maps. I guess not many places a resource can pop back up again.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:37
  Old Post 28-03-2005 00:32
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MP, reappearing in the same location also occurs sometimes with Large and Huge maps. Those are the only sizes I play.

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:37
  Old Post 28-03-2005 02:34
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quote:
Originally posted by alva

Wouldn't matter anyway. IIRC once a source has been roaded (wether you've discovered it or not), it disapperrance flag will be tagged. Pillaging won't "unflag" it.


Now that is the answer that i'm looking for. I don't know if I believe it yet, however.

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:37
  Old Post 29-03-2005 08:31
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Lose 30 kilos (of popups)

Well, I've never tested it.
I'm pretty sure about it though, IIRC Soren mentioned it once on a chat or something.(could have been someone else too I guess).
I does make sense.

EDIT: Sorry, I meant to say "pretty sure, not "sure".

Last edited by alva on 29-03-2005 at 21:30

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:37
  Old Post 29-03-2005 19:40
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thanks ... you are undoubtedly correct.

Rommel2D is offline Rommel2D
ACS Staff Member / Hosted Site Admin
Upper Midwest
Feb 2003
time: 23:37
  Old Post 30-03-2005 02:52
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quote:
Originally posted by Jaybe
I think, from a programming standpoint, that pillaging the resource tile would be the way to check. It would be much easier to program "is there a road/colony/city on the tile" compared to "is it connected to a city."

The algorithm for being connected to a city already exists (as shown by the F2 screen). I have no knowledge of the actual code, but using that would be the most logical way to program it IMO. Of course, if alva is right, it doesn't matter.

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