Water-based strategic resources

G

Guest

Guest
Archived from groups: alt.games.civ3 (More info?)

I'm trying to create a strategic resource that resides in coastal, sea, and
ocean squares. The resource appears just fine. My problem is that it
doesn't seem to be acknowledged by my trade advisor, even though I created
a city right next to the resource with a harbor. I'm drawing the bonus
resources from it (+2 Commerce) when I assign a citizen to that spot, but I
can't do anything strategic with it.

I'm guessing the reason is because it's not attached by a road, and
Conquests isn't smart enough to recognize sea-based strategic units?
 
Archived from groups: alt.games.civ3 (More info?)

"Don Quixote" <donquixote235@hotmail.[takethispartout].com> wrote in message
news:Xns955ED487C89E6qwertyuiop@129.250.170.85...
> I'm trying to create a strategic resource that resides in coastal, sea,
> and
> ocean squares. The resource appears just fine. My problem is that it
> doesn't seem to be acknowledged by my trade advisor, even though I created
> a city right next to the resource with a harbor. I'm drawing the bonus
> resources from it (+2 Commerce) when I assign a citizen to that spot, but
> I
> can't do anything strategic with it.
>
> I'm guessing the reason is because it's not attached by a road, and
> Conquests isn't smart enough to recognize sea-based strategic units?

Correct. It needs a road or city on it.
 
Archived from groups: alt.games.civ3 (More info?)

On 9 Sep 2004 01:53:37 GMT, Don Quixote
<donquixote235@hotmail.[takethispartout].com> wrote:

>I'm trying to create a strategic resource that resides in coastal, sea, and
>ocean squares. The resource appears just fine. My problem is that it
>doesn't seem to be acknowledged by my trade advisor, even though I created
>a city right next to the resource with a harbor. I'm drawing the bonus
>resources from it (+2 Commerce) when I assign a citizen to that spot, but I
>can't do anything strategic with it.
>
>I'm guessing the reason is because it's not attached by a road, and
>Conquests isn't smart enough to recognize sea-based strategic units?

It isn't Conquests -- the requirement for a resource to be
accessible is a road, hooked to a city via the trade net.

If you want a water resource to work, you need to allow roads in the
water. I haven't tried making them in the game, but it is certainly
possible to edit the sea (coast would be easiest) to either have
roads, or to allow colonies to be built there (which should make a
road automatically, not sure if it will do so if the terrain doesn't
allow roads).

It might look funny, but it should work. I'd try allowing colonies
in coast terrain first, then try to make sure that the resource is
emblaced in a coastal square. Sea and ocean resources would require
roads to be built in the sea.

I don't know if roads in water affect ships for certain, but it
seems to me that some scenarios give ships "all movement as roads"
which speeds their movement (but not movement points).

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
Archived from groups: alt.games.civ3 (More info?)

Jeffery S. Jones <jeffsj@execpc.com> wrote in
news:bnt0k0d1m3p6e9janaorhlhndl020ol77r@4ax.com:

> If you want a water resource to work, you need to allow roads in the
> water. I haven't tried making them in the game, but it is certainly
> possible to edit the sea (coast would be easiest) to either have
> roads, or to allow colonies to be built there (which should make a
> road automatically, not sure if it will do so if the terrain doesn't
> allow roads).

I just tried your suggestions. Although you can tell a water-based unit
that it can build roads, it doesn't appear it actually can. The "build
road" command does nothing, and when you tell it to "build road to"
Destination X, it will move toward the unit without attempting to lay
road.

I did try building a colony, though, and that DID work - provided that
the colony was right next to a land tile that had a road leading to a
city.

So I created a new unit, a Fishing Boat (0/0/2, build colony, costs one
population). I will probably also make fish into a strategic resource
of some sort, so that the Fishing Boat has some usefulness other than to
grab this one resource.
 
Archived from groups: alt.games.civ3 (More info?)

Don Quixote <donquixote235@hotmail.[takethispartout].com> wrote in
news:Xns955FC40F821B8qwertyuiop@129.250.170.84:

> So I created a new unit, a Fishing Boat (0/0/2, build colony, costs one
> population). I will probably also make fish into a strategic resource
> of some sort, so that the Fishing Boat has some usefulness other than to
> grab this one resource.

Also I'm curious as to how the AI would utilize that solution, or if it
would at all. I know that it sometimes doesn't "get" any kind of unit that
deviates from an established norm (for example, the inability of the AI to
load units into any land-based transports, such as a jeep or a wagon).
 
Archived from groups: alt.games.civ3 (More info?)

On 10 Sep 2004 00:16:29 GMT, Don Quixote
<donquixote235@hotmail.[takethispartout].com> wrote:

>Jeffery S. Jones <jeffsj@execpc.com> wrote in
>news:bnt0k0d1m3p6e9janaorhlhndl020ol77r@4ax.com:
>
>> If you want a water resource to work, you need to allow roads in the
>> water. I haven't tried making them in the game, but it is certainly
>> possible to edit the sea (coast would be easiest) to either have
>> roads, or to allow colonies to be built there (which should make a
>> road automatically, not sure if it will do so if the terrain doesn't
>> allow roads).
>
>I just tried your suggestions. Although you can tell a water-based unit
>that it can build roads, it doesn't appear it actually can. The "build
>road" command does nothing, and when you tell it to "build road to"
>Destination X, it will move toward the unit without attempting to lay
>road.

Interesting. What about waking up a worker on a ship, see if it
will build a road (don't move the ship after giving it orders).

Another way to do it requires putting the road in on a custom map.
That will work, as I tried it in a quick test in the editor.

>I did try building a colony, though, and that DID work - provided that
>the colony was right next to a land tile that had a road leading to a
>city.
>
>So I created a new unit, a Fishing Boat (0/0/2, build colony, costs one
>population). I will probably also make fish into a strategic resource
>of some sort, so that the Fishing Boat has some usefulness other than to
>grab this one resource.

That's nice to know.

You could also have sea luxuries, do the same thing with that.

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
Archived from groups: alt.games.civ3 (More info?)

On 10 Sep 2004 00:16:29 GMT Don Quixote
<donquixote235@hotmail.[takethispartout].com> wrote in message
<Xns955FC40F821B8qwertyuiop@129.250.170.84>...

> I just tried your suggestions. Although you can tell a water-based unit
> that it can build roads, it doesn't appear it actually can. The "build
> road" command does nothing, and when you tell it to "build road to"
> Destination X, it will move toward the unit without attempting to lay
> road.

Have you tried the old (Civ1 IIRC) trick of loading a worker into a boat,
then holding still while the worker builds a maritime road?

--
Daran

The problem with defending the purity of the English language is that
English is about as pure as a cribhouse whore. We don't just borrow words;
on occasion, English has pursued other languages down alleyways to beat them
unconscious and riffle their pockets for new vocabulary. -- James D. Nicoll
 
Archived from groups: alt.games.civ3 (More info?)

Jeffery S. Jones <jeffsj@execpc.com> wrote in
news:klt2k0hi35ifg3srqmugfklsp63jljcgd1@4ax.com:

>>So I created a new unit, a Fishing Boat (0/0/2, build colony, costs one
>>population). I will probably also make fish into a strategic resource
>>of some sort, so that the Fishing Boat has some usefulness other than to
>>grab this one resource.
>
> That's nice to know.
>
> You could also have sea luxuries, do the same thing with that.

The only problem with sea resources is that if I can't built a road through
the water, then I can't actually connect the colony to land, and therefore
can't take advantage of it.
 
Archived from groups: alt.games.civ3 (More info?)

On 10 Sep 2004 12:26:55 GMT, Don Quixote
<donquixote235@hotmail.[takethispartout].com> wrote:

>Jeffery S. Jones <jeffsj@execpc.com> wrote in
>news:klt2k0hi35ifg3srqmugfklsp63jljcgd1@4ax.com:
>
>>>So I created a new unit, a Fishing Boat (0/0/2, build colony, costs one
>>>population). I will probably also make fish into a strategic resource
>>>of some sort, so that the Fishing Boat has some usefulness other than to
>>>grab this one resource.
>>
>> That's nice to know.
>>
>> You could also have sea luxuries, do the same thing with that.
>
>The only problem with sea resources is that if I can't built a road through
>the water, then I can't actually connect the colony to land, and therefore
>can't take advantage of it.

It will work if the resource is in a coast square, and adjacent to
land.

But being unable to build roads in water does preclude having any
deep sea/ocean resources, or even randomly placed ones in larger
lakes.

Barring, of course, the case where there is a string of resources.
You can build a colony on each, and it will create a road for the
resource. This is a cool way to make a road where a road can't be
built otherwise (some scenarios have no road builders, some terrain
doesn't allow for roads).

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
Archived from groups: alt.games.civ3 (More info?)

I missed the staff meeting but the minutes show Don Quixote
<donquixote235@hotmail.[takethispartout].com> wrote back on 10 Sep 2004
12:26:55 GMT in alt.games.civ3 :
>Jeffery S. Jones <jeffsj@execpc.com> wrote in
>news:klt2k0hi35ifg3srqmugfklsp63jljcgd1@4ax.com:
>
>>>So I created a new unit, a Fishing Boat (0/0/2, build colony, costs one
>>>population). I will probably also make fish into a strategic resource
>>>of some sort, so that the Fishing Boat has some usefulness other than to
>>>grab this one resource.
>>
>> That's nice to know.
>>
>> You could also have sea luxuries, do the same thing with that.
>
>The only problem with sea resources is that if I can't built a road through
>the water, then I can't actually connect the colony to land, and therefore
>can't take advantage of it.

So build a harbor on the colony. 🙂 Sounds like you would need to
design a "deep sea platform" unit, which has a harbor & resource extraction
function. How, I don't know.

The Fishing Boat unit would seem to work if you could "establish
fishing ground" so that once there, it will be "returning" stuff to the
home port.

==
Sometimes fate hits you with the Clown Hammer of Circumstance
and there's nothing to do but sit there and watch the little
birds fly around your head." - Tara Calishain, ResearchBuzz
 
Archived from groups: alt.games.civ3 (More info?)

pyotr filipivich <phamp@mindspring.com> wrote in
news:brn3k0tjnt0ba5e462ja9gv4b4gdccnllv@4ax.com:

> So build a harbor on the colony. 🙂 Sounds like you would need
> to design a "deep sea platform" unit, which has a harbor & resource
> extraction function. How, I don't know.

It's a colony, not a city, so I can't build anything on it. =)

Oh, another problem I just discovered... If the resource exists outside
my territory, I build a road to the coastline, and then drop a fishing
boat on the coastal resource. I then have a successful colony, and when
I build a civ next to it, the colony disappears but the resource stays
in my control. But if the resource is already within my civ boundaries
I can't build a colony on it, since it's supposedly already part of my
empire.

I've tested this with land-based resources, but not with sea-based ones
(testing with land ones was easier and faster), but I'm pretty sure the
same logic will carry over.

> The Fishing Boat unit would seem to work if you could "establish
> fishing ground" so that once there, it will be "returning" stuff to
> the home port.

This is why I hope that Civ IV allows scripting for modders... if
there's a particular feature you want that doesn't exist, just write a
script to handle it. =)