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Old June 24, 2002, 12:42   #1
HazieDaVampire
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automatic area building
anybody think we should have the ability to select an area of land, and what we want all of these selected squares to have built on them.
eg.
you press a button when you have a worker selected
select an area of land (say, a load of jungle)
then click on the clear jungle button and the worker goes along as fast as possible cutting down all of them trees in them squares!
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Old June 24, 2002, 12:52   #2
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i don't quite follow you. Could you elaborate somewhat please.
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Old June 24, 2002, 12:59   #3
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Re: automatic area building
Quote:
Originally posted by HazieDaVampire
anybody think we should have the ability to select an area of land, and what we want all of these selected squares to have built on them.
eg.
you press a button when you have a worker selected
select an area of land (say, a load of jungle)
then click on the clear jungle button and the worker goes along as fast as possible cutting down all of them trees in them squares!
hi ,

keep talking , ......

have a nice day
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Old June 24, 2002, 14:30   #4
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i.e queueing worker jobs?
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Old June 24, 2002, 14:39   #5
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Select an area where you want a worker to do the same job over and over again in the selected squares, like tell it to automaticly cut down all the trees in this certain area!
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Old June 24, 2002, 15:02   #6
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Well, you can't pick an area, but you can tell them to cut down all forests in your lands, all jungles in your lands, connect up all cities and resources, etc. A lot of these options are already in the game.
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Old June 24, 2002, 15:10   #7
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are they, what buttons?
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Old June 24, 2002, 16:18   #8
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Quote:
Originally posted by HazieDaVampire
Select an area where you want a worker to do the same job over and over again in the selected squares, like tell it to automaticly cut down all the trees in this certain area!
hi ,

, might work , they could use the 9 and the 21 tile redius of the settler , .....

, replant forest on all grassland that is not "bonus" , ...

have a nice day
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Old June 24, 2002, 17:52   #9
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Quote:
Originally posted by HazieDaVampire
are they, what buttons?
Automate worker - A
- leave existing improvements - Shift-A
- this city only - Shift-I
- this city, leave existing imp. - Ctrl-Shift-I
- clean up pollution only - Shift-P
- clear forests only - Shift-F
- clear jungle only - Shift J
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Old June 25, 2002, 07:30   #10
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...and my favorite:

CTRL-N -- connect up all cities and resources
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Old June 25, 2002, 22:07   #11
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Never knew about the CTRL-N. Always wanted that. Thanks.
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Old June 26, 2002, 04:22   #12
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not allways a good idea to connect all your resources though. once they are connected they can dissappear!!!
so the ones you don't really need, (at the moment at least) leave them be!!
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Old June 26, 2002, 05:40   #13
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Quote:
Originally posted by alva848
not allways a good idea to connect all your resources though. once they are connected they can dissappear!!!
so the ones you don't really need, (at the moment at least) leave them be!!
I don't think that disappearence (or actually relocation) of resources is depending on them being connected or not. I am quite sure I have seen resources relocate without being "used".

Best regards
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Old June 26, 2002, 12:40   #14
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Quote:
Originally posted by Firebird


I don't think that disappearence (or actually relocation) of resources is depending on them being connected or not. I am quite sure I have seen resources relocate without being "used".

Best regards
Yes, I would really like that to be confirmed by Firaxis. Does anybody know of any official statement concerning disappearing resources and connections with roads?
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Old June 26, 2002, 12:55   #15
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This would be a simple experiment to set up in the editor. Maybe I'll try it tonight (lunch time at work).
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Old June 26, 2002, 15:55   #16
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i'm mostly (85%) sure that its entirely random once resources are connected as to if they disappear or not, and is not linked with time connected or units built utilizing that resource
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Old June 26, 2002, 16:57   #17
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Sorry, I messed up my test scenario. More testing shows that only the connected resources disappear. Again, sorry for the disinformation.
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Old June 26, 2002, 17:00   #18
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Thanks for doing the test, WarpStorm
So finally it's confirmed.

Edit: or not, after WarpStorm edited his post. Anyway, thanks for thorough testing again.

Last edited by Lucilla; June 26, 2002 at 17:50.
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Old June 26, 2002, 17:39   #19
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I looks like resources are depeleted once you connect them. I did "timing" experiments by altering the disappeance rate and it seems that is what does it. If disappearance rate is, for example, 5, a resource lasts on the average 5 turns before it disappears, whether or not you use it by making a unit. It will reappear somewhere else.
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Old June 26, 2002, 18:01   #20
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Quote:
Originally posted by WarpStorm
I looks like resources are depeleted once you connect them. I did "timing" experiments by altering the disappeance rate and it seems that is what does it. If disappearance rate is, for example, 5, a resource lasts on the average 5 turns before it disappears, whether or not you use it by making a unit. It will reappear somewhere else.
hi ,

that is a bit high , to high , can you post a SAV(e) , ...

, you could change that in the editor , ...

have a nice day
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Old June 26, 2002, 19:42   #21
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Exactly, Panang, I modded the scenario so that the average disappearance rate was 5 instead of the default 200 for oil (I modded the rules so that I could see oil at the beginning, too).
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Old June 27, 2002, 01:19   #22
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I have not had any unconnected resources disappear, and do leave at least one (if I have one extra) for strategic resources unconnected.

I agree it would be nice to say area X only, since the current options are either global or to city only. I may only want a certain part of my empire built a certain way.
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Old June 27, 2002, 04:10   #23
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Quote:
Originally posted by WarpStorm
Exactly, Panang, I modded the scenario so that the average disappearance rate was 5 instead of the default 200 for oil (I modded the rules so that I could see oil at the beginning, too).
hi ,

maybe you did something wrong , ....
try to re-install , .... that should do it

or try with different values

have a nice day
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Old June 27, 2002, 04:37   #24
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Quote:
Originally posted by kring
I have not had any unconnected resources disappear. . .
Before I edited up Firaxis' crazy low resource appearance rates, I once had to embark on a desperate search for iron using my Galleys with the Lighthouse. Luckily, I found a small island with it! Amazing. But. . .

I then built a town, and started a harbor. Meanwhile the workers were connecting the iron to the town, the town that was on the island across the sea from my civ.

Three turns after the road connected the iron to the town - but seven turns before the harbor was finished - THE IRON "WAS EXHAUSTED"!!

Game over.

The iron never was connected to my trade network as the harbor was never finished.

So I did have an unconnected resource disappear.

Yet another Civ 3 bug.
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Old June 27, 2002, 05:41   #25
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Coracle, it was connected to the town on the island, just not to your capital. So it's not a bug...
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Old June 27, 2002, 17:08   #26
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Quote:
Originally posted by Coracle


Before I edited up Firaxis' crazy low resource appearance rates, I once had to embark on a desperate search for iron using my Galleys with the Lighthouse. Luckily, I found a small island with it! Amazing. But. . .

I then built a town, and started a harbor. Meanwhile the workers were connecting the iron to the town, the town that was on the island across the sea from my civ.

Three turns after the road connected the iron to the town - but seven turns before the harbor was finished - THE IRON "WAS EXHAUSTED"!!

Game over.

The iron never was connected to my trade network as the harbor was never finished.

So I did have an unconnected resource disappear.

Yet another Civ 3 bug.
hi ,

this does not happen all the time , .....
maybe its because of some field value's in the editor , ...

sometimes the resource comes back in the same spot , ... , after a couple turns

have a nice day
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