Starting the countdown

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

 

A friend told me about this. when you have a resource on the map such
as salt-peter or some other exhaustable resource, the countdown on its
lifespan starts as soon as a road is built to it. Therefore he
suggests not to connect resources to roads you aren't ready to use.

I didn't think to ask if the countdown stops if you destroy the road
to it.

Just a not for your information and discussion.
Buck
--
For what it's worth.

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

 

"Buck" <iam@this.site> wrote in message
news:nsiav0dprlfva8behgkqhn4l9m08aktjq8@4ax.com...
>A friend told me about this. when you have a resource on the map such
> as salt-peter or some other exhaustable resource, the countdown on its
> lifespan starts as soon as a road is built to it. Therefore he
> suggests not to connect resources to roads you aren't ready to use.
>
> I didn't think to ask if the countdown stops if you destroy the road
> to it.

It's not a countdown as such. It's a percent chance each turn that it may
disappear. It needs to have a road on it to disappear.

Reply to Anonymous

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

 

Disapprenance is not a countdown but instead is a RNG event. And can
only occur if the resource is in the trade network.

It will be instantly moved to some other tile somewhere on the map.

Using the time machine to disconnect the resource may result in someone
elses resource being disconnected. (If the next thing needing an RNG
was another resource with the same or higher probability of
disappering.)

Also using the time machine if there were battles after your turn to
disconnect a resource and rerun can cause the battles to be different.
(Also uses the RNG)

Reply to Anonymous

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

 

On Mon, 24 Jan 2005 14:47:31 -0500, The Stare <wat1@not.likely.frontiernet.net> wrote:
>
> "Buck" <iam@this.site> wrote in message
> news:nsiav0dprlfva8behgkqhn4l9m08aktjq8@4ax.com...
>>A friend told me about this. when you have a resource on the map such
>> as salt-peter or some other exhaustable resource, the countdown on its
>> lifespan starts as soon as a road is built to it. Therefore he
>> suggests not to connect resources to roads you aren't ready to use.
>>
>> I didn't think to ask if the countdown stops if you destroy the road
>> to it.
>
> It's not a countdown as such. It's a percent chance each turn that it may
> disappear. It needs to have a road on it to disappear.

So, how do you keep your workers on automate mode from building roads to
resources you want to keep in reserve?

Reply to Anonymous

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

 

"Dave Hinz" <DaveHinz@spamcop.net> wrote in message
news:35l987F4ou0nbU16@individual.net...
> On Mon, 24 Jan 2005 14:47:31 -0500, The Stare
> <wat1@not.likely.frontiernet.net> wrote:
>>
>> "Buck" <iam@this.site> wrote in message
>> news:nsiav0dprlfva8behgkqhn4l9m08aktjq8@4ax.com...
>>>A friend told me about this. when you have a resource on the map such
>>> as salt-peter or some other exhaustable resource, the countdown on its
>>> lifespan starts as soon as a road is built to it. Therefore he
>>> suggests not to connect resources to roads you aren't ready to use.
>>>
>>> I didn't think to ask if the countdown stops if you destroy the road
>>> to it.
>>
>> It's not a countdown as such. It's a percent chance each turn that it may
>> disappear. It needs to have a road on it to disappear.
>
> So, how do you keep your workers on automate mode from building roads to
> resources you want to keep in reserve?
>

You can't. Connecting resources is a high priority job for workers.

Reply to Anonymous

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

 

And it's a bad idea to fully automate workers anyway.

It really should all be done yourself. Just look at how badly the AI
improves its own tiles; it's worse than it's worker force allocation
working city tiles!

Reply to Anonymous
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