Sid Meier's Civilization III: Complete

Sid Meier's Civilization III: Complete

Strategic, Luxury, and Bonus Resources not on the map.
As the title says, none of these resources generate on a game generated or Civ Content map. Is there something that needs to be reenabled?
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Showing 1-15 of 23 comments
Rastrelly Aug 7, 2024 @ 11:44am 
Seems like it's time for data validation.
Originally posted by Rastrelly:
Seems like it's time for data validation.
Did that a couple of times, and it did not resolve it unfortunately.
Rastrelly Aug 7, 2024 @ 1:56pm 
Extremely weird. Are they listed in Civilopedia?

Edit: also, as an experiment, try deleting the conquests.biq file from Conquests folder and validating files afterwards.
Last edited by Rastrelly; Aug 7, 2024 @ 1:57pm
Originally posted by Rastrelly:
Extremely weird. Are they listed in Civilopedia?

Edit: also, as an experiment, try deleting the conquests.biq file from Conquests folder and validating files afterwards.

So, resources are spawning but at greatly reduced rates after the experiment you suggested. Example being one iron source per continent on a huge map.
Originally posted by The Lord Inquisitor:
Originally posted by Rastrelly:
Extremely weird. Are they listed in Civilopedia?

Edit: also, as an experiment, try deleting the conquests.biq file from Conquests folder and validating files afterwards.

So, resources are spawning but at greatly reduced rates after the experiment you suggested. Example being one iron source per continent on a huge map.
And I mean something along the lines of an ~80% reduction.
Rastrelly Aug 9, 2024 @ 1:06am 
I'm really out of ideas T__T

Try making this thread on civfanatics.com forums, I think chances are better to find help there, if you haven't already
B.O.B. Aug 9, 2024 @ 9:07am 
How many opponents do you have on the map? Cause some (not all) resources are scaled to the number of civs. IE, if there is only 2 of you, then there should be only 2 or 3 iron for the entire map, regardless of size.

In the civ editor on resources is a numeric value for each resource called "Appearance Ratio".

It's description in the help manual is:
Determines how many instances of the selected resource appear per player in the game. In an eight-player game, a value of 160 would mean 2 of each resource per player. Note that even if this number indicates that there are two resources per player in the game, this does not mean that each player will have access to those two resources. Setting this value to zero means the resource will be distributed at random.

Note that resource placement is also limited by which terrain types can support the given resource.

It doesn't really explain whether you want that number to be higher for more or not. Considering it's a ratio, it's probably inverse - so smaller numbers = more. But I could be wrong.

The only resources that have this appearance ratio value is just the strategic ones. All others have a value of 0.
B.O.B. Aug 9, 2024 @ 9:29am 
So I experimented with the editor and it seems higher the number the higher the appearance. At least as far as I can tell.

I did this by taking 2 resources and make them the only 'allowed' resources on grassland. I then set one to 100 ratio, and the other to 900 (max value), and made a small island just of grassland. The last step was to have it redistribute (randomize) the natural resources on the map.

The resource with a value 900 showed up way more.

But yeah, with default rules, it appears iron should be about 2 of them per player, but also limited by terrain. According to default rules, Iron only shows up on hills & mountains. So if you do whatever age that makes the earth more flat (less hills / mountains), it is going to have fairly limited number of spawn places.

Additionally, hills can have: horses, iron, saltpeter, coal, aluminum, wines, incense, gold, sugar, and tobacco; mountains can have: iron, saltpeter, coal, uranium, gems, and gold.

So all of those resources are also competing for spots on the hills and mountains.
B.O.B. Aug 9, 2024 @ 9:32am 
One final note: this should only be affecting strategic resources. Luxury and bonus resources should all just have a random smattering, which means there isn't guarantee of even 2 per player for those.
Additional info: I had been using huge maps with the max number of civs. But even with the info above the two continents would maybe have 4 Iron at most. I just remember there being more resources and that changed suddenly and I have no clue why. If there is a way to edit the number of spawns I'll just do that instead since I don't want to just give it to myself and other civs.
B.O.B. Aug 10, 2024 @ 7:43pm 
I don't know. Might just be bad RNG luck. Just cause there is supposed to be roughly 2 Iron per player doesn't mean that all those iron won't on the other continent.
Rastrelly Aug 11, 2024 @ 12:51am 
Just ran some tests on Standard map on default setup with the Editor's map generator (I assume it's the same algorithm he game uses). USUALLY you get around 5 iron on one continent and about 2 on the other continent.
Rather than using the map editor each time I think I'd rather modify the base level spawn rates in the code. Do either of you know where to look for those lines?
B.O.B. Aug 13, 2024 @ 8:46am 
No. Never learned assembler. As far as I know there is no public source code for this game. The best you can do is use a disassembler on it and then try and track down what you want in assembly language.

If the reason you want to change the code and not use the map editor because you want to preserve the map being random/unknown every time, that is still doable with the map editor and going to be far easier than trying to alter assembly code:

1. Leave the map blank.
2. In the Scenario menu check 'Custom Rules', leave 'Custom Map' unchecked.
3. In the Rules menu click 'Edit Rules...'.
4. In the 'Natural Resources' tab, tweak the 'Appearance Ratio' for each strategic resource. Alternatively, set it to 0 for all to have it just be pure random.
5. Optional: Tweak Disappearance Probability setting for each strategic resource. This setting determine how likely a resource is to be 'depleted' and then popup somewhere else. Setting this to 0 will make it so the resource is never depleted.
6. Optional: On the 'Terrain' tab, tweak/add what tiles support resources making it more available.

Save this as something like 'Favorite Rules' in your Scenarios folder.
You now still get the random map generation with the tweak appearance ratios.
Is this per game or a one time change?
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