View Full Version : Dynamic Starting Techs


Elucidus
Feb 06, 2007, 01:02 PM
I wonder is there a way to have the game dynamically determine which techs your civ starts with, based on the bonuses around you settler?

If not than maybe setting up the terrain based on the techs would work?

If any knows how to do this or can point me in the right direction so I can try and figure it out, I would appreciate it.

Still want to make it so that you can select your traits at the beginning too. But that one is probably too difficult.

Thanks in advance.

ClassicThunder
Feb 06, 2007, 02:36 PM
I wonder is there a way to have the game dynamically determine which techs your civ starts with, based on the bonuses around you settler?

If not than maybe setting up the terrain based on the techs would work?

If any knows how to do this or can point me in the right direction so I can try and figure it out, I would appreciate it.

Still want to make it so that you can select your traits at the beginning too. But that one is probably too difficult.

Thanks in advance.

It's defiantly doable however a good knowledge of python would probably help, but anyways adjusting the starting techs to the terrain would be easier than adjusting the terrain to the techs. To do so you would have to loop over every plot see if it has a terrain or a resource that you want and then set up the python code to add set that tech researched for the nearby civilization. Properly set up you might just have to have a while loop and a couple of if else statements for your structural syntax.

CyberChrist
Feb 06, 2007, 03:03 PM
Localized Starting Techs Mod (http://forums.civfanatics.com/showthread.php?t=172222&highlight=start+techs+location)

Consider yourself 'pointed'! ;)

Elucidus
Feb 06, 2007, 03:40 PM
OUtstanding