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#2 |
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The Great Dictator
Join Date: Jul 2004
Location: Skaville UK Reputation: 1
Posts: 8,672
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I'm not sure why this could be. Perhaps by using "flavors" you could get the AI to build them?
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#3 |
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We're gonna live forever
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Do they build them in the normal game ? I dont really remember them making more then factories ... but then again, i havent played normal in a very long time.
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#4 |
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Prince
Join Date: Nov 2001
Posts: 330
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Assuming I understand the question ... I have played many games where the AI builds coal plants (which are replaced by other power plants later). What I can not answer is 'do they build say nuclear plant' when available, which will replace the coal plant. As to the condition the civ is usually expansionist or other characteristic that leads to conquest (may be other char that I have not noted).
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#6 |
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Emperor
Join Date: Dec 2001
Location: Portugal
Posts: 1,435
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This would be good to know for sure, i've thought about using that flag with religious city improvements, allow each civ to choose one of different religious temples and as soon as enough temples of the same type are built, a world wonder becomes available giving further bonuses to that temple type. Its a way of making religions more interesting in civ3. But if every civ would just build the same temple, it would be worthless..
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#7 | |
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Civ3 Modding Archivist
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,464
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Quote:
-Oz
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"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!" May you be at peace, General 666
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#9 |
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Emperor
Join Date: Dec 2001
Location: Portugal
Posts: 1,435
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I havent tested this yet, havent worked on that part of the mod yet, it would be good to see diferent cities building different temples, or maybe different civs prefering different temples depending on their characteristics, some could give more happyness, others more culture, other lower corruption or increse scientific output, etc. Maybe scientific civs would prefer one kind while commercial ones another, i dont know, too early for me to test it, but maybe others know this allready
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#10 |
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Civ3 Modding Archivist
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,464
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Ah. I tied different religious improvements to different Gov types, e.g., Islamic Caliphates building mosques which would eliminate cathedrals. I also had to eliminate any kind of generic temple.
-Oz
__________________
"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!" May you be at peace, General 666
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#11 |
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Emperor
Join Date: Dec 2001
Location: Portugal
Posts: 1,435
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Right, but then if you change goverment, those temples stop working
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#12 | |
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Civ3 Modding Archivist
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,464
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Quote:
Good Luck, Oz
__________________
"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!" May you be at peace, General 666
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#13 |
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Emperor
Join Date: Dec 2001
Location: Portugal
Posts: 1,435
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Well, im only allowing each civ to research 2 or 3 religions (by using era none techs too), so maybe later religious temples by having better characteristics will be used by the AI, replacing the old ones. Wish someone that had a mod close to being ready could test this
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