No tech trading scenario

Ondskan

Emperor
Joined
Dec 31, 2007
Messages
1,133
Thought I'd uppload this one to.


It's a normal Random map scenario but just no tech trading.

It can be used in multiplayer and singleplayer for a new sort of gameplay.

:)


(in short a very teadious job of forbidding every single tech to be traded has been done).
 

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Cool!

Good idea.

As an aside, I've disallowed tech-trading in my mod in the first era, save for Horseback Riding. (not sure why just that one, now that I think of it...)
 
Yea, a nice idea. I actually went through the Japanese Shogun conquest scenario that comes with Conquests and disabled all the techs due to the massive tech trading that happens. It slowed down the advancements a decent amount.
 
Thanks!
Tech trading is the only major issue with this game.
The AI checks for trading EACH TURN, WITH EACH CIV, something that we humans can do as well, but it as pain in the a*s*s.

Great job!
And a question: How can I integrate that with the conquest mods?
In other words, how to play the shogun scenario, for example, withouth tech trading?
 
Thanks!
Tech trading is the only major issue with this game.
The AI checks for trading EACH TURN, WITH EACH CIV, something that we humans can do as well, but it as pain in the a*s*s.

Great job!
And a question: How can I integrate that with the conquest mods?
In other words, how to play the shogun scenario, for example, withouth tech trading?

I have disabled tech trading as well for some of my mods. The only way that I know how to do it is to painstakingly check every tech as not to be traded. I would be glad to be enlightened if there is an easier way to do it.
 
Well, just checked the editor I can disable tech trading for the conquest mods as well, but to do so it is that tedious proccess of disabling each tech.
I wonder: Some people must have done that already (I read on this very forum of someone who did that to the shogun scenario). Would people be so kind as to upload these modified conquests here?
 
I have disabled tech trading as well for some of my mods. The only way that I know how to do it is to painstakingly check every tech as not to be traded. I would be glad to be enlightened if there is an easier way to do it.

Tedious? I timed how long it took me to disable each of the techs in the C3C Editor and to double check that each one was disabled. It took me 7 minutes. That was hardly tedious.
 
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