AGRICOLA
Warlord
YES, VIRGINIA, ONE CAN CREATE SHIPS AT SEA WITH UNITS ONBOARD
As I was working on events for the Red Front 1.4 TOT Redux, I found that unorthodox events and units were required to duplicate some historical events. Among them was the need, on ocean squares, to create freighters with units onboard.
Here is the sequence of events needed to create 3 freighters, each carrying 4 units. If more land units are created than there is space on the freighters, they will be left bobbing up and down on the ocean waves.
Of course, any units or combination of either naval or land units can be created to form an invasion convoy as long as one keeps in mind that the last unit created before either CHANGETERRAIN will be destroyed.
@IF
TURN
turn=22
@THEN
CREATEUNIT
unit=Freighter ----------------- Freighter should be ATTACK=0 or it may attack cities
owner=Hottentots
count=4 ---------------------- CHANGETERRAIN will destroy the last unit created
veteran=yes
homecity=None
locations
27,49 ------------------------- 27,49 is an ocean square
endlocations
@ENDIF
@IF
TURN
turn=22
@THEN
CHANGETERRAIN
terraintype=2 ------------------ LAND
maprect
27,49,27,49,27,49,27,49
@ENDIF
@IF
TURN
turn=22
@THEN
CREATEUNIT
unit=Trade Unit
owner=Hottentots
count=13 --------------------- CHANGETERRAIN will destroy the last unit created
veteran=yes
homecity=None
locations
27,49
endlocations
@ENDIF
@IF
TURN
turn=22
@THEN
CHANGETERRAIN
terraintype=10 ---------------- OCEAN
maprect
27,49,27,49,27,49,27,49
@ENDIF
@IF
TURN
turn=-1
@THEN
MOVEUNIT
unit=AnyUnit
owner=Hottentots
maprect
27,49,27,49,27,49,27,49
moveto
27,55 ----------------------- Timbuktu
numbertomove=ALL
@ENDIF
NOTE:
The MOVEUNIT event works up to a point. A possible problem is that the AI may not deliver trade units to cities that already have three trade routes with the AI civ. AI trade units are delivered if city trade routes are with other civs.
As I was working on events for the Red Front 1.4 TOT Redux, I found that unorthodox events and units were required to duplicate some historical events. Among them was the need, on ocean squares, to create freighters with units onboard.
Here is the sequence of events needed to create 3 freighters, each carrying 4 units. If more land units are created than there is space on the freighters, they will be left bobbing up and down on the ocean waves.
Of course, any units or combination of either naval or land units can be created to form an invasion convoy as long as one keeps in mind that the last unit created before either CHANGETERRAIN will be destroyed.
@IF
TURN
turn=22
@THEN
CREATEUNIT
unit=Freighter ----------------- Freighter should be ATTACK=0 or it may attack cities
owner=Hottentots
count=4 ---------------------- CHANGETERRAIN will destroy the last unit created
veteran=yes
homecity=None
locations
27,49 ------------------------- 27,49 is an ocean square
endlocations
@ENDIF
@IF
TURN
turn=22
@THEN
CHANGETERRAIN
terraintype=2 ------------------ LAND
maprect
27,49,27,49,27,49,27,49
@ENDIF
@IF
TURN
turn=22
@THEN
CREATEUNIT
unit=Trade Unit
owner=Hottentots
count=13 --------------------- CHANGETERRAIN will destroy the last unit created
veteran=yes
homecity=None
locations
27,49
endlocations
@ENDIF
@IF
TURN
turn=22
@THEN
CHANGETERRAIN
terraintype=10 ---------------- OCEAN
maprect
27,49,27,49,27,49,27,49
@ENDIF
@IF
TURN
turn=-1
@THEN
MOVEUNIT
unit=AnyUnit
owner=Hottentots
maprect
27,49,27,49,27,49,27,49
moveto
27,55 ----------------------- Timbuktu
numbertomove=ALL
@ENDIF
NOTE:
The MOVEUNIT event works up to a point. A possible problem is that the AI may not deliver trade units to cities that already have three trade routes with the AI civ. AI trade units are delivered if city trade routes are with other civs.