Any way to deny civs tech?

XCalibyr

Chieftain
Joined
Jan 29, 2002
Messages
14
(using 1.17f)

I wanted to make a scenario where only one civ would be allowed to have Monarchy, Communism would be deleted, and the rest would only have Democracy and Republic as options after Despotism. However, I can't find a way to give that one civ Monarchy while denying it to the others.

Someone suggested setting Monarchy and another tech's prereqs (I chose pottery, for the record) to each other, and then giving Monarchy to the special civ. In theory, nobody else would be able to research either tech. In theory. However, the editor doesn't let you do that.

I went through the editor, and lo and behold, the help file says that if i set Monarchy's era to "None" but give it to the civ in question, they will have it and nobody else will. Great! But it doesn't work. The civ starts without Monarchy.

Set Pottery to era: None and make it a prereq for Monarchy, then give Pottery to the chosen civ? Not a bad idea, but you can't make a "None" tech a prereq.

Any other ideas?
 
I think the only way is to giv the civs you want to have it at the beggining and for the rest, set it's cost very high.
 
Originally posted by slothman
I think the only way is to giv the civs you want to have it at the beggining and for the rest, set it's cost very high.

Thanks for replying. That will not work, though; no matter what the cost, any civ will be able to research it in 40 turns. That's the way the game is set up.
 
I did it in my mod. I have tech Luck which requied itself as prerequesit. After that tech is not tradable and is not researchable it only can be start tech. However it still could be obtained through Great Library. That is why I changed Great Library function in my mod to +2 free tech. You can check my mod through my signature (you need version 0.04, patch, part 1). I did it with hex editor.
 
Thanks for replying, but I have no idea how to use a hex editor and wouldn't screw around with a file unless I was damn sure of what I was doing.
 
Originally posted by XCalibyr
Thanks for replying, but I have no idea how to use a hex editor and wouldn't screw around with a file unless I was damn sure of what I was doing.

From testing, and hints from others, if you set a technology's age as 'None', a civilization cant research it. However, this applies to ALL civs, so you'll have to make that tech one of that civ's 'free' technologies. Not sure if that helps you.
 
What you did in the first post works. However, the computer won't give you the Tech until it is in the tech path and available. You can change the tech path for a "single Monarchy" MOD and put it into the ancient age in place of another tech not being used and it WILL show up and be usable. I did a similar attempt to create a highly organized military power in one civ by giving Military Tradition and Nationalism (plus what ever was needed to earn the Great Leaders and Army-building abilties early). In the trials it appeared to not work, but when the tech tree allowed the techs to be learnable, BINGO! . . .the computer gave it to me and started learning my next tech choice. This replacing in the early ages can get tricky because you need to adjust the tech tree, paths and prerequisites, which, in some cases gets into graphics shifting, and subsequent crash potential. Unfortunately, modifying Civ III is exponentially more difficult than was Civ II.
 
Almost forgot about this thread... damn...

D.Shaffer - That's what the editor says will work, and what I tried. But in a test run, I gave the Americans Pottery and Monarchy. I made the game, and had only learned Pottery.

tcwonder3 - You look like you know what's going on. Unfortunately... I have no idea what you're talking about. :confused: Could you please clarify? Thanks.
 
Didn't mean to lose you. First, giving them the Monarchy tech in the initial MOD works. But, they won't be given it until the other techs required to let it be studied are already in your "pocket." So, it won't show up until later. You can modify the Tech Tree to replace an ancient technology with Monarchy and make it so noone else can study for it (thus granting it to only the 1 civ). However, to go into that means you are replacing and moving technologies, civipedia and pediaicon entries (which are connected to some graphics). If you change some of these without careful replacement, playing the game will cause game crashes when those graphics are called and don't match. Check out the forums about creating mods and scenarios. Wade through some of the long threads and get an idea of what those problems entail in their solutions before you try the more complex modifications. Modifying Civ III to be "scenario realistic" is not as simple as in Civ II.
 
I've been trying to find an answer for this on another thread, with no joy!

Even techs with no prerequisites seem to be unavailable when placed outside the tech tree - which is the only way to deny them to other civs.
 
The way to do it is to set a tech's era to NONE and then grant that tech to a civ as a free tech. Unfortunately there's a bug in the current (v1.17f) version of the game that breaks this, because other civs can eventually research the tech even though it's not on their tech tree.

This *will* be fixed in the next released patch, which should open up a lot of new civ-specific possibilities.


Dan
 
I guess I just haven't gone far enough in a game to have caught that one, yet. That makes about the 18th new bug that I have stumbled into since 1.17f was issued. At least it doesn't crash the game like 11 of the others I've run into ;-)
 
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