Yes. In my scenario I have "Heir" (King auto-produced by the Palace) and "Captured" units, both "trade-able". The only thing - "heir" costs much more than "captured", so such a "gift" makes AI very happy.
If a building's resource requirements are no longer met it will stop spawning units. IIRC it's the only building effect that's suspended.
Moosezilla, that's the trick. The unit becomes "trade-able" when unit icon has index 1 (counting from 0) in the units_32.pcx file - where's worker initially placed. And that's why I mentioned this in my reply. So, you can have 10 units with icon index = 1 and they all will be "trade-able".
Also, any captured (Editor: General Settings -> Default Captured Unit) unit is "trade-able", no matter what's the units_32.pcx icon index (tested, I'm sure).
1 more mandatory requirement for units trade - unit must be in the capital.
Originally posted by RegentMan
There should be units that can only be built in cities that have certain improvements. For example, to build a tank, you need oil and rubber and a tank factory city improvement. I think it'd add another strategy to the game.
You can *almost* do this in C3C. Create a building, call it "Tank Factory". Requires Oil and Rubber. Have it cost whatever shields, upkeep, pollution, etc you feel is neccesary. Then, check the "produces units" box, select Tank, and select an appropriate number of turns (3?). Finally, remove the ability for any civ to build a Tank normally.
There's a few holes with this, for example:
You will produce tanks forever, even if you lose access to oil and/or rubber. You can somewhat mollify this by making the Tank Factory require very high maintenance - 10 at least. That way it's a short term investment.
It's impossible to upgrade these units unless you make the advanced form buildable normally. In other words, your Tank Factory tanks would be Tanks forever and not Modern Armors unless you didn't use the Tank Factory method for Modern Armors. You can get around this by letting them be buildable without a Tank Factory, but greatly increasing their shield cost. That way, you can still upgrade them (or build them without a factory), but it will probably be more efficient to build the factories instead of the units.
I'm not certain whether the Tanks will come out Conscript, Regular, or Veteran. I havn't managed to build Statue of Zeus or Knights Templar yet, to see how it works.
Avoiding Phantom Resources in unconnected cities:
Example, if a unconnected city has a strat/lux resource in position 25, a phantom resource will appear in that unconnected city assignning it from position 57 or 89 if they are not bonus resources. Position 25, 57 and 89 make up one row. If position 57 or 89 were a strategic or luxury resource then they would appear in the unconnected city and would be usable even if it hasn't been discovered yet in your game.
Phantom Resource to unconnected cities will give that unconnected city a resource that it may not have and probably shouldn't have, you may not have even discovered it yet, but it will be usable...
So, you can have 10 units with icon index = 1 and they all will be "trade-able".
Also, any captured (Editor: General Settings -> Default Captured Unit) unit is "trade-able", no matter what's the units_32.pcx icon index (tested, I'm sure).
In this Apr 2004 thread:
Building required units
Zurai replied:
Then there's these other issues:
AI doesn't build wonders/improvements?
What tempts AI to build city improvements?
It would seem that failure to adhere to the rituals stipulated in the Prophecies of the Sacred Scrolls per the Book of Pythias, there will be issues...
Keeping Resources in Check (No Phantom Resources)
You will produce tanks forever, even if you lose access to oil and/or rubber. You can somewhat mollify this by making the Tank Factory require very high maintenance - 10 at least. That way it's a short term investment.
If a building's resource requirements are no longer met it will stop spawning units. IIRC it's the only building effect that's suspended.
Wow just re-read this properly. So you can actually have any number of trade units as long as they all share the second units_32 entry. That's an amazing discovery.
I hadn't seen Wolfshades comment about the unit_32.pcx file untill now, but it strikes me as incorrect. Since it is well documented that captured units (in the General Settings page) are the ones who can be traded, why would there also be an independent effect from the icon number of the individual unit? This seems even more unlikely, since the index doesn't have any other effects besides what shows up in game.
![]()