Civic modding + Research limitations

Taranthor

Chieftain
Joined
Dec 24, 2001
Messages
53
Ok I have 2 questions if anyone knows the answers :)

Firstly.

Can it be done so that when a game starts you are forced to select civics and are locked into those civics?

Secondly, can you limit tech researching, based on the civic you have chosen?
 
hmm. It seems possible in essence, however it would require VERY EXTENSIVE modding... you're talking about ripping out the guts of the entire research system, as well as the civics system... or just the civic system and *dynamically* modifying the data stored in the XML files for techs... yeah, NOT easy, but possibly doable. Might have to wait for SDK though.
 
I don't know of a way to force someone to select civics. But it shouldn't be too difficult to make them impossible to change after that. If it's good enough for you making the players unable to change civic after the first time should be much easier.

As for limiting tech researching, yes, it should be possible. I don't understand if you mean limit as in reduce amount of science produced or make certain technologies impossible to research, but I can't see why either way wouldn't be possible to do.


Both of these changes require python.
 
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