Flavours

Knuckles

Chieftain
Joined
Jul 15, 2009
Messages
20
Location
Russia, Pskov province
Hello. Do you mind to work one little problem out? It bothers me for few years already, and my friends do not know the answer.

Well, there is a custom map. For example I play for Germany. Germany has Flavour 1. Flavour 1 allows to learn fascism science, nobody else have rights to learn it.
There is Russia which learns communism science using flavour 2. But after week of playing I realize Russia knows fascism either.
1) How does it work? Flavour 1 relates to Flavour 2 as 0, the same with opposite.
2) There are some abilities to learn fascism, using Great Library, for example, or similar wonders?
3) If I make "Fascism" science having "Era: None" in settings also setting Fascism as starting science for Germany, will it work as it should? I mean, nobody else would be able to get/learn fascism or its still possible until I disable Great Library and such wonders?

Please, give me any idea how to make science being available for the only nation, or how do flavours work practically.
 
Your asking how to modify a game to make a science suitable for a single tribe only. I don’t know the answer but I think that if you post this in the modifiers section your likely to get a better answer.
 
Flavor is just an encouragement for certain civs to research those techs, it doesn't abolish others from researching those techs.

In Age of Discovery the Europeans could research the native American techs like Enslavement (it would just take a long time).

To do it like the AOD scenario you make the tech very expensive (500), can't be traded (so they don't give it away to who you don't want to have it), not required for era advancement (so AI isn't forced to research it), and give it free to the civs you want to have it.
 
3) If I make "Fascism" science having "Era: None" in settings also setting Fascism as starting science for Germany, will it work as it should? I mean, nobody else would be able to get/learn fascism or its still possible until I disable Great Library and such wonders?.

Hi Knuckles, if you give Germany in C3C a not tradeable era-none-tech, let us call that tech German tech, than you can set this era-none-tech also as a special perequisite for other techs in later eras. To follow your example: If you add that German tech (era none and not tradeable to the Conquest biq, you can set in the editor the German tech as an additional perequisite for the tech Fascism. Such a tech must be set to be not needed for advancing in the next era. If the tech fascism is not tradeable only the German civ can research that tech. You could also set a tech German Tiger-tanks (or something like that) with the era-none German Tech as a perequisite and set this as not needed for advancing to the next era, and only Germany can research the Tiger-tank-tech. Of course this also works for other civs with the same settings.

http://forums.civfanatics.com/showthread.php?t=212583

Here is a screenshot how your example would look in the techtree of the C3C biq if you play the German civ. Other civs won´t have this tech in their techtree:

attachment.php


And Knuckles, special greetings to your friends, too. :)
 
O, thank you guys. But if I set the Fascism tech as having era "none", will it stop other civs from getting this tech thru Great Library or will not?
Oh wait Great Library needs two civs to know the technology to give it out. Sorry.
 
Knuckles, you are very welcome. :)

Even if there are two or more civs with the same era-none techs (per example religious era-none techs like Christianity or Islam), the Great Library does not provide nontradeable era-none techs to the holder of that wonder:

http://forums.civfanatics.com/showthread.php?t=243873

In the linked thread there was reported, that such techs could be stolen. This is at least not my experience with nontradeable era-none techs. I made tests for my mod CCM and was never able to steal such an era-none tech. There were also many succession games of that mod at CFC and it was never reported that such an era-none-tech could be stolen. Of course I set my mod in a way, that in later eras no "mixed" techs can appear.
 
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