Getting rid of advances????

ACruceSalus

Chieftain
Joined
Feb 10, 2002
Messages
5
Location
USA
I want to do a Roman mod and I want to stop progress at a certain point, how do I get rid of advances so there will be no Gun powder etc...?
 
The easiest way is to set the advances you don't want to have an era of "none". That way no one can research it.
 
I was thinking that but it would still take 40 turns at most. You could always set the max turns up to like 500.
 
First off, there's no way to manage the different time spans between turns, you could cylce the beginning turn in a .sav game and use that as the beginning point for your mod.

As for not advancing to the different ages, you can just rename the ages using the editor. You could name them after the various periods the Romans went through. Then re-work the tech tree to fit these different eras, and rework the icons and buildings/wonders/units to fit these periods in time.

Other than that though, there's not much else you can do to stop the game from advancing eras. The only other solutions are the already proposed increase tech costs to 1000 in the ancient era and jack up the maximum time to get a tech. But even then that would only be about 1/5th of a game, and that's without taking into account the 60% reduction the AI would get at the highest level to its research cost.

You could also place lots of buffer techs in the Ancient Era and set them up like "future techs" so as to stall the advancement to another era. But I think the most elegant solution would be to rename the eras and rework the tech tree; of course this would be the most time-consuming option.
 
Thanks, this editor really sucks. Is Firaxis ever going to release an editor worth a damn?
 
Top Bottom