It's a bit awkward for me to ask such a question after years of modding but how to set random unit, not enslaved, to sacrification? I have box ticked "permits sacrifices" in Civilization Advance end even added "doubles sacrifices" in Improvements.
register, the setting in a tech, permitting sacrifices and (not so important) the setting of improvements doubling sacrifices are needed.
But the most important is the setting of units, that should be sacrificed:
1. It must be a unit acquired through enslavement. You cannot sacrifice your own units!
2. That unit needs the sacrifice flag.
3. The cultural benefit to a city after sacrificing the unit is twice the building cost of that unit in culture points.
4. The cultural benefit can be doubled by sacrificing the unit in a city that has an active building in it with that flag.
@Civinator my settings are correct. Bull is produced by a small wonder every 40turns. You can build this building when you discover Mysticism which permitting sacrifices. Special actions are set like yours too.
I thought here might be the problem that the unit is not coming from enslavement.
Yeah, any unit which is produced by a building belongs to the civ who controls the building at the time that it's built and so cannot be sacrificed by that civ.
If another civ (Civ B) was to take the city from Civ A and they captured several bull units then they would be able to sacrifice them but if Civ A captured them back then they would not.
What I do in a couple of my mods is to have priest units (several found in this thread https://forums.civfanatics.com/threads/religious-units-priests-monks-and-crusaders.534838/ would be perfect for what you need) enslave cows/sheep/whatever which can in turn be sacrificed; upgrading to monks and such in the Middle Ages who enslave Holy Relics, and Holy Knights who "inspire" Troubadours (who then "write a song in dedication").
Ok, so it means I have to flag one unit to sacrifice only bulls or give to other units sacrifice flag for group of units enslavement, what will be quite random... hmm, don't know probably will take option money for bull delivered to a capitol.
register, in your example you have to set one or more units to enslave defeated units of other civs to become bulls and to set the sacrifice flag to the bull unit.
register, in your example you have to set one or more units to enslave defeated units of other civs to become bulls and to set the sacrifice flag to the bull unit.
You mean how treasures work in the Age of Discovery scenario?
That could work.
Like said, it's quite easy to have a few units have the enslave option. Then set the enslaved unit to whatever cost, so you can determine the culture points.
This works pretty well and I think is an undervalued part of the game because it brings quite some parity.
Even when I was the stronger civ, I had a hard time wiping out the Mongols, because their units could enslave, which made their units multiply.
I am not sure if the ai uses the sacrifice option a lot though.
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