How can I make civs not advace to next age?

Lonkut

..--""--..
Joined
Jul 13, 2004
Messages
862
Location
......
Is there a to make all civs including mine so that they don't advance to medieval and stay in ancient times?
 
I dunno if there's a magic button somewhere in civedit that would stop era advances, but the only thing I can think of is just to delete all techs after ancient.
 
Nope, you would have to alter all the graphix to make the modern match the ancient so when you skip to modern everything looks the same. That means editing the flics used in the editor and the city and advisor graphix.
 
I suppose you could create a tech at the end of the AA, that does nothing but is required for era advance, then make the cost outragously high so it takes forever to research.
If that's still not enough, you always could create several of these techs...
by the time the AI is through them all, the game would already be over.
 
Huh, I never thought of that. That is really good and the simplest way I've ever heard to do that.
 
If a tech isn't available for research which is required for era advancement, it does not prevent era advancement. Colonize wouldn't work, otherwise, as natives and colonists have completely seperate tech trees.
 
Weasel Op said:
Make the tech require an unavailable no-era tech. That way no civ can ever research it.
WHAT A GOOD IDEA! :goodjob: :goodjob: :goodjob: I've never thought of that before! :wallbash: :wallbash: :wallbash:

Edit: That is the worst case of a premature post I can think of! Thank you for ruining the mood GRM7584! That's too bad it can't be done that easily...
 
Didn't they use the No-era tech for the WH Fanasy Mod? They did it to stop you from changing to wrong governments and from stopping them from building civ specific wonders/improvements.
 
Yes, it is in WH, as well as mine, but I made all the techs that require non-era techs also not required for advancement, so I never knew that it wouldn't work. Blast, Theres a hundred of those or more in my mod and I didn't have to go through checking them all, afterall. Even a vet can still learn something I guess.
 
tjedge1 said:
Nope, you would have to alter all the graphix to make the modern match the ancient so when you skip to modern everything looks the same. That means editing the flics used in the editor and the city and advisor graphix.

So what grafics exactly need changing?

-leaderhead flics
-advisor leaderheads
-units
settlers
workers
leaders
army
-advisor pop-ups
-cities
-terrain buildings
-era splashes?

anything else?
 
Well, now we know that we can put in techs for specific civs for advancement. So on Rhye's of Civ, as an example, Chirstianity/Islam/Buddahism/Jewish Monotheism can now be Required Techs, rather than Not-Required. (That would be a good way of testing this hypothesis).

Actually, do what people were suggesting in reverse. Have the People you want to hold back have the non-era tech and have that be the basis for a high-cost tech. You don't have the prereq, so you skip it, while they have to slog through...
 
Back
Top Bottom