How to fix citystyles?

Joined
Apr 3, 2001
Messages
1,664
Location
Odense, Denmark
As most of you know, the techs Ind triggers the industrial city style, and Aut and E2 triggers the modern city style. How can I prevent players from obtaining these techs via trade?

I can only think of keeping the desirable variable at zero, and possibly make these techs no,no techs after applying them to the appropriate tribes. But will that prevent trading of these techs? I don't think so. No,no advances are still tradable and stealable, right?

So how do I prevent trading of these specific techs?

This is in a scenario which allows negotiations all around and includes diplomats/spies.

Any tips will be great!
 
No. If a tech has as prerequisites no,no is excluded from all AI or human research and, therefore, excluded from diplo's trading - but you must wipe out all of the goody huts to prevent this event... :)
 
These techs must be eliminated first, without breaking Future's Technologies research ( otherwise the game will crash); no one will research them then... except for goody huts: you can always discover them via goody huts... that's why these must be whiped away from your game.:)

IF you want to create an alternative city stile, you must take a look to Colonies 3.12 by John Ellis.
 
This is merely a matter of
1. turning advances (nil,no) on when you make the scenario in order to give it to a tribe and
2. turning the advance off (no,no) before you play the scenario.

Another possibility is to give a no,no advance via event.

The point about goody huts is well taken. It should be noted that after invention is discovered, advances don't pop out of goody huts. I'm not sure if this applies if 1 tribe has invention or if this only applies if the tribe in question has invention.

The bottom line here is that no,no techs are not tradable and that is a way to get six city styles in play.
 
Back
Top Bottom