Ideas for a new civilization trait: Creative

That was how I understood it. I'm not sure that this is even relevant to my question though, as enslavement, capturing, and trading are all different functions. What exactly is the requirement to be sacrificed? Must the unit be the result of enslavement, or will any "foreign" unit do?

How would you get a foreign unit to a place of sacrifice if it isn't enslaved? Check the Units tab in the editor -- it let's you decide what the resulting unit from an enslavement will be.

Best,

Oz
 
Must the unit be the result of enslavement, or will any "foreign" unit do?

Any foreign unit can be sacrificed; enslaved, captured or traded.
 
Any foreign unit can be sacrificed; enslaved, captured or traded.

I'm not the expert on this, but I'm pretty sure that a unit has to have the sacrifice flag checked before it can be sacrificed, that it has to be buildable by the capturing civ (even if it requires a non-era tech) before it can be enslaved or captured, and has to be the default captured unit before it can be traded.

This, and the rules regarding "flag" units should be sorted out and Wiki'd so that we don't have to keep having this conversation, which should be fairly basic modding knowledge. Preserved and empirical knowledge is the basis of all Civilization, after all....
 
Any foreign unit can be sacrificed; enslaved, captured or traded.

Let me just check I understand you. So a unit that is traded for (only the default capture unit can be traded), enslaved or captured (again the default capture unit) can be sacrificed? Becuase it all these situations the unit retains it's foreign nationality?
 
Let me just check I understand you. So a unit that is traded for (only the default capture unit can be traded), enslaved or captured (again the default capture unit) can be sacrificed? Becuase it all these situations the unit retains it's foreign nationality?

Yes. I meant that any foreign unit can be sacrificed, no matter how it came into your posession and it retains its nationality. As for captured units, any unit with no attack or defence can be captured, as long as you have the proper tech. You could sacrifice cannon in the basic game if you gave them the sacrifice flag.

Now that I think about it, it may be possible to sacrifice units with a population cost built in recently captured cities too, although I've never tried it.
 
Yes. I meant that any foreign unit can be sacrificed, no matter how it came into your posession and it retains its nationality. As for captured units, any unit with no attack or defence can be captured, as long as you have the proper tech. You could sacrifice cannon in the basic game if you gave them the sacrifice flag.

Now that I think about it, it may be possible to sacrifice units with a population cost built in recently captured cities too, although I've never tried it.

:confused: I thought only units with "Sacrifice" checked could be sacrificed; "Enslaved" yields a new unit of your own! Furthermore, aren't Flag units meant to be taken to VP locations??

Best,

Oz
 
well.

to sacrifice a unit there has to be several things done. as far as i know:

1. give that unit the "sacrifice" order (this has to be eighter a tradable , capturable or enslaveable one)

2. check the "permits sacrifice" flag in "civilization advances" at any tech.


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ingame u can sacrifice every unit that has the "sacrifice " order checked if that unit had a fiorgein nationality. as far as i know u get that from capture units... trade them or if u enslave a other unit.
 
Creative? Something like Scientific, I'd say. Bonus research and/or culture, a few cheaper buildings, might come in handy for us crazy folks who play for a Cultural victory.
 
:confused: I thought only units with "Sacrifice" checked could be sacrificed; "Enslaved" yields a new unit of your own! Furthermore, aren't Flag units meant to be taken to VP locations??
Yes, but enslaved units retain their nationality, as do traded and captured units- ie, "(Roman) Worker" vs "Worker". The question was whether only enslaved units may be sacrificed, or if any unit with foreign nationality will do. It seems that captured and traded units may be sacrificed as well, provided of course that they have the "sacrifice" ability checked.
 
:confused: I thought only units with "Sacrifice" checked could be sacrificed

You are correct that only units "Sacrifice" checked can be sacrificed. I think you just misinterpreated what I said. When I said "sacrifice flag" I simply meant that they needed to be given the "Sacrifice" attribute, nothing to do with "Flag units". (The help file calls the attributes "flags" so I blame it for the confusion ;))

"Enslaved" yields a new unit of your own!

When a unit is enslaved it retains the nationality of the unit which became enslaved, not the enslaver. For example if my Jaguar Warrior defeats a German Warrior and it is enslaved, creating a new Worker, the resulting unit will be labled "Worker (German)", meaning that, while it is your unit, it retains its original nationality and thus can be sacrificed.
 
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