G-Max
Deity
- Joined
- May 20, 2006
- Messages
- 2,556
killerkebab is right - you don't need to define a tile twice in the same Trigger:
Code:Trigger("Stonehenge").date(-3000).player(31).target([COLOR="Red"]51,53[/COLOR]).valid().city([COLOR="Red"]51,53[/COLOR],"Stonehenge",1).buildings(118)
Yeah, that one was kind of stupid.
Other than that, you could just add the city/wonder to the 3000 BC scenario directly. (Edit the WBS file.)
I'd prefer to make the script work with the scenario that already exists, so a new scenario wouldn't need to be made.
If you can't be bothered with it, you at the very least want it present on the first turn (before the game starts), right?
Code:Trigger("Stonehenge")[COLOR="Red"].startup(bLateStart=False)[/COLOR].player(31).target([COLOR="Red"]51,53[/COLOR]).city([COLOR="Red"]51,53[/COLOR],"Stonehenge",1).buildings(118)
Say what? I must have missed the .startup() method in the documentation...
(I deleted the valid() Condition because there should be no reason why the tile isn't valid before the game starts.)
There's always a wee bit of randomization to the start of scenarios like these. I might end up putting the town next to a barba... oh yeah. That was stupid too.

(I originally thought about making Stonehenge Independent, then realized that Independent is reserved for known minor civs like the Hittites, so I decided on barbarians instead... but I forgot to remove the .valid() method)
This is correct... It never dawned on me to check cities for religions present. I'll have to be get back to you on this. But otherwise you could also spread Christianity to the city with the same Trigger...
Nah. What I hope to eventually do is spread Christianity to a few cities (Antioch, Alexandria, Ephesus, Rome) by 100 AD, force the Roman Empire to convert to Christianity in 380 AD (if they're AI-controlled), and hope that it spreads to Constantinople in time.
Religion is something that I'd rather nudge in the right direction than micromanage.
But yeah, think about adding a .cityfaith() condition. And if I might make one more suggestion... how about a .revive() action? I'd like to create a triggered event in which, in 323 BC, if the Greeks control Babylon, Parsa, and whatever the Egyptian capital is named, they totally collapse. Then, the Greeks are revived and all Independent cities in Greece flip to them; if the Egyptians have been exterminated, they are revived and all Independent cities in Egypt flip to them; and if the Babylonians have been exterminated, they are revived and all Independent cities between Jerusalem and Parsa flip to them (Babylon was only a few km from the capital of the Seleucid Empire). This would require something like 3 or 4 triggers to do correctly, but it needs that .revive() option... unless you can revive a civ just by flipping cities to it...