Is it possible to make every civ start with their flavour worker?

ruby_sauce

Outside the box
Joined
Jun 17, 2007
Messages
712
Location
Netherlands
I made flavour workers for my civs in my own mod (I have 24 civ, and there are about 7/8 different types of workers diviced amongst them). Right now they start with the standard firaxis worker, but I want each civ to start with their own flavour worker. Or is this impossible? I play with the map randomly generated.
 
Did you generate an upgrade chain when adding the workers to your mod? Like: Firaxis Worker -> Flavour Worker 1 -> Flavour Worker 2 ...
 
Ruby, yes, it's possible.
Open the Scenario Properties menu - there are properties which allow to set playable players, human players - so there, assigning civ to the player #, you can select start unit(s) for every civ.
Upgrade chain suggested by Ares is 1 more solution, but it's more complicated.
 
Ruby, yes, it's possible.
Open the Scenario Properties menu - there are properties which allow to set playable players, human players - so there, assigning civ to the player #, you can select start unit(s) for every civ.
Upgrade chain suggested by Ares is 1 more solution, but it's more complicated.

That is interesting, but it does require me to set which civs are played, right?

Also, if I set the ammount of civs to 14, and select a large map which is normally for 12 players, does that mean I play with 14 civs on a large map? or will it automatically reduce to 12 then?
 
Also, with the upgrade path. Does that mean if a civ cant build a unit it is supposed to start with, it starts looking for the first upgrade in the path that it CAN build? Or does it work the other way around?
 
Hi ruby. Ares de Borg's method is easy and works very well. The civ-specific workers should all require no technology and be part of the upgrade chain. The base unit does not need to be available for everyone. If unchecked for any civ, that civ will still get the flavor version. This method should work for both starting units, usually the settler and worker, and should also work for the starting scout unit for expansionist civs.

I'm not sure about your second question. When you say that a map is 'normally for 12 players', do you mean only has 12 starting locations set in the editor but the scenario properties are set for 14? If so, the game will randomly generate the extra starting locations for you.

Another weird thing I learned today...if you create a folder with the same name as the scenario, it will use that folder even if you don't write it in the scenario properties box. :crazyeye:
 
Alternatively, create the 24 flavored workers, make them UU for each civ by only making them available to the corresponding civ, then take away the worker unit as a starting unit. This is the cleanest way, and removes the otherwise unused default worker, freeing a unit slot.

The only downside is you will not have a worker right at turn 1, but that is a very minor issue. In my Epic mod, worker jobs slowly unlock as tech progresses, so having a worker at turn 1 would be completely useless.
 
The starting units a civ will actually receive, for both ones selected in the "General Settings" tab and ones in the "Player Properties" tab (but not preplaced on the map) are the highest unit in the upgrade chain available to that civ at its current technology level.

This is completely regardless of resources, so if, say, the Romans started with Bronze Working and Iron Working, and they were set to start with a Warrior, they would instead automatically have a Legionary.
 
Back
Top Bottom