Only if the improvment IS in the city.
Damn! I edited the post instead of quoting it!
- No, once it's become obsolete you can't built it.
- Building A should disappear... But sometimes it stays (see test with more than 256 buildings with my editor). However, I think that even if it stays, it has no effect.
- Yes, the effects cease.
- I think in that case you can never build Building B[/


I believe Steph is correct on all counts.
-Oz
Not in the last one, I think. I'm pretty sure you can build an improvement if it requires an obsolete improvement in the city...
Only if the improvment IS in the city.

anyhow, knowing this, i've reverted back to this default civ3 setup for all of my projects (although AoI v3.0 did not have this arrangement - it was discovered after it was published).
we ramp up the HP value of the actual army unit. it is normally the equivelent of three infantry units (each inf = roughly a division and the army unit = roughly a corps). 
I don't know... How could I tell?... Wait... Do you mean we can actually play our mods, instead of just preparing itSteph:
Yes it's a good idea. Does the AI use it? In my mod each faction has only one small wonder to upgrade units.
?
Just for information: i've tried these lines in pediaicons.txt and it did not workWyrmshadow has done great ww2 units and i wanted to use different leaders and armies in my mod.
Does anyone know if it is possible to have different armies for different civ?
Perhaps with different culture.
Can i use command lines like this in the pediaicons.txt:
#ANIMNAME_PRTO_Army_CULTURE_American
Armee1
#ANIMNAME_PRTO_Army_CULTURE_European
Armee2
